Smuggler Archive
Thread: Contraband Revamp: A Detailed Proposal
The contraband system as it stands now can best be described as largely ineffective. The goal of the system was to introduce a method for keeping illegal items rare by adding an element of danger in having them on your person; an objective which has obviously not been met. The reasons for this failure are as follows:
- Scans are rare enough that they’re little more than an occasional worry. This is true even in areas where scanning regularly takes place and is made exponentially worse by the fact that every planet has at least one starport where scanning does not occur. Some planets, namely all of the adventure planets, don’t even have any starports where scanning occurs. And the most widely used starport of all, Coronet, also doesn’t have any troopers out scanning.
- Faction plays too great a role in the current system. Because scanning is done exclusively by Imperial troops, a game mechanic was added a while back which gave Imperial players immunity to scans in order to eliminate the perceived problem of stormtroopers policing other Imperials. Many feel that this was a poor decision because it negates any need for caution with regards to contraband for 50% of the players who are involved in the Galactic Civil War. Many others are bitter that the one implementation of the Smugglers’ namesake skill was, in effect, given freely to all Imperial officers.
- The penalties for being caught with contraband aren’t severe enough to amount to more than a slap on the wrist for most players. Being found with illegal goods is a nuisance, nothing more. Most feel that even if they are caught with sliced weapons and armor or spices, the small penalties they incur for it are more than worth the benefits gained by the illicit materials.
- It’s too easy to avoid being scanned at all, whether through exploiting the shortcomings of the current system or just using your head to bypass it through perfectly legitimate means. Because certain starports never have scanning, it’s perfectly feasible to avoid the possibility of detection through some simple planning of your travel route. Also, because droids aren’t scanned, droids with item storage modules can be used to bypass scans. Furthermore, any player can simply run from the stormtroopers when confronted with a scan while the stormtrooper stands there impotently telling them to stop.
In short, the current contraband system fails to create a need for Smugglers to smuggle items for other players.
II. The Solution:
The solution the problem with contraband is a simple one: make the act of moving illegal cargo from one planet to another require a smuggler. This may seem too radical, but before you dismiss my suggestion, allow me to explain it fully.
At a very basic level, the implementation of this system could be done fairly simply. All that is truly required is to add a check for contraband that would be run during the travel process and would disallow travel if the player is carrying contraband and is either a non-Smuggler or is a Smuggler who fails a skill check. Detection would result in the summoning of planetary security forces, not Imperial troops; fines for the offender if they are successfully arrested by the security forces; and a timer being set that would prevent interplanetary travel for 5-10 minutes whether they are arrested or not. This check would have to be run when a player attempts any type of interplanetary travel, including the methods introduced in Jump to Lightspeed: the travel function on player ships and launching into space.
III. The Mechanics:
In the past, the idea was put forth by developer Brandon Reinhart (a.k.a. GreenMarine) to include different levels of contraband. I propose to expand upon that idea by having a “contraband score” calculated every time that a player adds an illegal item to their inventory or removes one from it. This “contraband score” would be 0 when the player isn’t carrying any contraband and would increase for every illegal item added to their inventory, with differences in the rate of increase taken into account for the level of restriction placed on the item. If the score is above 0, it flags the travel system to run a check on smugglers and to prevent other players from being able to travel. Furthermore, the score would be used to determine three other factors: the level of difficulty against which a smuggler must make a skill check, the level of fines to be paid by a player who is “arrested” (i.e. incapacitated) for possessing contraband, and the number and difficulty level of the planetary security officers sent to arrest a player. This system could be used to create an appropriate risk/reward relationship with regards to illegal items.
Note: If it's not possible or practical to have a "contraband score" calculated everytime an item is added to or removed from a player's inventory, the score could be tallied as part of the last step of travel. This method would remain functional and would remove the possibility for grief that existed in past proposals where players could run back and forth through a scanner in order to intentionally create excess lag. If the scans occur as part of the final phase of the travel system, at the conclusion of the scan the player will either be passed on through the travel system or will be unable to access the travel system for a set time period due to having been caught with contraband.
A player’s success at evading a scan would be determined by a formula taking into account both their contraband score and their smuggling ability. An example of a formula used would be: 100% - [(Contraband Score – Smuggling Skill) + 20] = Rate of Success. Obviously, the formula would have to be adjusted in its final implementation to eliminate percentages greater than 100 or less than 0, but the basic idea stands. In the given example, if a smuggler’s skill is equal to their contraband score, they have a 80% chance of success and for every point that their contraband score is higher than their smuggling skill, they are 1% more likely to fail. This model would work especially well if contraband scores were given a functional cap of 100 and Master Smugglers were given a smuggling skill of 100. This would mean that the best smugglers would have a 80% chance of success at smuggling the highest levels of contraband. Additionally, smugglers could be given a new ability that would run the formula on themselves to assess their chances of successfully sneaking cargo past customs before putting their credits and reputations on the line. However, rather than giving the smuggler an actual number, the results of their assessment should give them a textual response that gives them a general idea of their chances. Also, a modifier could be added to the “contraband score” of non-smugglers that would significantly decrease their chances of successfully evading a scan; or their chances could be computed via an entirely different formula. Regardless, non-smugglers should have little to no chance of successfully evading a contraband scan while traveling; otherwise the system will be as ineffective as the current one.
