Bounty Hunter Archive
Thread: Smuggler Missions
I think smuggling missions should require you to slice a terminal to get the mission. You slice it out of any terminal, cause anNPC smuggler sliced it in where he thought it would be safe for you to collect where others wouldn't look. Makes sence huh? I don't care what the mission itself is or how it goes, but having to getyour missionby slicing a terminalsounds fun. What do you guys think?
See ya,
Hirc
PS - Warcry and Intimidate work well while using your pistol.
One thing that I have always been disappointed with in this game are the missions. More specifically, they are far too short. For me at least, a higher payout for a longer and more risky mission would be much preferable to doing tedious, cheap, short ones.
Now, seeing as we do not currently have any form of smuggler missions at all, I thought I'd give my ideas on what I'd like to happen in the event we ever do. There would be missions of varying lengths which would, naturally, have a higher payout for the longer they'd take to finish. This would allow the smuggler to increase the profit from the mission by optimizing and playing smart or minimize it by not doing so--in the end, that would be entirely up to the skill and smarts of the smuggler. I like this idea.
However, for this to work, more contraband would need to be introduced to the game. Some suggestions I have would be:
- Pets. Creatures such as Rancors, Kimogilas, and Arachnes would be made illegal. To avoid detracting from the CH or BE professions, they would be essentially given permits much as exotic animal handlers in the real world are. However, if you're not a CH or BE and you're carrying around such a pet, contraband scans are possible.
- Junk. Certain pieces of junk, which could be the item needing to be smuggled, would need to be considered contraband. A star destroyer schematic or an encoded message or any number of other things (none of which are really usable due to game constraints).
- Anything else that might end up being a part of the missions.
In addition to additional types of contraband, the original Hutt faction would need to be introduced as an important faction as well as possibly others such as Nyms, Monumenters, or any other smuggler group. The effect these would have would be "notoriety". That is, the higher your ranking in one of these, the more likely the Empire is to take notice of your activities (player bounties anyone?). One other result of the higher faction would be protection, however. Your employer is much more likely to want to keep you alive when you continue to succeed for him/her. This might be through tips on the bounty hunter's location or even go so far as to feed inaccurate information to that bounty hunter.
The effects of the bounty would be as follows:
- If smuggler dies, s/he loses faction and fails any current missions.
- If BH dies, s/he fails the mission and cannot take another one against that particular smuggler until server reset. Smuggler gains faction.
- The mission has a time limit based on the notoriety of the smuggler. Higher notoriety will result in a shorter mission as the Empire will want the smuggler dead NOW, not later. However, the mission's pay will also be higher.
The only way to increase your notoriety with whatever faction you choose, aside from the bounty hunter failing the mission, would be to successfully complete the missions for your employer. I would, however, like the option for a single reset on factional rating if this is implemented due to the current levels of many of these factions. Namely, the fact that anyone who did Act 3 probably has -5000 Hutt.
Now, for the missions themselves...
- Factional rating determines the size of the mission you are capable of getting. The higher your faction, the higher paying the mission will be but the longer it will take.
- They will be available only through NPCs as slicing would be really unbalancing here.
- Your chances of being scanned are raised while you are currently in a mission. If it succeeds, you fail the mission in addition to any other penalties already in place due to the scanning (unless you're an imperial, of course, then you just fail the mission because you're a l337 d00d who can disregard the law).
- This type of mission would be to get a certain amount of a particular resource. You can buy it or harvest it yourself, the choice is up to you. Based on your factional rating, the amount of resources needed and the specificity of it will increase (i.e. 10k mineral or 100k Katrium Intrusive Ore). The resource will always be something that is available and no more than two days old. As a maximum, I would suggest 100,000 units needed for a total mission payment of 350,000. If you buy it, you can expect 50k profit minus shuttle fees best-case on most servers. If you choose to harvest it, it may cost you money the first time if you do not have harvesters, but if you do, you can expect 300k profit for a week of harvesting using two harvesters. Of course, more harvesters would shorten this time, but it would also cost you more. Expected time for completion: 1-7 days.
- A fetch mission. An NPC will hire you to pick up a particular item. The employer will tell you what the item is, but it will be up to you to locate it. It may be something player made or it may not be. In the case of it not being, you will have to slice into the bazaar terminal to check the blackmarket and see if the item is available. The item WILL be available after a randomized time no longer than two hours. Payment here will be 75k + more based on the item. These would mostly be lower-level missions. Expected time for completion: 1-3 hours
- Elimination. Your employer has heard rumors of a spy in his midst. NPCs within the compound will give you rumors they know. You can also bribe NPCs from the opposing faction and they'll give you more accurate hints. When you know who it is, you can select an option from the radial that'll make them yellow (attackable). You have one shot at this. Reward will be based on the rank of the traitor. The less traveling you have to do, the lower your cost so the better your payment will be. Expected time for completion: 2 hours.
