All Archive
Thread: A Vision of Player Smuggling Contracts and more (updated October 18 2005)
Page 3 of 3
MaxManiac
Wed Jul 13, 2005 12:17 am
#27
I'll be short, last night, talking to a friend, following idea popped into my mind:
- Make spices more powerful, so they really give you an edge when you need it.
° Long-Term entertainer spices.
° Crafting spices. (For example, to give tailors more color options; Better experimentation, etc.)
° Try to reflect in-game the actual image that spices are bad. Make them addictive, so having to spend so much money
in them would actually become a problem, make people have to actually undergo some kind of rehab if you abuse the
drugs (That could again make docs more useful)
- Make only 'Outer rim planets' Like Dathomir or Endor be the ONLY PLANETS where you can place 'Spice Factories'.
° Since those planets don't allow you to place houses ( = no vendors ), smugglers would have to transfer the spices to
the main planets, either using starports or JTL, imperial patrols should then sharpen surveillance, specifically targetting
contraband.
° If a smuggler's 'cargo' gets spotted, he gets the chance to surrender some/all (Depending on his level) allowing him to
come out of it with his life and maybe even some of his precious wares.
° The more often a smuggler gets caught, the easier it should be for imperial troops to discover him.
° Make those special 'encounters' (Smugglers/Empire) be actually HARD to bypass, but not impossible. That would force
smugglers to really study the best way to distribute his illegal cargo. Being inspected by 1 stormtrooper that could be taken
down in a few shots would not stop a smuggler, 10 troopers would have much better chances.
- Make spices more powerful, so they really give you an edge when you need it.
° Long-Term entertainer spices.
° Crafting spices. (For example, to give tailors more color options; Better experimentation, etc.)
° Try to reflect in-game the actual image that spices are bad. Make them addictive, so having to spend so much money
in them would actually become a problem, make people have to actually undergo some kind of rehab if you abuse the
drugs (That could again make docs more useful)
- Make only 'Outer rim planets' Like Dathomir or Endor be the ONLY PLANETS where you can place 'Spice Factories'.
° Since those planets don't allow you to place houses ( = no vendors ), smugglers would have to transfer the spices to
the main planets, either using starports or JTL, imperial patrols should then sharpen surveillance, specifically targetting
contraband.
° If a smuggler's 'cargo' gets spotted, he gets the chance to surrender some/all (Depending on his level) allowing him to
come out of it with his life and maybe even some of his precious wares.
° The more often a smuggler gets caught, the easier it should be for imperial troops to discover him.
° Make those special 'encounters' (Smugglers/Empire) be actually HARD to bypass, but not impossible. That would force
smugglers to really study the best way to distribute his illegal cargo. Being inspected by 1 stormtrooper that could be taken
down in a few shots would not stop a smuggler, 10 troopers would have much better chances.
CatDagora
Tue Aug 16, 2005 10:11 pm
#28
What about allowing confiscated items to be purchased back for a "fine" paided to the Galatic Authorities? Make the "fine" amount high enough to want the original owner of the lost item to use the Bounty Hunter option, but not break their bank ("fine" would be equal to the rarity/uber'ness of the item thus reflecting the offense). Maybe inact some sort of timer, where the item couldn't be received due to confiscated item is processing through law enforcment channels. Once the timer end, the originating owner of the item can retreive it once they pay the "fine".
The exception to this would be pirate raids in space. Such items couldn't be retrevied via a fine, by the originating owner...
...however, maybe allow another command to retreive pirate raided player-items. The owner, and only the owner,can use another command that allows them to generate a space-mission that gives them the oppurtunity to retreive their item through a "lair" style mission (if they so choose). Winning the battle would reward them with their item. Maybe you could have small multi-passenger NPC cargo ships of said pirates to be docked, allowing multi-player groups to have a small, instanced dungeon, to complete to retrieve said item (such a senerio as the instanced-dungeon would be reserved for items that are deamed rare or uber. The lair style would be reserved for the majority of pirate confiscated items). The smuggler that lost the item in space is allowed to join the originating owner's group - maybe to repay the owner for the inconvience? (An opportunity for the smuggler to role play, or establish friendly player relations.) Just another thought to this: The owner may not have piloting abilities, so immersion can be establish by calling on a friend with a multi-passenger ship to help out. Turrents anyone? :biggrin
However, for the anti-player theft system - I like the idea mentioned earlier about placing a "resume" on smugglers that show their honest and mis-honest dealings with player generated contracts for smuggling items.
