Development Cycle Archive

Thread: IT 6-6: Imperial Crackdown: Some changes made based on In-Test Feedback

TashunkaSapa
Thu Feb 05, 2004 2:16 pm
#547






PwyllTwiceborn wrote:

point out the vast numbers of non humans in Imperial Service.


It clearly shows spice is illegal yet no penalties for Imperials carrying spice.







First of all, Thrawn is in the game (as a Captain) and eventually becomes Grand Admiral of the Imperial Fleet. Palpatine's apprentice was a Zabrak. So there are nonhumans in Imperial service and they can rise to high standing with dedicated and loyal service.


As for Imperials and spice? Where do the Imperials send many convicts? Yes - to the spice mines on Kessel. Which are owned and run by the Imperials.


If you'd taken your own advice you'd have refuted your own argument - wouldn't that be darn inconvenient?



Shaan'ti Hokai (Kauri)
Imperial Pilot Ace/Master Smuggler/Master Bounty Hunter
Master Explorer. Force-Sensitive. HERO OF TATOOINE.
Mariki
Thu Feb 05, 2004 2:17 pm
#548

The way I see it, no fore thought is ever put into these publishes. Rebels are not going to be flagged and killed by NPCs, there are going to be PC imps following around these guys and taking the kills for faction.


People will no longer have the option of picking when and where they want to PvP as they will be forced into PvP with this crackdown. This coupled with the reneg of the decay is unacceptable for some of us.


Besides deciding that I will not PvP because of this reneg on decay, this crackdown will now force me to resign from my faction for the same reason.






Mariki Lee, Ex Rifleman
Last day Dec 2nd
Death by NGE
- All Hope Gone
Mariki
Thu Feb 05, 2004 2:25 pm
#549

I might also point out that the devs said there would NOT be covert scanners in the cities but these roving Imp patrols are exactly that.



Mariki Lee, Ex Rifleman
Last day Dec 2nd
Death by NGE
- All Hope Gone
JierHolln
Thu Feb 05, 2004 2:26 pm
#550






TashunkaSapa wrote:


First of all, Thrawn is in the game (as a Captain) and eventually becomes Grand Admiral of the Imperial Fleet. Palpatine's apprentice was a Zabrak. So there are nonhumans in Imperial service and they can rise to high standing with dedicated and loyal service.






A whopping two examples of non-humans in Imperial service and one of them is irrelevant as Maul was NOT in the service of the Empire. It didn't exist at the time.


As to Thrawn, in EU material it is made EXPLICITLY clear how rare this was. Thrawn was the ONLY non-human to ever be ranked so high. It's also made EXPLICITLY clear that much of the Empire is xenophobic.


Pwyll's point is excellent. Don't champion realism in one case 'cause it suits your purposes. If you truly want realism, then let this game be realistic. Anyone caught with spice or sliced weapons would be detained and probably jailed and/or sent to the spice mines. So let's get a jail system going or include Kessel and the spice mines. Let's get non-humans out of the Empire. No more "jumping" off of cliffs and surviving, it's not realistic. Let's institute one shot kills; NO ONE (unarmored; and even armored folks wouldn't last so long under constant fire) would be able to take multiple blaster bolts and live. Et al. Come on, if it's realism you want then be consistent and ask for realism in all aspects.




-----------
Ralrinag
New Solah, Naboo - Bria
Master Brawler - Teras Kasi Master - Master Heavy Swordsman - Explorer
Hlicalanthe
Thu Feb 05, 2004 2:28 pm
#551


First of all, Thrawn is in the game (as a Captain) and eventually becomes Grand Admiral of the Imperial Fleet. Palpatine's apprentice was a Zabrak. So there are nonhumans in Imperial service and they can rise to high standing with dedicated and loyal service.


Two examples does not prove that the Empire treated non-humans fairly. Especially not when EU conclusively supports the Empire as pro-human, anti-non-human. Even Zahn, the author the created Thrawn, supports the Empire as anti-non-human in his short-stories about Thrawn's early years in the Empire (in the Star Wars Adventure Journals) and novels.



---

LTC Rycor Sarde (Rebel Alliance)
Master Combat Medic / Eclipse
crimsonkhan
Thu Feb 05, 2004 2:31 pm
#552





This is absolutely amazing!


I have been a game developer for several years and have seen the release of several top rated games. SWG hasMORE POTENTIALthan any game EVER, yet SOE cannot even implement a simple concept such as "Imperial Crackdown" without fumbling! It really is sad acutally. Imprial Crackdown is such a FANTASTIC idea (yet simple) how can SOE allow these developers to fumble yet another aspect of this game? FIRE your development team and hire some of these people who post on these boards! The SWG community is bright and intelligent and has fantastic ideas! SOE developers are the opposite.


Imperial Crackdown is necessary to SWG, period. However, SOE vision of how it should be implemented is inconsistent, unvisionary, and UNREALISTIC!


