Smuggler Archive

Thread: For Fun! The Crime Lord Profession for the Space Expansion!

Smuggler_Caylin
Sun Mar 07, 2004 4:24 pm
#1

The Crime Lord

(Cue dramatic music)


A space expansion extension of the Smuggler profession, crime lords are capable of surrounding themselves with thugs, running seemingly legitimate businesses, providing people with exciting new jobs/missions and getting interesting and powerful items from their abilities.


While smuggler would provide high end content in my ideas for allowing them to get to some locations and accept certain types of missions, Crime Lords would be capable of getting players to incredibly difficult and epic encounters, akin to fighting Gods in EverQuest. Large planetary and Spacial combat battles through their information of where they are going to take place.


Instead of the optional third Hutt faction, this Profession would fill in at that capacity. It would make the player who takes up Crime Lord a faction unto themselves, yet not exclude members of the GCW. It would be in addition to it, kind of like a sub faction.


Member recruitment would be akin to joining a GCW faction now. A set minimum amount of faction to join, and then they could promote themselves through the ranks to get better privelages and options through the syndicate.



The Crime Lord Prerequisites:


Unlike Smugglers, Crime Lords are more into the business management end of criminal activity, instead of the more violent nature of it. Do not mistake them for being unprotected however through their use of hired hands.


The Crime Lord would require Underworld 4 and Profiteer 4 from the Smuggler Skill tree that I have proposed (Underworld and Spices if you want to think of it normally), and Business 4 from the Artisan skill tree. This also Naturally includes Pistol and Unarmed 4 as they are the Smuggler prerequisites as well.


Thats a total of 121 skillpoints used in the prerequisite. The same amount used by players who are Master Smugglers. This leaves 129 skillpoints for progression into mastering crime lord and other professions. You could potentially even be a master smuggler/Master Crime lord and still have 37 skill points remaining. For those who would want to be both. They could also obtain Master Crime Lord and Master Merchant with 3 skill points remaining.


The Crime Lord Skill Tree


1-A

Novice Crime Lord

Title Given: Novice Crime Lord

Required XP: Merchant XP. After all, you are a business man now!

Skill Points: 6



Place: Casino (See: 2-A)

Crime Lord: Create Criminal Syndicate (See: 2-B)

Crime Lord: Place Mission Terminal

Crime Lord: Peace Offering

Spy Network: Summon Spy (See: 2-C)

Bodyguard: Hire Bodyguard (Brawler) (See: 2-D)

Syndicate Missions: Delivery (See: 2-E)

Syndicate Perk: Clothing (See: 2-F)

Landing Clearance: ? (See: 2-G)


+1 Active Bodyguard

+1 Stored Bodyguard

+1 Corrupted Vendor

+5 Resilience (See: 2-H)

+10 Bodyguard Maximum Level.

+20 Influence. (See: 2-I)


Schematic:


Syndicate Kit




1-B

Hired Help

Required XP: Smuggling (See: 2-J)



Level 1:

Skill Points: 5


Bodyguard: Marksman


+1 Bodyguard Maximum Level.

+5 Resilience



Level 2:

Skill Points: 4


Bodyguard: Basic Combat Conditioning


+2 Bodyguard Maximum Level.

+5 Resilience



Level 3:

Skill Points: 3


Bodyguard: Weapon Specialisation


+3 Bodyguard Maximum Level.

+10 Resilience



Level 4:

Title Given: Mobster

Skill Points: 2


Bodyguard: Improved Combat Conditioning


+1 Stored Bodyguard

+4 Bodyguard Maximum Level.

+10 Resilience





1-C

Spy Network

Required XP: Syndicate (See: 2-K)



Level 1:

Skill Points: 5


Syndicate Missions: Destroy

Spy Network: Infiltrator


+1 Bodyguard Maximum Level.



Level 2:

Skill Points: 4


Syndicate Missions: Smuggler

Spy Network: Detailed Information


+2 Bodyguard Maximum Level.



Level 3:

Skill Points: 3


Syndicate Missions: Increased Payout

Spy Network: Offworld Connections


+3 Bodyguard Maximum Level.



Level 4:

Title Given: Information Broker

Skill Points: 2


Syndicate Missions: Increased Mission Difficulty

Spy Network: Cost Reduction


+4 Bodyguard Maximum Level.





1-D

Criminal Genious

Required XP: Syndicate



Level 1:

Skill Points: 5


Crime Lord: Syndicate War

Syndicate Perk: Vehicle


+1 Bodyguard Maximum Level.



Level 2:

Skill Points: 4


Syndicate Perk: Furniture


+2 Bodyguard Maximum Level.



Level 3:

Skill Points: 3


Syndicate Perk: Defensive Structures


+3 Bodyguard Maximum Level.



Level 4:

Title Given: Conspirator

Skill Points: 2


Crime Lord: Place Bounty

Syndicate Perk: Weapons


+4 Bodyguard Maximum Level.





1-E

Business Opportunities

Required XP: Syndicate



Level 1:

Skill Points: 5


Hired Protection: Medical Center. (See: 2-L)

Landing Clearance: ?


+1 Bodyguard Maximum Level.