- Information. Your employer wants the schematics for the latest Imperial starship. These can be obtained in a number of ways. You might try bribing an Imperial Officer.. or slicing into a terminal in an imperial base, but with the chance of alerting them to what you're doing. If that happens, you get a TEF and the system is locked down for an hour. Keep in mind that not all bases will have computers with high enough clearance to access that data. (in other words, only the larger bases will work). Payment on these will vary depending on the type of information. Expected time for completion: 2 hours.
- Person. A defector from an opposing faction has contacted your employer and it is up to you to get him to your employer safely. That faction will be actively trying to catch him, however. You can be assured they have lines in on all ticket purchases and will be awaiting you at your destination (though, if you buy multiple tickets, they will have to gamble on which one you use). They will not appear until after you have loaded, however. The defector will have an adequate amount of HAM and resistances so as not to make it an instant failure, but he will not survive if you ignore hostiles. Expected time for completion: 1-3 hours.
I incorporated much of what I've seen others suggest in the above outline with some modifications here and there. It would most definitely take a lot more effort to put these missions in (and have them working) than to simply drop in a mission terminal with some repetitive missions. However, those are simply not fun nor worth the time. A mission where I have to actually think and be on my toes would be much more fun, I'd think.
In all of the missions, a general area would be given, but maybe not the exact location. After all, that's not really any challenge. Also spread about would be NPCs of your faction and others that might have an interest in helping you if you make it worth their time.
Thoughts?
Jookdaniels wrote:
Put this up on the smuggler board as well.....and yes it does apply to all BH's. Not to sure if it has been discussed or not but i was chatting with a few smuggler friends of mine and came up with the idea of smugglers having class specific smuggler missions. The higher the payout the more of a chance they get to have thier names on the BH mission terminals. It would allow them to use there god awful empty first tree as well and maybe they would get something for being a master smuggler....which as most of us know they get NADA. I know you guys are super busy hunting those dam jedi but i just wanted some thoughts on this from you all. Not only would it add more content to the game but hey it would give you all a few more real marks to take out rather then NPC's. Thanks for your time.
Ruger Jookdaniels
Master Weapons Smith
Master Carbineer
Elite Green Rodian
CTDL-Citadel
Intrepid
well i myself have never been a smuggler, but i like the idea
**edit** (work!)
Jookdaniels wrote:
Put this up on the smuggler board as well.....and yes it does apply to all BH's. Not to sure if it has been discussed or not but i was chatting with a few smuggler friends of mine and came up with the idea of smugglers having class specific smuggler missions. The higher the payout the more of a chance they get to have thier names on the BH mission terminals. It would allow them to use there god awful empty first tree as well and maybe they would get something for being a master smuggler....which as most of us know they get NADA. I know you guys are super busy hunting those dam jedi but i just wanted some thoughts on this from you all. Not only would it add more content to the game but hey it would give you all a few more real marks to take out rather then NPC's. Thanks for your time.
Check out the Smuggler forum and look under a couple of GreenMarine's threads. Our revamp was supposed to include missions from NPCs to smuggler illicit goods and from the big guys like Valarian, Jabba, Borvo, Nym, ect. During the "conversation" you had the option of taking an extremely high risk smuggling mission that, if failed, would result in a bounty being put on the smuggler's head.
Also, smugglers would have been able to lift/steal some of the cargo and the more they stole the more "visibilty" they got (some new adn revamped spices like Glitterstim would have used this but Jedi whined about the spice and the Devs got rid of it). We would also be put in situation where NPCs would search us for the cargo or NPCs would try and bribe us for it.
The key is that you can't have nonconsensual PvP. When you sign up for a faction, you're consenting. If you becoming Jedi, you're consenting. However, a neutral smuggler that is grinding missions for Jabbaand, of course out of the hundreds he runs, fails a couple. Then gets put on the terminals. That's like getting your name put on a terminal if you get incapped or die while you're grinding the million+ pistol experience for Master Pistoleer and BH.
But to sum this up. Yeah, your idea has floated around forever. Smugglers have been pushing for it since Day 1. We want to be hunted by bounty hunters. The thing is, we don't want glorified delivery missions. That'd just get stale very quick and you'll find smugglers failing missions just get a bounty so they'll have something to do. And that's not right. In order for us Smugglers to get these smuggling missions, we need a revamped profession (underworld for actual smuggling skills, slicing revamped, melee moves, and more/revamped spices, and something in the master's box). But our revamp that was scheduled for Publish 9 got bumped back to 11 because of the Jedi revamp for 9 and 10. Then our revamp got pushed from 11 to "post Jump to Lightspeed". Then it got pushed to "sometime next year".
So, as much as we ALL want this...it's gonna be a while. Which is why I dropped Master Smuggler and I'm Master Pistoleer, Rogue, and BH 3040. So I can take revenge on the lil whiny ass piss ant Jedi that RUINED my chosen profession.
/rant off.......sorry ![]()
Here's to hoping...