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An Open Letter from the Community...
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Star Wars: Episode VIII: Binds of Tyranny Forum Index » Questions and Suggestions » An Open Letter from the Community...
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The Master
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 Post Posted: Thu, July 24th 2008 05:03pm    Post subject:
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Derek Brand wrote:
Umm...Dudop, that has got to be the biggest tangent I have ever seen. And I just finished Geometry.


WIN
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John Walker
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 Post Posted: Fri, July 25th 2008 11:47am    Post subject:
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Ams Jendob wrote:
Anyway... I want to hear about what you think about the game. What do we need? What do we get rid of? What's going well? Tell us!


Maybe Adria's stylist?
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Adria Reyna
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 Post Posted: Fri, July 25th 2008 01:57pm    Post subject:
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Watch it baldy.
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+ Mandalorians were somewhat win allready before Traviss came along, bound them in leather and rode them like ponies +
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John Walker
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 Post Posted: Fri, July 25th 2008 02:49pm    Post subject:
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At least I have an even haircut.
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Adria Reyna
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 Post Posted: Fri, July 25th 2008 04:03pm    Post subject:
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At least anyone who knew a thing would need prosthetics to pass as an Anzati, not to mention the ability to touch the force.
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Shayera Jendob
Huggably, Lovably Able to Kill You


Joined: 18 Apr 2006
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 Post Posted: Fri, July 25th 2008 06:25pm    Post subject:
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And maybe you should get back on topic before you all get your butts kicked. >_>
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Xaph
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Joined: 31 May 2006
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 Post Posted: Thu, July 31st 2008 10:21pm    Post subject:
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I'd like a way to improve things through roleplay. Like, for small factions, they could build cities or factories or something to create more income, and big factions could industrialize entire sections of a planet. Then, based on the quality of the roleplay, results are given by CMAC. A good RP could get bonuses that suit the plot. A very good RP could get results above and beyond that. A very bad RP would have negative effects on the planet/faction involved.

Yes, it is a little like nationsimming, but here's the thing: all the Imperial players get to conquer things, and doing this is a great way to develop characters. For smaller factions, training commandos, building colonies, and forging trade ties will do the same thing.

Here's some examples, based on the Tau Empire, that I would do if it could be done:

A Fire Caste member could train commandos. This could be done over a series of posts, training in different conditions and such. As a result, the troops trained would be noted by the Battlemaster to be well-trained and well-prepared for different conditions.

A Water Caste member could make trade treaties. This could be done over a series of posts, where I would play both the NPCs and the PCs. This would have to end with a ambigous ending: for instance, the NPC I meet with would end the conversation with 'I'll have to talk to my superiors about this', and I could then request a CMAC ruling about how much income this trade route brings in. This would also add economic warfare to the game, as factions could attack other factions' trade routes.

An Earth Caste member could build a new colony/city. This could be done over a series of posts, detailing how the colony is run, what facilities it has, etc., This would add income to planets if done properly, but if done poorly would cost more in maintenance than it would bring in.

What could be done is that a player does the post, then alerts CMAC to it. They would charge the faction/person, and give them the results in a private forum, while noting, with cyan in the thread, that results had been given. These results could be expanded on (mistakes could be corrected, good things could be expanded on).

Yes, it is similar to nationsimming, but it's something for the guys who don't have huge fleets to RP about.
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Shayera Jendob
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Joined: 18 Apr 2006
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 Post Posted: Thu, July 31st 2008 11:27pm    Post subject:
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I have to admit, city-building and trade routes have been some things I'd like to implement. Of course, the problem becomes regulation. But, if we can find a way to do it... I'll more than willing to try.

Any ideas?
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Eve
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Joined: 26 May 2007
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 Post Posted: Thu, July 31st 2008 11:31pm    Post subject:
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It seems an extra stress, and regulations when we have too many already. : /
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Ams Jendob
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Joined: 09 Jan 2006
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 Post Posted: Fri, August 01st 2008 12:51am    Post subject:
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Well, that's the big concern. Of course, there's a difference between building a city to house a static population and one--actually, no there isn't. Our timescales are such that population growth (and reduction by natural causes) would be negligible...