+1 Corrupted Vendor



Level 2:

Skill Points: 4


Hired Protection: Cantina.

Landing Clearance: ?


+1 Corrupted Vendor

+2 Bodyguard Maximum Level.



Level 3:

Skill Points: 3


Hired Protection: Home.

Landing Clearance: ?


+1 Corrupted Vendor

+3 Bodyguard Maximum Level.



Level 4:

Title Given: Racketeer

Skill Points: 2


Hired Protection: Cloning Center.

Landing Clearance: ?


+1 Corrupted Vendor

+4 Bodyguard Maximum Level.





1-F

Master Crime Lord

Title Given: Criminal Mastermind

Skill Points: 1



Place: Criminal Stronghold

Bodyguard: Elite Combat Training

Syndicate Missions: Increased Returns

Spy Network: Saboteur

Syndicate Perk: Armor

Hired Protection: City

Landing Clearance: ?


+1 Stored Bodyguard

+1 Corrupted Vendor

+10 Resilience

+20 Bodyguard Maximum Level.

+20 Influence.


Message Edited by Smuggler_Caylin on 03-15-2004 09:22 PM



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Jez3an
Sun Mar 07, 2004 4:59 pm
#2

I love this idea. I especially love the idea of allowing Crime Lords to make up their own missions:

Bring me the head of Alfredo Garcia!


Depending on how powerful you were you could put Bounties on Players. There would have to be some limits however, for which I propose:

Faction Points

At Master Crime Lord (you might want to make the title "Criminal Mastermind", it scans better), you get your own flavour of Faction Points. You can only place Bounty Hunter missions on people who have wronged you, i.e. have negative Faction for you.


Maybe too powerful, but fun anyway



Sherina Elderwood, Bria.
Vendor -4211 6371 Next to Tusken Fort (THC Mall) Near Mos Vegas and Tusken Vale

Master Weaponsmith, 11pt
Master Artisan
Master Buisnessman
Jez3an
Sun Mar 07, 2004 5:01 pm
#3

oh, and you could have a /vendetta command, with which you can declare that you oppose another Crime Lord. This works like a duel, where if Both Crime Lords /vendetta each other, then the vendetta is on. When you kill someone with opposite faction allignment wrt the Vendetta you lose faction with their side and gain it with yours, just like Jabba/Valerian faction



Sherina Elderwood, Bria.
Vendor -4211 6371 Next to Tusken Fort (THC Mall) Near Mos Vegas and Tusken Vale

Master Weaponsmith, 11pt
Master Artisan
Master Buisnessman
Smuggler_Caylin
Sun Mar 07, 2004 5:16 pm
#4

Alright I'll play around with that a bit...


If you work with the crime lord you could gain + faction to him. It works almost like a secondary guild in the way that the crime lord can declare war on another crime lord.


Players should know that if they work with a crime lord they might have to PvP if the Crime Lord declares a vendetta against another faction. It is then a TEF to the two sides. They can attack the other criminal syndicate members.


If there is a member of that syndicate you really don't like... THEN you can post a bounty on their head That prevents just random player bounties from being brought into the picture.


You give the name, and the reward proposed, and it is placed into the Bounty Hunter terminals. If that player is killed he loses a ton of faction in his native organisation. Perhaps even perks that could be involved in joining a crime lordsyndicate.


Perhaps members could have access to new ships and technologies that the crime lord himself has to open up as part of his skill progression, then he can offer them as perks to those who work for him. They spend faction to get access to his perks



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Smuggler_Caylin
Sun Mar 07, 2004 5:19 pm
#5

Heck, we all know we want to work for a criminal faction... as opposed to justRebel or Imperial. Make the players the criminal factions.


That would be soo much fun.


As more criminal factions emerge that are player based, you can have maybe a special terminal in your casino.


There you can select from a list of known criminal syndicates, and declare war on one or two of them. It would then allow for PvP combat between the rival crime lords.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Jez3an
Sun Mar 07, 2004 5:25 pm
#6

hehe, I really like this idea, and I already have all the pre-reqs for it

Oy! Devs! Do it!

It might be better to have the Faction thing progress with one tree now that I come to think about it - you start off weak, and get more and more Faction abilities as you go up the skill set.

They could even do an Advanced analogue from the Politician tree (Statesman?) that could either be our nemesis, or our respectable front, with their own Faction and policies.... ooo, the possibilities



Sherina Elderwood, Bria.
Vendor -4211 6371 Next to Tusken Fort (THC Mall) Near Mos Vegas and Tusken Vale

Master Weaponsmith, 11pt
Master Artisan
Master Buisnessman
Smuggler_Caylin
Sun Mar 07, 2004 5:26 pm
#7

Well ideally our operations will center from our casino Which we place in Player Cities


So yah, involving politicians would be awesome but how to do it...





The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Smuggler_Caylin
Sun Mar 07, 2004 5:27 pm
#8

Honestly, this is the idea I've been having in mind for a long...long time while I was working on my revamp. Maybe you can see why I don't want to split our skills into the SE, but rather make a new profession that can add to the content of the world in general.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Smuggler_Caylin
Sun Mar 07, 2004 5:42 pm
#9

Perhaps have Crime Lord factions a Sub-Faction to join.


