Development Cycle Archive
Thread: Publish 6: Released Wednesday Morning
Hmm... I'm hearing alot of EU Continuity cries out there. I'm gonna provide a list of EUC Weapons (that we so happen to have in the game). But until then I've said it once and I'll say it again. The Imperial Immunity in the Imperial Crackdown was placed to entice more players to join the Empire, thereby making their numbers greater than the Rebels. Yes this has to "sacrifice" the Smuggler profession in long term, however the ends justify the means.
Now that EUC listing. This is a listing of Weapons and Armor that is used in the game. As well as their legal standing (perhaps I should post this in the GCW thread?)
Notation:
1 Readily avialable throughout the Known Galaxy
2 Normally available only in large cities and space ports or on planet of origin.
3 Specialized item, normally available only on planet of origin.
4 Rare item, difficult to find anywhere.
FFee or permit often required for purchase.
R Restricted on most planets, and normally may not be bought or sold without appropriate Imperial license.
X Illegal on most planets. Possession and use often violates Imperial or local laws except for specially authorized individuals; penalties may be severe.
DL-18 Blaster Pistol 1, F, R, or X
DL-44 Heavy Blaster Pistol 2, R, or X
E-11 Rifle 2, X
T-21 Light Repeating Blaster 2, X
Vibroaxe 2, R
Vibroblade 2, F
Fragmentation Grenades 1, R
Thermal Detonators 2, X
Mines 2, X
Stormtrooper Armor 3, X
electricnomad wrote:
What stops that Imp from carrying 50 crates of Muon from Point A to Point B? Nothing. And that Imp can do it better than a Master Smuggler. If that Imp could do it better than a Novice Smuggler, ti would still be wrong, but the fact that an Imp gets better contraband movement skills than a master Smuggler is just so obviously wrong that it's almost laughable.
point almost condeded - but you can STILL smuggle for other people, imps can't without carrying everyone's stuff!!!!! An imp can't make muon so they would have to be someone else's and therefore the inventory size point comes back into it.
it is clear to me that all the peoplewhining are NOT looking at the game from the games perspective but are only interested in their own childish "wants"
OTHERWISE ... at least ONE of you would have come up with an idea to change this .. i haven't seen one idea, just bloody whining!
Is that some kind of a joke? You say you're a Smuggler but you haven't seen any ideas for what we'd do to change this? You must never visit the Smuggler Forum, because this has been THE issue for the past week, and there have been no shortage of ways to change this.
So either you haven't checked the Smuggler forum, in which case you don't know what you're talking about, or you're just plain spreading misinformation.
I was talking about this thread - everyone whining here has no effect so why are they bothering?
My idea would be that an Imp with a sliced weapon/armour equiped and spotted by a lower rank would have a 1/10 chance of a superior officer appearing, if nothing is equiped then no penalty, there is corruption in every "police force" as there would be here. So perhaps the fine for imps should be higher? Anyway ... it's ALL BS so far.
Raise the Rebel penalties if you like. I could care less. But allowing Imperials to move contraband more effectively than Smugglers is poor game design. You invest skillpoints to do things like that, just like you invest skillpoints to cure Battle Fatigue or make weapons. You can't do things like that unless you invest skillpoints.
I said raise imp penalties!
choosing to be imp is bound to be the easy option, they run the galaxy, hence there will be more imps than rebels as it SHOULD BE.
I say beef up the Imperials, and I've been after that for a while now. But stealing skills out of one profession and serving them up for Imperials is a poor way to accomplish that. Which profession will be sacrificed to Imperials next? Will all Imperials get free +100 Accuracy to Flamethrowers? How about the ability to fully self-heal every 3 seconds? Where should it stop? And why did it begin?
now you're just being silly
As far as this high ranking imperial crap and the smuggler whining to which one of my characters is a smuggler. SHUT UP ALREADY.
If you EVER bothered to read ANYTHING on star wars then you would KNOW that THEE BIGGEST THIEVES IN THE STAR WARS UNIVERSE IS THE HIGH RANKING IMPERIAL OFFICERS. So this does truly fit in the universe. I spent the same points as you have on smuggler, big deal. I do not see a problem with this at all. This is what is known as oppression, deal with it , life isnt fair.
Go play something else.
Thunderheart wrote:
This dungeon will be the first of many in ourefforts to add more content.
