Image Designer Archive
Thread: Let's talk about: Image Designers and the GCW
Top 5 things you would like to see in the GCW
1/ Disguise - Lowers various negative factions, possibly also lower positive factions as a balance
2/Disguise - Protection against bounty hunter detection
3/Disguise - Re-coverts overts – an alternate method with some benefit
4/ Disguise - Less likely to be stopped for a crackdown - You blend into the crowd, why would they pick on someone that doesn’t look suspicious?
5/ Factional tattoos – possibly with some cost/benefit
Message Edited by Kwee on 07-29-2004 04:38 PM
Taking away TEF's: no
We are no better equipped to deal with a TEF than anyone else. Most of us are worse-equipped. So if a commando comes by and says "please remove my TEF" and I see that he's pursued by 10 overt imperials, and I'm going to get slammed by a TEF and killed - "hell no!" I say.
This would also be difficult to implement. What if I'm imperial and the pursued rebel asks me to take away his flag. I take away his flag and get a rebel TEF? This makes no sense. So you could only take away TEF's from your own faction - making it such that the neutral ID would have to choose a faction in order to help out his/her friends.
It seems cumbersome to be able to be in the right place at the right time. How likely are you to be roaming around a rebel base just waiting for someone to pop up with a TEF? If there is no hot pursuit, is the TEF-wearer likely to seek you out? I can't imagine someone showing up at my shop with a TEF to get it removed. What I can imagine is someone demanding I fly to such and such a place to remove his TEF.
- A "useful" purpose for Image Designers: i.e. preventing smuggled goods from being discovered
- Still fits our role of body modifications (as opposed to dyeing clothing, for example)
- It adds to the roleplay aspect of smuggling and fits well into the smuggler revamp
- A support role that would become needed, but would not usurp the role of entertainers or medics
- Ability to disguise and remain neutral
- No "danger" to the image designer, which many in the profession do not want
- However, I'm not a fan of taking away adverse faction points - I think there is too much potential for exploitation and undue burden on ID's with requests for this. If this were implemented, there would need to be a limit (i.e. can only take away 100 negative faction points per week.) I also think that this should not be implemented such that a kit can take away negative faction points.
How to implement? (assuming"disguises"aid smugglers in passing through imperial checkpointsundetected)
- In-person service
- Pros:
- Drums up business
- Does not force us to do anything "new" that we are not accustomed to doing in the profession.
- Roleplay aspect of makeup application, and meeting new people
- Potential use for an "image design" building
- Cons:
- Tell hell (because of necessity of the change and becuase of our small population)
- Requests to travel
- Unlike image design, it is unlikely that the client will wait a day for the change because the change is necessary in order to smuggle. Therefore, it will be hard to manage one's own schedule, especially for a casual gamer
- Craftable goods:
- Pros:
- We can craft at any time and we don't have to coordinate schedules with others
- We can meet the needs of more clients that wa
- Realism: people can buy fake mustaches, etc, in real life and do not need them to be applied by professionals
- Cons
- Resources are hard to find, particularly with no crafting skills
- Entertainers may not be willing to start a crafting enterprise because it entails a new way of life: sedentary, storage issues, etc
- Many image designers would be unwilling to beocme merchants
- In general, this gives the ID/tailor/merchant combo an incredible advantage over the ID/Dancer or ID/Pistoleer combo because the ID/Tailor/Merchant has the tools to effectively monopolize the market with little effort (already has survey skills, materials, and vendors).
- Many ID's will not want the lack of client contact, since many of us became ID's to work with people and socialize.
What about duration? (again, assuming same purpose for disguises in aiding smugglers)
I think duration probably would depend heavily on the answer to the above question on method. A similar discussion is happening in the artisan forum, regarding vehicle colorization. Artisans feel that they don't want to be bothered to colorize vehicles themselves, but if they should have to do it in-person, they feel that it should last significantly longer than a kit used by the customer. I think we have the same concerns. For "tell hell" reasons, we don't want the disguise to be short-lived if applied in person. Therefore, if applied in person, I think the disguise should last either one week or until detected by an imperialpat-down for contraband.
I'm not wild about idea of IDers getting non-aesthetic and functional role. But if we do I feel it should be costly, rewarding and Fun. Also it should maintain the feel of the profession and not turn it into a power gamer tool.
First I'll say that I agree with n'Jessi TEF are not the way to go,
Disguisesarewhat we need but I feel they should not be craftable or a quick and easy thing, instead have disguises tied to missions! Yes missions, Smuggling, under-cover andSpymissions. Let's say your a rebel and a rebel pistoleercomes to you (for or with)a mission to kill a high racking Imp. This Imp is deep within a Imp. base and there is no way a rebel can get to him. So you give him a disguise. It could be a Imp ranger looking for a spy mission or a smuggler with a Hutt misssion.
- The IDer and the customer mustbe ofthe same faction
- The disguises would only last until mission is over plus 5mins. (to give you time to get away)
- Disguises would set all faction standings to 0. standings and can grow durring mission and will return to normal after mission.
- The Disguises are an random all image design.
- You can try disguises 3 times, the first two disguises can be rejected but not the third
- The IDer gets a faction point reward IF the mission is completed
- If the player dies mission is failed and disguise is removed
- Disguises are on a timer, like burst run.
- Missions should be hard and hard to get.
I know this would be a lot of dev. work and take some time to fine tune, but I think it would be worth it.Also there would not be 100,000 new IDers, but instead 100,000+ players using it.
Sorry about that, I thank we where going by other GCW post and not properly reading yours. ![]()
Yes, I for one agree that we were allowed to use disguises to lower negative faction, we should not receive a TEF.
- Hard for combat types to find an ID of their same faction
- ID's would be forced to choose one faction or the other in order to be "useful" to any combat types, and they may not want to have a faction at all.
- ID's will have to choose a faction in order to perform this service, and therefore will not be able to serve half the population - this will be particularly burdensome in neutral towns with both factions.
- If it's an in-person service, and it becomes too bothersome (because we are low population) ID's may choose to be neutral to avoid having to perform this service.
Now let's compare to other professions:
- Entertainers can heal or buff anyone at any time
- Medics can buff or heal anyone of any faction who is covert
- Artisans can trade with anyone who is covert
- ID's can do makeovers on anyone - overt, covert, whatever.
So these trades are not limited to performing the majority of services on faction members. ID's only "useful" service should not be faction-limited.
I'm not a big fan of GCW functionality for IDs; but that's strictly a personal taste.
I won't rehash previous points about TEFs, faction alignment et cetera. But I do want to re-introduce another old point: whether or not disguises or other forms of functionality involve the application of a skill or the crafting of a product. I immediately get nightmarish scenarios of my ID trying to plop a harvester on a high yield site of fiberplast on Dathomir because the only thing customers want are 'high deception value' disguises which require high OQ fiberplast from Dath....![]()
- Faction Tattoos will give you a faction bonus
- A Faction's Tattoo can only be done by a master ID that is a member of that faction
- To do a offical Faction Tattoo you will need a faction implant, that cost 1,000 FPs each or a create of 10 for 10,000 FPs.
- If a Faction Tattoos without implant is detected you will be marked as a spy, Killed and have the tatoo burned off.
- Sub-faction Tatoos (Jabba,Thug, etc) can be done for the cost of 500 -1,000 sub-faction points and the Master IDer must have over 3,000 Sub-faction Points to start with.
- Tattoos can be removed by ? any ideas?