You can be Imperial, Neutral or Rebel for the GCW and all that involves.


You then have the option of joining a criminal syndicate which is run by a Crime Lord.


By signing up to join a criminal syndicate, you agree to the possibility of participating in PvP combat.


Players who are neutral, but join a criminal syndicate, could perhaps act as the infiltrators to faction bases. Given their rank in the criminal syndicate, and the skill of the Crime Lord, they could be given the ability to infiltrate and observe the main GCW actions and movements. Vulnerability times and more. So they could essentially move past the Covert Scanners into bases, check out the vulnerability times, and share the information to the opposing faction.


This would also let them play both sides as true neutral business men.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Jez3an
Sun Mar 07, 2004 7:04 pm
#10



Smuggler_Caylin wrote:
Honestly, this is the idea I've been having in mind for a long...long time while I was working on my revamp. Maybe you can see why I don't want to split our skills into the SE, but rather make a new profession that can add to the content of the world in general.





Sure I can, and I like this - a lot. My concern is just that you can't sell short those who were promised something from the initial game. Fair is fair, there was no promise of Space Ships in the initial game, but there was promise of Smuggling, and anyone who has just the initial game deserves every penny of ground based Smuggling, and then some. Ships and such are further Options for the advanced Space based Smuggler, and the systems you propose for the smuggler revamp can be quite nicely adapted for that.

Anyway Caylin, maybe we should take the comments on our disagreements to PMs, yeah, might make the board a bit quieter for those who don't really need to hear us debate

I personally *love* this advanced profession idea, and in the hands of the right player it would add a fantastic depth to the game.

Further things to consider: Rank acheivement in the Crime Lords organization, perks to be gained thereby (could thugs be included as perks the way Stormtroopers/AT-STs are for imps?) - of course means having the crime faction lower and different trees allowing different things within the faction structure - in fact the entire Skill tree could be made out as the progression of new faction perks and enhancements for members of the faction. This would provide incentive for the members of the faction to do well, as the faction leaders XP could then be based on the ammount of faction points the members of the faction gather

Example: The Crime Lord Misos has a small faction of 4 people, not including himdelf, and a vendetta going against the Cathil faction. As Misos thugs kill off Cathil minions and disrupt their operations, Misos gains Crime Lord XP (representing the fact that his skill have improved enough to allow his faction dominance), and can hand out more Perks and better incentives to his Thugs.

That would work beautifully to represent increasing faction power - of course you would have to have some penalty if your faction went into decline, but that is par for the course.



Sherina Elderwood, Bria.
Vendor -4211 6371 Next to Tusken Fort (THC Mall) Near Mos Vegas and Tusken Vale

Master Weaponsmith, 11pt
Master Artisan
Master Buisnessman
Smuggler_Caylin
Sun Mar 07, 2004 7:33 pm
#11

I'm working on alot of this stuff you mentioned here.


Same wavelength on alot of things...


I'd love to go into more depth, but honestly, the more time I spend responding, the less time I spend with this proposal


Agreed, on the perk system. Further progression up the tree allowing our minions to requisition new perks. Perks that maybe we can customize with help of other professions. For instance, we want our our own faction armor, we could possibly have an armorsmith work with a template to provide our workers with new armor to request through spending their faction points, like we do with the GCW factions... to get this new suit of armor. There should be a limit to how many suits can be stocked. After all, we are the ones who are supplying it


Pets however, I'm not sure about. The players who work for us are our thugs, so to speak. I don't know if adding more thugs for people to get would be a great idea. However, I do solidly believe in the main combat ability of the Crime Lord to be in his own set of bodyguards.


Which as he skills up, will become more powerful, like creature handling, but with NPCs.


and I also agree on ranks. there are a ton of possibilities here.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Smuggler_Caylin
Sun Mar 07, 2004 7:44 pm
#12

Well perhaps a perk, but a negative for the unsuccessful crime lord.


Weekly Payouts.


Thugs do it for the money. Those considered part of the faction receive weekly payments into their bank accounts. Their rank in the faction determines how much they are payed on a weekly basis.


The Crime Lord would have to pay money into a Syndicate maintenance fee that goes towards this. Operating expenses and such. Failure to do so would result in the collapse of his syndicate untill he can afford to reestablish it.


There would however be ways for a successful crime lord to get tons of money hopefully. I'm working on parts of that right now.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Jez3an
Sun Mar 07, 2004 8:06 pm
#13

The main reason I suggested thug followers for faction members was that Players would be the underbosses of the operation for the most part, or so I see it... Plus of course the fact that the Imps get Stormies... I'm not really sure how that part works tho - never bothered much with stormies 'cos i spent too long in AO playing a pet class @_@

What about Faction Outposts? Have you considered the implications of those. Perhaps they should be exclusively for the Criminal Masterminds tho...



Sherina Elderwood, Bria.
Vendor -4211 6371 Next to Tusken Fort (THC Mall) Near Mos Vegas and Tusken Vale

Master Weaponsmith, 11pt
Master Artisan
Master Buisnessman
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