In order to prevent players from being stuck on a planet where they don’t have access to their bank accounts and don’t have a house to deposit their goods in, another new feature would need to be added: players would need to be able to keep small caches of items on any planet. It could be handled through the bank terminal, through a new terminal at the starports, or some other mechanism; but the fact remains that players would have to be able to safely store approximately 20 items on every planet in order to allow players to deposit their contraband before attempting to travel so that they will not be stuck on some distant planet if they have contraband and can’t find a smuggler to move it for them.
A mechanism would have to be added to the game in order to ease the transaction of a Smuggler smuggling for another player. What I propose is to introduce “sensor resistant crates” which would be craftable by Novice Smuggler’s and would be a tool to facilitate smuggling for other players. The crates would have a radial menu option to initiate a smuggling interface with another player, which would give that player a message asking them to accept or reject the invitation to smuggle before opening the interface. The smuggling interface would allow for a painless transaction between players and Smugglers by having all the details set in stone right from the start, effectively creating a smuggling mission for the Smuggler. Options on the interface should include payment, destination, and such things as whether or not the employer agrees to pay the smuggler’s fines should he get caught. The cargo to be smuggled should be the first thing determined and once that is set, the smuggler should be able to assess how difficult it will be for him to move the cargo so that he can adjust his fees accordingly. Also, to prevent the Smuggler from being able to steal other player’s items, Smugglers would be unable to open smuggling crates and would not be paid until they’d arrived at the agreed upon destination and completed the transaction. In order to further round out the process, perhaps new underworld NPCs could be introduced near starports that would accept smuggling crates from smugglers and hold the items until their rightful owners came to retrieve them. This would eliminate the potential hassle that could occur if the player for whom a smuggler is working looses their connection or is otherwise prevented from meeting with the smuggler on the preagreed upon planet. Furthermore, it would eliminate the ability for other players to cause grief for smugglers by saying that they will hire them to move their goods only to never show up and force the smuggler to abandon their mission.
Ideas involving a “visibility” rating for Smugglers, not unlike the current system for Jedi, have been put forth in the past; and while it would be appropriate that a Smuggler who fails to complete a mission for another player would be more likely to become the target of a Bounty Hunter, another mechanism should be added in order to give Smugglers an incentive to smuggle for other players in the first place: a “prestige” rating. A Smuggler’s “prestige” would be similar to their visibility but have the opposite effect. Whereas a high “visibility” signifies being known among law enforcement officials, a high “prestige” would signify having a good reputation among the disreputable. “Prestige” would be a requirement to get higher-end NPC smuggler missions and would be modified by the success or failure of every smuggler mission that a player undertakes. So while failing a mission for a player or skimming from the cargo in an NPC mission would result in a rise in visibility, it would result in a drop in prestige, making the Smuggler more likely to be a target for Bounty Hunters and less likely to receive lucrative smuggling missions from NPC sources.
In order to prevent workarounds to the system, a few additional details would need to be taken care of. For instance, the contraband check would have to come at the very last step of the travel process in order to prevent players from holding items for each other then trading them just before making the final click to travel. Also, unless items in a droid storage module can be taken into account when conducting the scans, droids should be prevented from being able to hold contraband items. It would, after all, violate a standard droid’s programming to be used as a method to smuggle illegal goods.
I would like to point out that not only would a system such as the one that I have detailed above succeed in establishing an appropriate risk/reward relationship relating to contraband in the game; but it would also form the basis for the NPC smuggling mission system that has been suggested in the past.
In closing, I would like to thank players and staff alike for their time taken to read this proposal and wish to invite you all to make comments and suggestions as you see fit.
Message Edited by CorellianCowboy on 11-19-2004 08:01 PM
Message Edited by CorellianCowboy on 12-08-2004 10:57 PM
This has some awesome ideas in it. I really like the sensor resistant crates. One thing though, will this create a boom in smugglers? Or will this make people just say, sliced items arn't worth it. Also, will the scans be able to detect things in crates, like spices? I love the whole new field this would open. It would provide lots of player content. I, personally, would love to be hunted by Bounty Hunters. On the subject of droids, maybe on top of a bomb droid smugglers should get a nice smuggling droid. Make it a smuggler skill to hold contraband in a droid. But again, this might cause a great number of players to just stop carrying sliced items. With the addition of JTL, would they get their ships scanned? That could be a whole other field. I still think smugglers should get alot of JTL content in the revamp. We should get our own ship among other things. ![]()
On the point that imps get ignored with the scans, why not switch the scans to the local people like rsf's and such. Of course, then if they catch you they should just try to incap you, and you would need to beef them up to make them a threat to anybody.
