Smuggler Archive
Thread: How the crackdown should work.
SpinningCloud wrote:I think you're missing the biggest problem...that the ONE place that all players must travel through are the starports.Logically if I were placing scans for illegal items it would be in the starports first and foremost...the spot where ALL players move through and would need smugglers to transfer the items.There should be scans in the landing area where players board and are dropped from zoning. AND, there should be scans at the starship terms and travel terms.THEN, the only way a player could avoid scans would be to use a smuggler...or the droid loophole which should be fixed.Having scans anywhere else makes no sense. Either you can easily avoid them OR they are so random that you would have to have a dedicated smuggler carrying your stuff.Anything else but scans at starports is just plain lame.
Completely and wholeheartedly agreed.
This is why Customs is in airport security checks and border patrols, and virtually nowhere else.
The Imperial crackdown should be the same way.
SpinningCloud wrote:I think you're missing the biggest problem...that the ONE place that all players must travel through are the starports.Logically if I were placing scans for illegal items it would be in the starports first and foremost...the spot where ALL players move through and would need smugglers to transfer the items.There should be scans in the landing area where players board and are dropped from zoning. AND, there should be scans at the starship terms and travel terms.THEN, the only way a player could avoid scans would be to use a smuggler...or the droid loophole which should be fixed.Having scans anywhere else makes no sense. Either you can easily avoid them OR they are so random that you would have to have a dedicated smuggler carrying your stuff.Anything else but scans at starports is just plain lame.
I do not believe they will ever implement any kind of starport scans. I would very much like to hope so, because it's really the only way to properly introduce smuggling opportunities, and fully support the whole contraband idea, but - look at what has been done to the game in the last few patches. First starport times have been cut in half. Then the introduction of JTL instant travel. And now 60-second waiting times.
It doesn't seem to me that the ultimate goal of the developers is any kind of 'realism' anymore, but just some silly idea of 'fun' and 'convenience' which translates to giving everyone everything now, and borrowing game design choices from FPS games instead of RPGs. People complained for not being able to teleport through starport walls with /bo trans anymore. Imagine if they actually had to wait for a contraband team to scan them at the starport.
Message Edited by riotcontrol on 02-02-2005 08:53 PM
riotcontrol wrote:
SpinningCloud wrote:
I think you're missing the biggest problem...that the ONE place that all players must travel through are the starports.
Logically if I were placing scans for illegal items it would be in the starports first and foremost...the spot where ALL players move through and would need smugglers to transfer the items.
There should be scans in the landing area where players board and are dropped from zoning. AND, there should be scans at the starship terms and travel terms.
THEN, the only way a player could avoid scans would be to use a smuggler...or the droid loophole which should be fixed.
Having scans anywhere else makes no sense. Either you can easily avoid them OR they are so random that you would have to have a dedicated smuggler carrying your stuff.
Anything else but scans at starports is just plain lame.
I do not believe they will ever implement any kind of starport scans. I would very much like to hope so, because it's really the only way to properly introduce smuggling opportunities, and fully support the whole contraband idea, but - look at what has been done to the game in the last few patches. First starport times have been cut in half. Then the introduction of JTL instant travel. And now 60-second waiting times.
It doesn't seem to me that the ultimate goal of the developers is any kind of 'realism' anymore, but just some silly idea of 'fun' and 'convenience' which translates to giving everyone everything now, and borrowing game design choices from FPS games instead of RPGs. People complained for not being able to teleport through starport walls with /bo trans anymore. Imagine if they actually had to wait for a contraband team to scan them at the starport.![]()
Message Edited by riotcontrol on 02-02-2005 08:53 PM
The stated problem in the past had to do with lag and the fact that starports a funnel point. What they fail to realise are there are two things that will counter this. If people wish to avoid the lag they'll start using cities other than cnet, eisley, and theed in order to avoid it. The other is the fact that if they allowed players to be more involved in cities that they would use the others more. And as far as the rest of the reasons, doing the check prior to travelling vice upon loading into the new city would stop some of the problem as well since people won't be trying to run out and get held up. You could also have entry and exit points (would require some change to starports) that would control some of it as well. What I'm trying to say is that although I'm skeptical they would ever put it in, there are logical alternatives to what they have stated are problems.
Oh yeah...
/points at signature.
That's how I think they could put it through. No doubt an increase in "crackdown" would have to be gradual to get the player base adjusted to it.
"Excuse me Lord Vader, I need to check your backpack for Muon, sir."
No, I don't bloody well think so.
"Outrank" is precisely the mechanism by which Imperials escape scans, and I agree that there should be more higher ranking scan squads, so that unless you're way, way up there in rank, it's something you still have to be afraid of as an Imperial, but your odds of getting scanned are lower, because your boys aren't gonna worry about you, they're gonna worry about the civvies and the rebel terrorists. The tradeoff? If the Imperial does get busted with contraband, he/she gets busted, hard. If you're an Imperial Captain, and you're used to smugly passing grunt scan groups, one day you'll come across a General running scans, and you're gonna get busted down, fined, and in some SERIOUS trouble.
Does that make high-ranking Imps the best Smugglers? Well, unfortunately, but it's also realistic, and therefore I wouldn't want the system any other way. If you're gonna smuggle stuff, who's gonna have the best chance of being undetected? A corrupt high-ranking Imperial officer, or a common criminal? If we did things the easy way, we wouldn't be Smugglers to begin with, and if the Empire weren't corrupt, they wouldn't be worth fighting against.
Even keeping that in mind, the Smugglers, especially Masters, need to have some skills that give them other ways to get around the Imperial scans, or escape punishment to make them equal or better to high ranking Imps. Fast talking, persuasion, low risk of getting material discovered, whatever it takes so that Imps don't corner the contraband travel market.
Not to mention, that's only focusing on Imperial scans. The CorSecs, RSF, Nym's hooligans, etc. should all run their own scans on civilians and enemy-aligned players. (I.E. CorSecs are more likely to scan someone with low CorSec faction) Merely being a high ranking Imperial will ONLY get you past Imperial scans. Won't get you past Rebel scans, CorSec scans, so on. But Smugglers, Smugglers will have the bonuses against all scans. So, if you're a high-ranking persona in a certain faction, you get off scott-free with that faction. Big surprise. But there's others willing to bust you. Smugglers, on the other hand, know how to sneak past everybody.
This solves so many problems:
- Scans being rather unfairly to Rebels argument
- Scans be faction farms to Rebels argument
- Smugglers don't get to smuggle argument
- Imperial high ranks are the best smugglers argument
- Not enough players involved in the GCQ argument (Civvies get scanned more than anyone, and penalties from everyone...)
Message Edited by Kamileon on 02-02-2005 03:46 PM