This process of a publish and a Mini publish will be a "regular thing"![]()
Thunderheart,
Will all this new content always be combat-oriented?!?
You all do realize that there are non-combatant players that might like to have some new, cool content too....yes?
From where I sit, it seems that only combat roles get the 'goods'.
/bow
Respectfully,
Gam8it wrote:
O.....M......G
you do understand that as a smuggler you can group and help everyone else smuggler? imps can't do that, we would have to carry something for someone, and I don't know about you but my inventory is practically always full. ("I can carry your gloves for you....")
Imps can't group with players, but they can carry other players' items if they have the inventory space. That you do not is not going to stop someone else from doing so. Regardless, my main objection isn't the practical effect of this crackdown patch. I doubt that, practically speaking, we're going to see a whole lot more law enforcement than we do currently. However, my problem is the precedent that this sets and the attitudes among the playerbase that will result from it. Imperials are already arguing "We ARE the law, therefore we are ABOVE the law." And if any kind of true smuggling system (and let's be honest, this crackdown contraband system is more of an alpha -- not even beta -- version of such a system) is to be implemented in the future, Imperials will always cite back to this and say "Oh, that's fine that there are tariffs and that more things are illegal to own now, but we shouldn't have to pay anything if we do get caught, and we shouldn't even be scanned in the first place." If that's the case, smugglers will never get a true player-to-player role in the game. We may get cookie-cutter mission terminals, but we won't have a real role in terms of player interaction.
I am imp AND a smuggler, I have been working on this since I heard about the crackdown so I can make some money smuggling.
I am sorry but smuggling your own stuff is NOT smuggling, you have to be smuggling lots of items you want to sell or smuggling someone else's stuff. IMPS cannot do that without carrying it for them. Hence a smuggler carrying 50 crates of muon gold is smuggling, an imp carrying his own armour is not smuggling, he may be breaking the "law" but he is not smuggling.
Ultimately, we want to smuggle for everyone ELSE. We don't want to smuggle for ourselves. We want someone to come to us and say "Psst...hey buddy...can you get my suit of composite past that scan team over there? I'll give you 5K for your trouble." Why would anyone do that when they can just declare Imperial or be a high ranking covert and walk through themselves? This dilutes our abilities and robs our profession of any real role in the game, not that we have a real role currently. And if that Imp carrying his own armor is moving contraband from point A to point B while evading the authorities and avoiding penalties, then he IS smuggling. You can call it pulling rank, you can call it doing the hokey-pokey, but the effect is still the same: smuggling. A rose by any other name would smell as sweetly, but in this case, a smuggler by any other name would be an overt/high-ranking covert imperial. That's a problem. Now, in your case, you SPENT your skill points on smuggling, so YOU should be able to smuggle. TX-987, the imperial BH/CH/CM who spent all his skill points already should NOT be smuggling, even if it's only his own stuff because his inventory's full.
it is clear to me that all the peoplewhining are NOT looking at the game from the games perspective but are only interested in their own childish "wants"
OTHERWISE ... at least ONE of you would have come up with an idea to change this .. i haven't seen one idea, just bloody whining!
You must have missed some of my previous posts, because I have proposed alternate systems.
System A: Have Imperials get at most a 10% chance to beat a scan, and if they get caught, have them pay between 20 and 40 FP per illegal item OR have the option of paying between a $1000 and $1500 fine per itemand going on their merry way. Neutrals lose 60 FP per itemAND pay a $300 per item fine, get attacked when they faila scan with -3000 to -4999 faction standing, and get attacked on sight at -5000 faction standing. Covert rebels who successfully stay covert, but still have contraband found on them are treated like neutrals, and if they fail their faction scan get outed and attacked. Overt rebels, duh, get attacked on sight.
or
System B: GCW crackdown scans only for faction. Imps and neutrals go free. Rebels get attacked. Contraband crackdown is left to local authorities (CorSec, SecFor, etc.). Everyone (rebs, neutrals, imps) get's treated the same as neutrals under System A. Neat part is that you can "skip town" or "go on the lam" to another planet where your faction is in good standing because what does FedDub care if you're wanted on Naboo?
My idea would be that an Imp with a sliced weapon/armour equiped and spotted by a lower rank would have a 1/10 chance of a superior officer appearing, if nothing is equiped then no penalty, there is corruption in every "police force" as there would be here. So perhaps the fine for imps should be higher? Anyway ... it's ALL BS so far.
choosing to be imp is bound to be the easy option, they run the galaxy, hence there will be more imps than rebels as it SHOULD BE.
