Combat Medic Archive
Thread: Imperial Crackdown
no they will NEVER take anything from you, I wont go into detail here but for you
if your overt rebel they will just attack you and if your covert they will make you overt
What is the goal of the Imperial Crackdown?
- Increase Imperial player count. (bottom line biggest goal)
- Bring the “feel” of the game into timeline. (Empire Strikes Back, arguably the pinnacle of Imperial strength)
- Institute the precedence of some items being Illegal. (Spice, Slice, Rebel gear)
- To make the game more Fun.
- Overt reb: no change
- Covert reb: in effect the game gains npc covert scanners
- Imp: suffers loss of rank or faction. In affect losing from 8-50 missions worth of faction for most imps.
- Neutrals: no effect
- Overt Reb: Still no change
- Covert reb: Covert faction scanners
- Imperial “low rank” loss of cash or faction
- Imperial “high rank” no effect.
- Neutrals: cash fine
- The overall combat strength of the Smuggler, due to us being able to use “hot” gear all the time.
- The desirability of a Smuggler for any combat group. PvP or PvE.
- The skill set of a Smuggler in general.
- The potential for true smuggling to be developed, now that the precedence of illegal items has been set.
It is Smuggling in it’s lowest form, like a Ranger using a Basic camp from his novice scout tree.
Spice and Slice demand will lessen? No I do not think so, lets look at our customer base.
Our nmber one customers are GCW participants. Especially with spice. If your already in a fight, then the crackdowns only affect is more Imp NPC’s to deal with. Imperials and combatant rebels will continue to buy spice and slice at the same rate they do now. Shopkeepers and regular PvE folks are not the ones buying 10 crates of spice or getting 3 suits of armor sliced.
Well I am not happy with it myself. I think there are better ways and frankly I was not overwhelmed by the 500fp OR rank penalty. Though compared to the rebel penalties it was a bad idea.
I have the following logic that I am going to bring to bear in the dev thread:
Moving a Winnebago full of contraband from Montana to Miami and selling it for a million bucks is smuggling.
What happened to this Kav?
Kav wrote:
I feel pretty strongly against giveing Imperials a pass in any form.
- if they give one inch in making things illegal. then they will not be illegal.
- if things are not illegal, then there is no need for smugglers.
- you either take the benifits of being and Imperial, and the law. or you are a criminal.
Yes the benfits of being an Imperial need to be improved. Adding this content enables that. Lower the price of imperial perks. Though i have to say 420fp for a 8k HAM stormtrooper Medic is pretty **edit** cheap for CL25 Pet that shoots decent and heals himself, heals you sometimes too. (but don't count on it)
If they water down the definition of illegal, then they might as well ignore spice and slice and just scan for covert rebles, cause that is what it will boil down to in the end.
There is no Logic for how the "cops" should be able to do illegal things. Yes i can understand HIGH ranking Overt Imps getting some mods (no where near 95%)
Sure a high ranking official can cover up a few things and point subordinates the other way. But once caught they Fall, fall far and hard.
I fail to see why anyone should be able to emulate our defining skill without buying it. Maybe as a High Ranking Smuggler I should be given Imperial perks without having to declare.
We are for the first time getting empowered as smugglers. I am not prepared to barter that.
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=52825
As Solo pointed out, we're looking at this from the Master point of view, and that's not fair to Novices. They put in the time and skillpoints to be able to smuggle.If aperson with the word Smugler over their head doesn't smuggle better thansomeone without that title, then something is very wrong. Why should someone throw down some Faction Points and permanently buy off the essence of another profession?
Oh, and welcome back, Kav.
Good post, Kav.
There is a way to make smuggling a bit more than just a sub-game, but I'm not sure the smuggler community would readily accept this. It would still have similar aspects of BH missions though. I'll post it again in another thread so as to not hijack this one.
"This is a perk, not a class defining function."
Absolutely!!!! And I think that is the keypoint of your post.
Noohik -- Bloodfin
Ralyykk wrote:
..."This is a perk, not a class defining function."
Absolutely!!!! And I think that is the keypoint of your post.
- high-end resources (advanced medical components, radioactives, anything from Dathomir, etc)
- high-end weaponry, like Scatter Pistols or T-21s
- mounts and vehicles on adventure planets
- etc
electricnomad wrote:
The Devs could very easily give us a player-mission smuggling economy by dropping the Imperial bonuses to scans and adding a few of the following items to the contraband list:
- high-end resources (advanced medical components, radioactives, anything from Dathomir, etc)
- high-end weaponry, like Scatter Pistols or T-21s
- mounts and vehicles on adventure planets
- etc
All the Devs have to do it make the entire player base feel the lure of contraband, make it tough for them to move it themselves, and then make Smugglers the only people who can get the gear through without serious penalties or risk.
kinda a diffrent discussion really but, the same can be said for the Merchant profession Electro. It is difficult to sell your wares if you are not a merchant.
Does this mean we have alot of merchants? no, it means nearly all crafters dabble in merchant.
this is not enough to me, even if the contraband list was increased. this is not Smuggling, its smuggling. If you make everything illegal you do not increase the desire for smuggling, cause no one will desire the product. Smuggling Has to mean bringing something they cannot get through normal means that they all Want. If it is all illegal to own, not as many folks will want it.
also It would be inexcusable to make a professions weapon (t21, scatter) contraband. that would be as unfair to them as this whole thing with teh imp officers is to us.
Solo is making a great argument for it based on skill points incaylin's thread. i think that is the one we can all drive home on the devs. They are sensitive to it if we parallel the concept to what they are going through on combat droids.
electricnomad wrote:The Devs could very easily give us a player-mission smuggling economy by dropping the Imperial bonuses to scans and adding a few of the following items to the contraband list:
- high-end resources (advanced medical components, radioactives, anything from Dathomir, etc)
- high-end weaponry, like Scatter Pistols or T-21s
- mounts and vehicles on adventure planets
- etc
All the Devs have to do it make the entire player base feel the lure of contraband, make it tough for them to move it themselves, and then make Smugglers the only people who can get the gear through without serious penalties or risk.
I agree with you in principle, but I have a problem with them adding crafted items that people routinely carry to the contraband list. Once I make my delivery I don't want to have to babysit the user every time he uses the item (as would be the case with mounts and weapons not to mention the currently-planned crackdown on sliced items), and I don't really want players to be effectively locked out of using needed equipment.