Development Cycle Archive
Thread: IT 6-6: Imperial Crackdown: Some changes made based on In-Test Feedback
TashunkaSapa wrote:
God, I can't even believe someone could utter that without the self-evident answer interrupting it.The Imperials are the oppressors, not the oppressed.
Hmm... Sometimes I think Imperial players think they're playing Darth Vader or the Emporer. You're not--you're playing TK-421, Captain Needa, Commander Jerjerrod or perhaps, if you're "lucky", Admiral Ozzel. Seems to me there's ample evidence of Imperials being oppressed.
Also, many of you like to justify Imperials being able to use contraband because the Empire is evil and corrupt. You don't accept comparisons to US armed forces, instead preferring to compare the Empire to the military of rogue nations.
Well, I'd personally argue that the Empire was a little closer to the US armed forces, in that generations of families have proudly served in the military (well, at least until Ep 1 came around and changed continuity by taking away the Old Republic's military), and that a great many Imperial members are neither corrupt nor evil. They're simply following orders, working under false or limited information from superiors, thinking that what they're doing is for a just cause. And I'd argue that to most Imperials, maintaining order and following procedure was paramount. Thus, finding another Imperial in possession of contraband would normally be treated quite harshly.
Pana_Cebo wrote:First of all, the anti- alien sentiment that people seem to so vehemently cling to has only been observed in the imperial military. Since we've never SEEN imperial bio-engineers and artisans, we have no idea that there aren't aliens doing grunt-level work in the empire. The fact that aliens are discriminated in the military is shown in the way that faction perks cost much more for aliens.
Um, joining a faction equates joining the faction's military. Hence the ranks. And the imperial player's justification that covert rebels have "joined a war". We're not talking about imperial citizens when we're talking about members of the imperial faction; we're talking about members of the Imperial war machine.
And, as you agree, the anti-alien sentiment has been observed in the military.
It's apparent that the faction perk multiplier for aliens isn't working. There are too many non-human imps running around. They either need to consider other options to limit non-human imps, or else implement a cap per server.
That would definitely "increase what people like to call star warsiness."
Imperials are NOT smuggling. Smuggling is moving something that's illegaly SECRETLY. Imperials aren't attempting to hide what they have at all, the troopers FIND it on them. No hiding, out in the open. Imperials just don't suffer a penalty for it, it's our reward for joining the right side ;D
Smugglers HIDE what they have, and at master smuggler troopers aren't likely to ever find anything on you.
I'd like to thank the devs/csrs/mods/etc/etc for listening to it's playerbase. First they fix the imperial crackdown, then they remove the 1% decay on pvp deaths.
These are people who really care about their playerbase, and I'm thankful for that.
Great work guys.
erm guys smugglers are basically crimanals so yes they will have a chance of getting thought
and how the hell would a lower ranking officer say " sir empty all your pockets "
it would never happen unlesss they had really really really strong evidence i dont think most of you understand rank
ill put it into basic terms
Stormtrooper walks up to darth vader your under arrest for a having a muon gold so u can pwn in battle
not gonna happen
smugglers are supposed to smuggle not have 100%
high ranking imps would be pretty much immune to searches
As a point, as us imp oficers can still wear and use sliced objects, dosent help the **edit** smugulers
eXodus2 wrote:
i dont think most of you understand rank
I think some of you don't understand the way a military works. It seems to be the imperial players more than the rebel players, which is quite sad given that it's the imperials that are playing members of a fascist organizatio and should try a little harder to understand how a military structure works.
The following has been argued before, but it bears repeating: simply walking up to a checkpoint with a uniform and credentials doesn't mean you can bypass the checkpoint. Documents can be forged; uniforms stolen. People manning a checkpoint understand that, thankfully, and recognize that they need to check everyone. Even people that truly are Imperial officers need to be checked, as you never know who's a traitor (case in point, General Madine of the Alliance was a former Imperial general that switched sides). Only the highest ranking Imperials would be able to completely bypass a checkpoint (e.g., in the Empire: the Emporer, Vader, the commanding officer/executive staff responsible for checks occurring within a particular unit).
And just because you may be a sergeant doesn't mean you get to order every staff corporal around. Put your personal ego aside for a moment and think: unless the soldier is already under your command, you don't have the ability to simply change his standing orders.
Yes, there should remain the possibility of avoiding repercussions; but it should still only be a possibility; that is, there must remain a chance of failure. With higher rank does indeed come contacts, and even the ability to bluff and intimidate weaker-willed subordinates (and sometimes superiors!) but this shouldn't be a given. It should be a percent chance that increases with rank, though it should never reach 100% success for any player.