Overall I think your ideas are awesome. I might even go back smuggler if this gets put in. >.<
If imperial players use the argument that an Imperial Officers would use their authority to get by with contraband. I would also point out that the Empire would also feel it necessary to make an example of an Imperial Officer who disobeys the laws of the Empire on occasion.
So... while an Imperial Officer could for the most part be immune to the scans, there is ever a small chance that the Empire would feel an example is in order and demote that officer's clone to a private.
A few things I wanted to say in response to some of your comments...
The issue of Imperial immunity shouldn't be a problem, since the scans would be done by planetary officials (Royal Security Forces, CorSec, Tatooine Militia, etc.)... These are planetary laws being enforced and while the Empire does rule over those planets, it expects it's officers to follow planetary law (unless otherwise directed by the Empire.)
Also, if handled properly, the average player will be able to get away with sneaking onto a ship with a few doses of spice most of the time, but their sliced weapons and armor are going to be another story. I can't be sure if this will cause an increase in smugglers or not, but I feel that it will accomplish it's objective of making players hire smugglers to move illegal goods for them. I'm sure that this will also cause a decrease in the usage of sliced goods, but along with that, it will probably raise their value since they'll become harder to come by. Keep in mind, sliced weapons and armor should be the exception, not the rule.
Changes like the ones listed above will make a radical impact on the game, and I'm glad to see that so far you guys agree with me that it will be an impact for the better.
Sounds decent enough, except if there's one place you shouldn't get scanned it's Tatooine. Or Lok for that matter... they are so backwater remember, that the Empire doesn't exert much control; they are basically criminal/pirate havens.
CorellianCowboy wrote:
The issue of Imperial immunity shouldn't be a problem, since the scans would be done by planetary officials (Royal Security Forces, CorSec, Tatooine Militia, etc.)... These are planetary laws being enforced and while the Empire does rule over those planets, it expects it's officers to follow planetary law (unless otherwise directed by the Empire.)
Imperiai2 wrote:Sounds decent enough, except if there's one place you shouldn't get scanned it's Tatooine. Or Lok for that matter... they are so backwater remember, that the Empire doesn't exert much control; they are basically criminal/pirate havens.
CorellianCowboy wrote:
The issue of Imperial immunity shouldn't be a problem, since the scans would be done by planetary officials (Royal Security Forces, CorSec, Tatooine Militia, etc.)... These are planetary laws being enforced and while the Empire does rule over those planets, it expects it's officers to follow planetary law (unless otherwise directed by the Empire.)
That's fairly true, but for the sake of game mechanics, you should still get scanned everywhere IMO.
Imperiai2 wrote:
Sounds decent enough, except if there's one place you shouldn't get scanned it's Tatooine. Or Lok for that matter... they are so backwater remember, that the Empire doesn't exert much control; they are basically criminal/pirate havens.
CorellianCowboy wrote:
The issue of Imperial immunity shouldn't be a problem, since the scans would be done by planetary officials (Royal Security Forces, CorSec, Tatooine Militia, etc.)... These are planetary laws being enforced and while the Empire does rule over those planets, it expects it's officers to follow planetary law (unless otherwise directed by the Empire.)
Paranoid crime lords would probably be a lot harsher
- Nym & Jabbamight enforce their own rules against sliced weapons. These places becomming a haven for rampant use may bring the costly attention of the Empire cutting into profits.
- Nym & Jabba would also use the pretense of conforming Imperial law to keep sliced weapons out of the hands of their rivials giving them the advantage ( Since players will work for Jabba on week and Lady Valarian the next... ).
- Nym & Jabba, always looking out for a betrayer,may also only allow their trusted guards and associates have sliced weapons/armor since it gives them the advantage in protecting them.
Isleh wrote:
Imperiai2 wrote:Sounds decent enough, except if there's one place you shouldn't get scanned it's Tatooine. Or Lok for that matter... they are so backwater remember, that the Empire doesn't exert much control; they are basically criminal/pirate havens.
CorellianCowboy wrote:
The issue of Imperial immunity shouldn't be a problem, since the scans would be done by planetary officials (Royal Security Forces, CorSec, Tatooine Militia, etc.)... These are planetary laws being enforced and while the Empire does rule over those planets, it expects it's officers to follow planetary law (unless otherwise directed by the Empire.)Paranoid crime lords would probably be a lot harsher
- Nym & Jabba might enforce their own rules against sliced weapons. These places becomming a haven for rampant use may bring the costly attention of the Empire cutting into profits.
- Nym & Jabba would also use the pretense of conforming Imperial law to keep sliced weapons out of the hands of their rivials giving them the advantage ( Since players will work for Jabba on week and Lady Valarian the next... ).
- Nym & Jabba, always looking out for a betrayer, may also only allow their trusted guards and associates have sliced weapons/armor since it gives them the advantage in protecting them.
Good points.