It has been said before, NO ONE (except Vader and the Emporer) are above Imperial LAW! To allow high ranking Imperial officers immunity is a bad choice!


SOE here is your solution:


Just make "Imperial Factional Equipment" on par with sliced equipment!


Make "Rebel Factional Equipment" on par with sliced equipment but make it illegal!


This solves ALL your problems! Imperials aren't drugged-out infacto Smugglers, and it encourages the use of LEGAL Imperial issue equipment!


Once again Imperials of any rank are not above the law! SOE don't ruin what can be a golden opportunity for SWG, please!



Talos Darksun

Zbyma
Thu Feb 05, 2004 2:44 pm
#553


First off, I think these changes are great, I am very excited about the crackdown, and I play a neutral smuggler. I think the revisions TH describes at the beginning of this thread are an improvement over the initial design, and make a lot of sense from a star wars point of view.


Since these changes were posted, I have been reading a lot of very frantic posts by some smugglers who are upset that Imperial declared players of high enough rank will have no need of smugglers NEW smuggling abilities (although, it stands to reason that those same Imperial players will create the MOST demand for Smuggler’s slicing and spice crafting abilities, since they can carry that contraband with impunity). While I think that most of these smugglers are really overreacting, their arguments got me thinking…

Faction Points don’t really represent anything tangible (real members of the Armed Forces doing get ‘points’ for service). What faction points (specifically for the Empire and the Rebellion) represent to me is ‘clout’ or respect within that faction. The players that perform more good services for the Empire are more respected within the organization, and eventually get promoted because of that clout (this is a simplification of real life promotion within military organizations, but ok, this is a computer game…). If you look at faction points in this light, then it doesn’t seem that unreasonable that a high ranking Imperial officer who is discovered with contraband might lose some. If the same officer always shows up on contraband scans, the rank and file troopers may not do anything openly to that officer, but they might start to grumble about him or her, and start to lose a little respect (i.e., faction points!) for the officer in question. Now, if this high-ranking officer were to kick something back down to the troopers (like a bribe), then maybe they would think better of him or her.


So I guess now I am advocating some kind of small faction point penalty to high ranking Imperials discovered with contraband, or else a bribe of credits to avoid the faction point loss. I still feel that the MOST important thing is that high-ranking Imperials should suffer the LEAST of any type of player from being caught with contraband. But I think that those high-ranking Imperials shouldn’t get off completely scot-free. And maybe that would appease some of the very upset smugglers out there.

What does everyone think about this?



<<< IMPERIAL ORDER TO DETAIN ENCRYPT CODE 92AacA5s-99 >>>

Drota Da'Pothir. Twi'lek male. Yellow skin with blue markings. An Alleged slicer and spice dealer. Confirmed ties to the Cult of the Sarlacc and Jabba the Hutt. Wanted for questioning regarding whereabouts of Sarlacc City. Subject is armed and dangerous. Last Seen: Bestine, Tatooine.
<<< END TRANSMISSION ENCRYPT CODE 92AacA5s-99 >>>

cappyra
Thu Feb 05, 2004 2:56 pm
#554

Hlicalanthe wrote:


_____________________________________________________________________________________


This is a game.

SWG isn't about recreating a real war of good against evil; and it's not about reenacting the SW timeline, as the Devs have said that SWG will likely deviated from continuity as time goes on, based upon what happens in game. A certain level of game balance must be maintained, as no one faction or profession should be inherently more powerful than another.
______________________________________________________________________________________


Rightwell then the whole backdrop would have to change. Since the Alliance now controls a majority of the galaxy then the Emperor should either go into exile or be removed from the game. Darth Vader would go into exile as well or his power would be greatly deminished or just say that since the Emperor wields no power just remove him from the game and say Luke killed him.Leiashouldcome out of hiding and be placed in a seat ofpower on Naboo. There would be no more rebellion. There would only be the Alliance Faction. All others would be considered outlaws or just mere reminants of the once powerful Empire. No need for Imperials to have faction perks at all since there is no real Empire. So just remove all perks completely and disolve the Imperial faction. Alliance faction perks could be artisian or entertainer pets. Instead of uniforms or faction armor the Alliance would have faction ball room gowns and robes. Get rid of faction bases and allow Alliance faction Installations like Gardens and playgrounds. Surveyors would no longer need to get materials for weapons so they can drop flora farms to make flower arrangements for peaceful halls of joy. The Space expansion can be reduced to just lightly armed trading ships (for those pesky space pirates). Maybe space cantinas were people can go dance and chat. Then we can all have a happy joyful game of playing with no PvP. It will be a sweet Alliance Utopia. After all... they only want peace right? I mean it's not like rebels are warmongers or anything. Finally remove all combat professions from the game. Since the Alliance has acheived victory there is no sense in being say a commando. Start a new faction. Jedi Faction. A new starting profession can be Jedi since without the threat of the Emperor or Darth Vader the Jedi Academy can be rebuilt. Jedi would be the only combat profession and only Alliance faction members can be Jedi. Have the uber powerful Jedi would OWNAGE! anyone who dares oppose them... which would be no one. Ban killing of all animals and creatures except in self defense. Then we can all have a nice sticky sweet chat room to come play in =) Think we can get all this in the next patch?