Really, if you're going to support overt Imps as legally using contraband and avoiding all chance of repercussions, then you should consider supporting the following: allow smugglers to forge credentials, which have a variable chance of success depending on the ability of said smuggler, and can be sold to non-imperials. This, I think, could be a partial compromise on this issue.
SmugglerZim wrote:
I've never said that imps shouldn't have rank priviledges. Just not the priviledges that aresuperior to my profession abilties, which cost me fp.
Understanding that you meant skill points, I'm back to my previous question:
What ability does an Imperial Officer have that you actually spent points to get?
NONE. The devs are giving you a new ability and they are giving Imperial officers a similar ability that works better for them personally perhaps but is useless to anyone else. It's not the same ability. You didn't spend any points to get it, you knew exactly what you were getting when you spent the points. You can't possibly have spent points to get something that's not even in the game until tomorrow.
Please feel free to re-read this post as many times as it takes for all of this to sink in. I don't really care whether you feel it's justified or fair or whatever - it's coming and you can either accept that Smugglers are finally being given what they've asked for since Day One, or you can sulk and stomp and perpetuate the stereotype of the Rebel whiner who's only happy when everything is done their way.
Either way, your objections won't change the way it is - better make the best of it.
Bleh, I did mean skill points there.
TashunkaSapa wrote:
SmugglerZim wrote:
I've never said that imps shouldn't have rank priviledges. Just not the priviledges that aresuperior to my profession abilties, which cost me fp[skill points].
Understanding that you meant skill points, I'm back to my previous question:
What ability does an Imperial Officer have that you actually spent points to get?
NONE. The devs are giving you a new ability and they are giving Imperial officers a similar ability that works better for them personally perhaps but is useless to anyone else. It's not the same ability. You didn't spend any points to get it, you knew exactly what you were getting when you spent the points. You can't possibly have spent points to get something that's not even in the game until tomorrow.
I told you, I did spend points on the ability to smuggle, whenever that abilty came around. The devs are giving me an ability, that should have been in the game since day 1, (but since we only got 2 weeks of beta testing, I don't really blame them) but they're giving you a better form of the same ability, more or less for free, compared to skill points, which I disagree with.
HA! So when imperials complained about the original system, that was ok, but now since the changes won't be in your favor, that's a problem? Why didn't your side "accept the facts" on the orginal plan? Because they disagreed with it, so they voiced their opinions, there's nothing wrong with that, and I've never called anyone a "whiner" for it. Obviously, I disagree with this change, and I'm stating why I disagree,so that makes mea whiner who's sulking and stomping?Hell, even if I was whining and stomping, does that in itself make my arguments wrong, or does that just make me a whiner? There's a difference...
DavidGX wrote:
Imperials are NOT smuggling. Smuggling is moving something that's illegaly SECRETLY. Imperials aren't attempting to hide what they have at all, the troopers FIND it on them. No hiding, out in the open. Imperials just don't suffer a penalty for it, it's our reward for joining the right side ;D
Fine, in RP, they're not smuggling, but what they're doing, looking at it from an entirely gameplay point of view, is moving materials that have been deemed illegal through a checkpoint. That should be a smuggler ability, and I think that all would agreewith that. How about this compromise I posted a little while back, you're "allowed" to have the materials, but you need to show that you're a high-ranking imperial officier, (which would be done by going overt)? Lowranks would suffer a fp hit, overt or not. In RP, you're not suffering a penalty, but from a gameplay mechanic point of view, there would be some sort of sacrifice for having the materials. Or how about you just alwaystake a fp hit, just from the action of "pulling rank"? The size of the hit would dependson your rank.All the faction perks cost fp, even though they should be granted just by having the rank (like troopers, a colonel should always have someone under his command, but unlessyou pay some fp for a trooper, it's not happening). Both of those suggestions allow for you be "allowed" to have the illegal materials, and there's absolutely no penalty suffereed, from an RPpoint of view.
eXodus2 wrote:
erm guys smugglers are basically crimanals so yes they will have a chance of getting thought
[cut for space]
smugglers are supposed to smuggle not have 100%
I don't want 100%!One of myproblems hereis the fact that no one should be 100% exempt from penalty. (and I'm not talking aboutan RP penalty, as I've explained...)
I haven't been hassled once by an trooper since I've played today. Coronet cantina is now a camping spot for rebels to beat the crap out of stormie NPCs. Heck, if it weren't for the Star Destroyer hanging over Bestine, I'd assume that nothing had changed since yesterday.
Crackdown = letdown.