That's my two cents, but from what I've read (so far...:tongue
in this thread - I really like. As a M.Smuggler myself, I would love to see more in-game immersion for smugglers - I envy the Bounty Hunters, but that's not what I'm into..at the moment.) 
jedijeb
Thu Oct 20, 2005 10:49 pm
#29
I really like these ideas, because I hate the fact that to be a smuggler you have to depend on pistol XP, whats up with that anyway. If you are a smuggler you should be trying to avoid a firefight to avoid drawing attention to yourself. To advance as a smuggler you should .. well smuggle, not hunt, because hunting or going on a killing spree right now is the only way to be a better smuggler. Hard to RP a smuggler when you spend all your time just shooting things, that is for the hunters and soldiers isnt it. There should at least be NPC smuggler mission terminals like the BH mission terminals, where you would get missions asking you to smuggle some kind of contraband. Missions could be neutral, Imperial, or Rebel ( even the empire need to transport things in a low profile mannor at times ) and the missions could even require the transport of people like rebel spies or scientist, or for those of the darker minded side slaves could be transported. Each mission would give out credits and Smuggling XP upon completion. For those with JTL there could be missions that take place in space. I would love to work up to the point I could have a YT-1300 outfitted with seceret compartments to use for missions, maybe even some elite ones that require a complete crew to man the turrets and such, would really make for a fun RPing session. The ultimate would have been a rescue Princess Leia from the Death Star mission
SWG is more than a shooter, so lets develope more non combat professions which dont depend on combat for their XP.
Boba-Fett30
Thu Nov 10, 2005 2:14 am
#30
I really like the ideas but i have to agree with some of the posts about loosing an item completely. If its a one time only item then what...
The theft idea however isnt half bad. A few changes though since the devs wont go for simple theft like that. If in some way the player could get it back, by bounty hunter, another smuggler or by themself. (kill them and get it back) if the smuggler defends himself he continues to own the item and say cant trade it/use itfor X days (giving the person a chance to get it back) And the player is able to attack the smuggler anytime as long as they still own the item. (which will remain on him for those X days)
But even that has its problemsbecause they could just not play those days (even if its 30 days and its something rare, i doubt they would play because of the pay out) would have to work out some kind of online timer.What happens if they succeed and sell it...then its still theft (well earned theft but theft)
Maybe a smuggler could not fulfill his contract but instead of owning the item (which would become non-useable or tradeable, preventing theft, which ill explain lower down..) they could hold on to the item and demand a higher fee (since they need something gained from this) This is when the owner could higher a BH to retrieve the item instead of paying the smuggler his fee. So the bounty could be worth the orginal amount of money that the owner and smuggler agreed on or something different. The smuggler, if killed, looses the item and any payment. Not sure what happens if the smuggler wins. Maybe collects the BH fee and still holds the item, making the owner do it again or pay the fee he demands. The player however should have some role in retrieving the item, but player wouldnt loose out which should happen...maybe they could help the BH, (if they are a bh then no problem, they should be able to hunt that player down) and how would the player (if not a BH) track the player...
away to make the item un-useable/tradeable to the smuggler could be a bio-locked suitcase (which would be made by the smuggler which would be a must to make the deal) This way the smuggler cant get the item out and would be unuseable to anyone who would want to buy it. (but still need to prevent trading, make it a non-trade item? or something along those lines...)
Some other ways to involve smugglers could be to smuggle actual players, using their ships only. People with bounties on their head, or a player withhigh-end contraband which would prevent the "theft" of the item but still have smugglers in action. Maybe while grouped with the smuggler they could achieve the % of chance to avoid detection. (will still have to work out a contract before hand) and this offers a few options...
1: The smuggled player could skip out on the payment and allow the smuggler to hunt down or hire a bh to hunt down the player for his fee, BH collects 50%of the smugglers feefrom the player, so thesmuggled player pays 150% of the fee - make them think twice)This would make EVERYONE involved in be hunted by bounty hunters. This bounty would be a one time hunt. cant replace them on the BH terminal.
2: Allow the smuggler to "turn in" the smuggled player to have a NPC scan the player with the % of avoiding the detection as they would have by them self...0-5% (based off your hidden compartment idea). (will explain why they would turn them in later...) Then this would allow the player to hire a BH on that smuggler, since they didnt have to pay the fee for the smuggler this would really cost anything extra. (this is a one time mission only, BH looses smuggler claims BH's fee, BH wins they collect bounty fee and smuggler pays the player they turned in the original fee negotiatied by the two, bank transfer) - would make them think twice of turning someone in. This could be a vise-versa effect but smuggler isnt the best player to turn in since they could have 95% avoid chance, this would apply the #1 idea too. Smuggler hires BH to kill player and collects 100% of fee plus 50% of that amount would also be paid to BH by hunted player
If the person who hired the smuggler breaks the deal should pay 150% to make them think twice and it gives the BHs a reason to select this mission because it would be the smugglers payment plus a bonus. I would be guessing that the payment to the BH wouldnt be higher then the contract fee (since they would be loosing out) this would add insentive for BHs to select these missions, since higher paying jedi missions would be out there.
The reason a smuggler would turn them into the authorities would be to avoid their own detection, since they would most likely be carrying other contraband with them. If a either of them is scanned and detected then the smuggler is then given a choice to "turn in" the other player, which would be a judgement based off what themselves are carrying and how many NPCs would they have to fight..., doing this would allow the smugglers to walk awayand not be attacked/fined. They could also choose to fight with theother player to have them both escape.
-edit-
also high-end contraband should become un-useable (still allowed to trade/sell it but timer continues) for X amount of time, 5 days maybe. This happens only if killed by the NPCs.
Message Edited by Boba-Fett30 on 11-10-2005 01:17 AM
Page 3 of 3