Or would you rather play Star Wars...




Faith and Honor!

Lt. Colonel Kugan Kar
Legacy
Hlicalanthe
Thu Feb 05, 2004 3:00 pm
#555


SOE here is your solution:

Just make "Imperial Factional Equipment" on par with sliced equipment!

Make "Rebel Factional Equipment" on par with sliced equipment but make it illegal!

This solves ALL your problems! Imperials aren't drugged-out infacto Smugglers, and it encourages the use of LEGAL Imperial issue equipment!


That probably wouldn't fly with the crafters, and would yet another example of Devs going back on promises (i.e., this will be a player-driven economy, and player-crafted items will be better than loot/npc rewards).

But this is an opportunity for the Devs to implement Imperial weapon and armor schematics that are buyable from a faction recruiter. The schematics should require advanced resources, and be more powerful than existing "regular" schematics, so that a fully experimented faction item is comparable to a fully experimented and sliced "regular" item; these should obviously not be slice-able. This way, the Imps can have player-made, sliced-equivalent equipment without breaking the law.

The trick will be making it so that the crafter would have to charge a higher enough price that buying a normal weapon and paying a smuggler to slice it is still cheaper, so as not to remove all incentive from Imps paying for slicing. The amount and type of specific resources would need to be carefully considered here.

These crafted items should be buyable from vendors only by Imperials and smugglers, though they should be tradable to a neutral or even rebel (at which point it should be considered contraband). This would give the smugglers something to smuggle, as a partial tradeoff from lost slicing business!



---

LTC Rycor Sarde (Rebel Alliance)
Master Combat Medic / Eclipse
TashunkaSapa
Thu Feb 05, 2004 3:54 pm
#556






JierHolln wrote:



Anyone caught with spice or sliced weapons would be detained and probably jailed and/or sent to the spice mines.





Hey, Einstein? Listen to yourself, FFS. "Sent to the spice mines" - meaning Imperials run the spice mines.


What do you think they are doing with that spice, throwing it away? No, they are selling it, of course. They control the spice trade - therefore THEY determine who can and can't use it. and if the Emperor wants to say that loyal citizens can use it but suspected terrorists cannot, that's how it will be.


I'm not asking for total realism - I'm answering the demands for justification of why things will/should be as proposed.



Shaan'ti Hokai (Kauri)
Imperial Pilot Ace/Master Smuggler/Master Bounty Hunter
Master Explorer. Force-Sensitive. HERO OF TATOOINE.
PwyllTwiceborn
Thu Feb 05, 2004 4:03 pm
#557

Description: Kessel is more like a moon than a planet. It has a very weak atmosphere which can be seen trailing off into space.
Comments: Kessel is a planet rich in spice, especially the rare spice glitterstim, which induces short-term phychism in its user. The spice mines of Kessel are no-light environments, as light destroys the spice very quickly. The mines were shut down in ABY 11 after Han Solo rescued Ky Durron from them, and a small Death Star created in the nearby Maw Installation desroyed Kessel's moon. The Maw Installation was hidden inside the Maw Cluster of several dozen black holes. There is one safe path into the center of the Maw, and the black holes mask any trace of the Imperial war factory there. In fact, not even the Emperor nor Vader knew about it. Grand Moff Tarkin was the only person other than the scientists there that knew about the Installation. The Sun Crusher was built here and hijacked by Kyp Durron, and was eventually destroyed.

The third Death Star was still unfinished when Admiral Daala, the highest ranked woman in the Empire, commandeered it. She escaped from it before the Millennium Falcon, this time piloted by Han Solo, flew into the center and blasted in the same fashion as the second Death Star was destroyed.


No, Imperials don't get spice because no one knows about them.



=====================================================================
Pwyll Twiceborn - Bloodfin Server, Master Fencer / Doc
Masakari - Intrepid Server, TKM / 0444 Pistoleer / 0040 Smuggler
Ngamok - Orc Warrior still in my Orc mother's Womb

*Disclaimer* Posts are my opinions, not FIGHT CLUBS *Disclaimer*
Ternque01
Thu Feb 05, 2004 4:13 pm
#558

Please lend an ear Thunderheart and Devs to the smuggler profession page.

We are upset about the free pass given to imperial officers and the precedent it sets for the future of smuggling.

Please go there and read

Thank you



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Tressa
Thu Feb 05, 2004 5:29 pm
#559

Master Smugglers have a big advantage over high ranking imps. The shakedowns occur out in the wilderness while you are hunting. The people in your party will be using their sliced weapons/armor and be carrying their spice. A Master Smuggler could save many lives (or money/fp for those low ranking imps in your party)! A high ranking imp may be better for planned delivery of items, but not for everyday hunts and running around.
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