*grins* Xaph, you just might be a genius. :p
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Xaph
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 Post Posted: Fri, August 01st 2008 01:35am    Post subject:
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Aww, shucks. I have some ideas on the practical side of managing it, if you want.
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Shayera Jendob
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 Post Posted: Fri, August 01st 2008 01:39am    Post subject:
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By all means...
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Xaph
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 Post Posted: Fri, August 01st 2008 01:41am    Post subject:
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PM?
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Shayera Jendob
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 Post Posted: Fri, August 01st 2008 01:48am    Post subject:
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Why not here?
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Xaph
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 Post Posted: Fri, August 01st 2008 01:50am    Post subject:
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Just in case you wanted to keep the thread open for more ideas. I'll post them up here.
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Shayera Jendob
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 Post Posted: Fri, August 01st 2008 01:59am    Post subject:
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It's an open letter, so all (constructive) ideas are welcome. :p
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Xaph
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 Post Posted: Fri, August 01st 2008 02:40am    Post subject:
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Alright, so trade routes:

Well, this would require some work, because first off, I imagine that the income for planets is already partly made up of them. A list of planets and income would therefore have to be gathered, and a small portion (a percentage, perhaps, allotted as a guideline, but open to interpretation) of this would be the trade income of the planet.

So, for instance, the list might look like this (on a spreadsheet)
Quote:

Planet - Total Income - Income from Trade Routes

Planet A - 26 000 credits - 2 600 credits
Planet B - 10 000 credits - 720 credits

Now, here's one idea about how this could all be done in one thread so CMAC could easily keep track of everything (it could also be stored off of the forums, and made into a programmable interface that I would have to talk to a coder about, and so will leave it for now, to get to the base of my idea).

Also, a note on this method: it can easily be done, it's just a bit monotonous. In fact, I, or any other player could do most of the grunt work -- simply compile a list of planets and assign each of them a percentage value based on what we think trade routes are worth. This would allow most of the work to be done without sensitive information getting out: after the first draft prepared (either by CMAC or a player), final totals could be worked out (I assume that CMAC keeps record of income amounts of planets, if not, players can always send them in).

When this is done, you will have a table similar to the one above. Now, like I said, this could (and would likely be easier) if done off forums, but here's the basic idea I think could be used to store information.

Trade routes should not be an abstract number -- the more trade routes that a planet has, the more that planet should gain in income.

Quote:

Planet - Total Income - Income from Trade Routes

Planet A - 26 000 credits - 2 600 credits
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Planet B - 10 000 credits - 720 credits
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Now, as you can see, the Trade Route connecting Planets A and B is listed twice: this is why, if it were done through some sort of programming trick, it would be easier. It would be possible for CMAC to simply add a Trade Route through some sort of form (a scroll-down list of planets and an amount of credits), which would then automatically be added underneath the planets. It would also be possible to remove trade routes, or increase the amounts they are worth (increases in merchant shipping, lowering of tariffs) like this too. If done on forums, each change in the trade routes must be done twice, once for each planet, and as well as that, the overall trading income for that planet would have to be manually changed.

You know, with all this talk of an automated system to do this...have you guys considered an automatic site-hosted method for storing financial information? Pay days could automatically be sent to faction treasuries, maintenance automatically deducted at the same time, and all trade route information displayed in one place...sounds like something that could really streamline the backroom parts of the game and allow more time to roleplay :D

Sound good so far?
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The Master
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 Post Posted: Fri, August 01st 2008 05:11am    Post subject:
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Eve wrote:
It seems an extra stress, and regulations when we have too many already. : /


If by "extra stress" you mean IDEA OF THE YEAR.
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--John Saxon--
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(Also, wants to rule Universe with iron fist)


"*hugs Alexus* You are so my favorite player" - Nev.

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Kalydon Skirata
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 Post Posted: Fri, August 01st 2008 05:31am    Post subject:
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Ams Jendob wrote:


*grins* Xaph, you just might be a genius. :p


I second this statement, Xaph is a genius. And I fully support the idea of an automated payroll / financial system.
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The Master
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 Post Posted: Fri, August 01st 2008 06:06am    Post subject:
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You've changed, Xaph. You've changed.
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(Also, wants to rule Universe with iron fist)


"*hugs Alexus* You are so my favorite player" - Nev.

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Don Corleone
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 Post Posted: Fri, August 01st 2008 07:17am    Post subject:
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It'd make Roleplaying crime more interesting, with piracy and such of trade routes being a viable option.
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Hiram Drayson
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 Post Posted: Fri, August 01st 2008 11:54am    Post subject:
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Quote:
Xaph is a genius.


Indeed.
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Han Solo
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Joined: 09 Jan 2006
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 Post Posted: Fri, August 01st 2008 04:01pm    Post subject:
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Don Corleone wrote:
It'd make Roleplaying crime more interesting, with piracy and such of trade routes being a viable option.


Very good point.

Now some of those pirate and fringe characters can start making appearances and actually have a role to play.
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Don Corleone
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 Post Posted: Fri, August 01st 2008 04:29pm    Post subject:
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While giving tribute to someone in power. Of course ;) :P
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Ackbar
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 Post Posted: Fri, August 01st 2008 05:25pm    Post subject:
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We've explored automatic financial programs. It's... complex. :p
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