Imps should absolutely have an advantage, but they shouldn't have absolute immunity. The corruption can be seen in the fact that under System A they can EITHER pull rank (IE: use faction influence -- in the form of FP -- to get out of trouble) OR pay a fine, as opposed to losing faction AND paying a fine like neutrals, or being shot at like Rebels. Or, under System B, they should get a free pass on scans for faction (hey, they're not LOOKING for Imperials, just rebels).
There's other ways to improve the Imperial experience too. Imperial Issue schematics for armor, weapons, combat drugs (like spice) or rations (like food) could be given by faction recruiters, taken to your local crafter, and crafted for you. you could make these items better than the "civilian" goods currently available/craftable. Thus, Imperials COULD have better equipment than everyone else (for use in GCW activities only, of course) WITHOUT sacrificing the player economy. Also, AT-STs could be completely revamped to become VEHICLES for Imperials (as opposed to pets), you could change the pet balance, so that Stormtroopers become weaker than they are currently, but you can have, like, 5-10 under your command at once, etc., etc., etc. There are plenty of other options besides simply stripping an entire profession of its uniqueness and giving away the abilities that players in the profession paid skill points to earn simply based on faction alignment.
I think you're being too kind.
KzinKiller wrote:
Still grading out at a D- on communication and planning, folks.
/bow
Respectfully,
Meh. Forgot to mention that that listing was garnered from Star Wars "The Roleplaying Game" 2nd Edition by West End Games, page 161.
This is a response to my previous post in this thread.
Why are you all bitching about the patch coming out a day early? i think its cool that they're going ahead of schedule, it took way too long for this to happen anyway. I think there should have always been garrisons in major cities, harassing of rebel players andstronger Imperial presence in the Galaxy. The checks are a good thing to start on now though,because there is just too much rebel activity going on (i would have liked covert scanners more though).
All you rebel Smugglers can shut up, you have a way better chance bypassing checks than we imps do, unless we go overt of course (something i totally agree on, because a declared imp shouldn't be affected bythe Emperor'slaw).
JediMaster911 wrote:
Has warping when getting off speederbikes been fixed yet? If not, leave the patch for a day and fix that.
Amen! Warped 80m from my speeder into the Mokk Stronghold last night.
Scoooter wrote:
Rebels being forced OVERT as opposed to a TEF is a very bad idea and here is why.
1) Many ofthe crafters and entertainers that are rebel because of factional alliance preference will resign because PVP is forced upon them
As soon as you click on 'I would like to sign up for your faction', you are accepting a degree of PvP interaction no matter if you are a Master Bounty Hunter, or an Image Designer. Therefore it is not Forced PvP, go take a look at the old /citywarn Militia feature for an example of Forced PvP
2) Rebel guilds will lose membership right and left from crafters and entertainers not wanting to be forced into PVP
Again as per 1) they are not being forced into PvP... And umm Guilds have nothing to do with Factions, you can still be in a primarily Rebel Guild even if your an Imp, or neutral or whatever you want to be.
3) Imperial overts will now be camping at cantinas, starports and shuttle ports with their AT's out to get free FP's. With a TEF the reb has a chance to use his smarts to avoid death.
Even if that is the case, why is a Rebel travelling to an Imperial Controlled City in the first place? To look for trouble is the only reason now. It's the same thing as an Al-Qaeda Terrorist walking into the middle of an American Base. With a TEF the reb has no chance, because they can be stabbed in the back at anytime (it's called firstshot for the enemy). With being Overt they can see all the Reds right away and pick a path to high-tail it out of there.
4) If the rebel that is not in the mood for PVP at the moment and doing other things they now must find a rebel recuiter and if they live take an gour of GAME time (notREAL TIME) away from them to become covert. Lessenening their gaming experience.
Yep it's going to suck if a wilderness probot scans you and a Lambda search party is called into kill you... But then you clone anyways and can carry on your business as a covert(oh no not a death). This is the only time it will happen though if your not interested in PvP. Now you know that by going to Bestine, Kor Vella, Kaadara or Mos Espa to get ready for PvP if your a Reb.
5) PVP is now not optional
Yes it is... Did someone force you to pick 'I want to join your faction'?