Combat Medic Archive
Thread: Imperial Crackdown
Once again Kav, your right on top of things. This is good for Smugglers. But I totally disagree with the fact that overt Imps can use / abuse illegal items. Its like police officers being able to use drugs, getting caught, then getting saluted? Makes little sense to me.
But at least were getting some new content. Should I be happy with that?
Kav wrote:
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.
I think the economy should be more segmented than it is, and the Devs haven't stressed that aspect of the game. Crafters should probably seek out Merchants to distribute for them, unless they honestly enjoy it. I really wish there were dedicated distributors whose role in the galaxy was to move goods produced by others. I think that's really what the Devs hoped for when they made Merchant a proefssion. As it is (and you know how this goes), crafters expect and feel obligated to solo the entire line, from resource harvesting to selling. It leads to a high burnout rate for the "best" crafters, at least from what I've seen.
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.
Yeah, I wrote that quickly and didn'tinclued a key part that I usually put in there- certain planets should restrict certain weapons. I've always liked the idea of Lok outlawing T-21s, under order of Nym, or the Fed Dub outlawing Scatter Pistols on Rori. Little things like that that make planets unique without would make the game more interesting. And having complications on one planet out often wouldn't make these restrictions totally abusive.
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.
was brought up in another thread and it jarred my dusty Navy memories...bringing a real world exsample to this whole thing since so many folks are throwing the "real life generals wouldn't be scanned" card.
I was in the USN, whenever you hit port a handful of guys are handed little armbands that say SP, shore patrol. In effect you are a cop keeping an eye on the navy folks in a port.
You are easy enough to sopt without the armband, your in uniform and the folks not on duty are typically in civilian clothes. The armband is to cover your rank insgnia.
When enforcing the law rank is not an issue.
that's in the real world millitary which of course is not a corrupt oppresive goverment strongarm, well not supposed to be anyway ![]()
Just thoguht i would throw that out there.
A couple of thoughts here.
Kav, I gather you've revised your position on your original post some, so I'll only loosely address that issue. I agree that, in terms of the GCW focus of the crackdown, the penalties are right on the money. Rebels should feel the heat, neutrals should start saying "Whoa...so much for going rebel just to say I'm a rebel.." and Imps should be left alone as far as "Are you a rebel?" goes. In terms of scanning purely for faction, I think that the scan beating is perfect. Imps shouldn't have to worry about faction scans. They're Imps! Neutrals shouldn't worry either unless they're carrying Rebel equipment (which, I don't think they can unless they're rebels). Rebels should fear the scans, and we can help them evade them. In THAT sense, this patch works just fine.
I also don't think that the player base would just give up sliced weapons and drugs yet, though consumption and usage may be down. It'd depend on how often the feel the heat, and whether they felt the burn was worth it. In that sense, I don't think much would change for us. Our smuggling business might go up a bit, our slice and spice business might go down a bit, but on the whole, I imagine not much would change in terms of raw credits changing hands. People are unlikely to throw out their existing sliced equipment, and since that stuff's not grandfathered in, we might make up business lost from slice/spice with smuggling gigs.
I understand contraband to include:
- Sliced Armor
- Sliced Weapons
- Spice
- Rebel Faction Equipment
Poison/disease packs are not on the list, and it's unlikely they ever will be put on the list.
H.