Smuggler Archive
Thread: **SMUGGLING MISSIONS**...PLMK yer thoughts ya bunch of scoundrels!
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DraysonFarseeker
Sun May 16, 2004 10:10 am
#1
Quoted below was the basic concept put forward as perhaps being part of the Smuggler revamp.
"Ethical decisions that effect the smugglers reputation (basically, the new smuggler missions would be XP based and focused on…well…smuggling So the smuggler would have to “smuggle” phat loot from one NPC to another without getting caught and if the smuggler chose to deliver the item, the get the XP. If they didn’t, well, it would be an XP hit, but they would keep the item…)"
Overall I think this is a great idea, I was already thinking of something similar myself, but with some differences. Since players already do not complete missions just so that they can keep loot from given portions of the missions that they otherwise would not be able to keep I think the best bet is to accept that as a reality and move on to a way around the issue. Step by step, here is how I would like to see missions conducted;
1- Get missions from set NPC's rather than terminals. Each NPC has several different missions that can be taken and each NPC has somewhat different missions to offer from all others. NPC's can be located in those places you expect to seek them, like Cantina's, Spaceports, and Criminal Outposts.
2- The missions, once started will not be a point A to point B and then return to point A type scenario. They will involve many missions to many planets to complete just one series of missions. Much like a themepark, but without badges, more danger, more unique rewards & much more traveling to various planets and cities. This would get folks moving to unused portions of the Galaxy and get rid of boring 'run out 1200 meters, kill thug, bring back a data disk' missions.
3- (Example Mission Start...) Say you start a mission in Mos Eisley Cantina, the NPC asks you to bring a Classified Disk to Nym's Lok Stronghold. Once you accept the mission you will now also be very prone to being attacked by random thugs while going there. On occasion Imp/Reb/Neu patrols will also stop you (depending on yer faction) that you can either bluff through via a series of questions, flee or have to fight them. This will add a TEF if you fight or Flee that will further add to the difficulty of your mission. Once you deliver the Disk to Nym, he will give you a choice of an item or credits for yer reward. Furthermore he will ask if you wish to continue with the overall Smuggling mission on another planet. Continue on with say... 5 of these missions to complete the overall Smuggling Mission given by the NPC. Some missions will be delivery, some spice crafting, some slicing and some just plain old escorts. The travel, threat of spontaneous attack, searches and running around with a TEF with other PC's around would add some much needed flavor and seem much more like real smuggling. To boot, this would mix extremely well with the Space Expansion. Getting jumped by Pirates after you start your mission on yer way to Lok, or boarded by a Imp Customs Patrol.
4- Mission Loot. I think loot should resemble exotic goods, items that Smugglers can use, or sell for a profit to non-smugglers who otherwise are unable to get them. Smugglers are currently either Slicers or Spice Dealers when it comes to their profit making ability. Most Smugglers (I believe) would rather go work hard to get a rare Item only smugglers can get and sell for high profits. Loot examples would be: Art of many types (i.e. Mon Cal Water Sculpture), rare weapons (not uber, just rare and neat to look at, i.e. Ancient Wookie PoleArm), & Rare Spice Schematics. The goal would not to have the loot be rares that other trades NEED, but rather stuff that would just WANT. The only items of NEED would be for smugglers only.
5- All Smugglers of any level can take the NPC missions, but only Master Smugglers can complete all portions of the missions. So, let's say a Mission has 5 stages, a Master could complete them all, a Novice may only be able to complete 1 or 2. The way to allow access to each mission portion is the skills the smuggler has obtained. Maybe Mission Stage #5 requires slicing an Imperial Stronghold Passkey, and you need Master to do so. But the Novice can do the 1st and 2nd which were a Delivery and an Escort. They would still get somewhat rare loot, but not nearly as good as what the Master can get (i.e. some limited use high end slicing tools). This will let dabblers dabble, but keep a Master Title as well worth having.
Well, I rambled on long enough... I would love to hear feed back from all ye lowlife, gutter crawling, side of the mouth talking Smugglers. I had thought about this 'Lack of Real Smuggling' issue fer awhile without thinking of, or seeing any really good solutions (I'm sure many good Ideas were posted, I just did not actually physically see them). Most of what I just wrote came to me as I was writing it, but I really think it is both relatively easy to implement, exciting, rewarding and add instant value to the profession without even working on anything else in the trade.
Best Regards,
Dray
(Hoping to return to Master Smuggler once they make it worth my while....)
"Ethical decisions that effect the smugglers reputation (basically, the new smuggler missions would be XP based and focused on…well…smuggling So the smuggler would have to “smuggle” phat loot from one NPC to another without getting caught and if the smuggler chose to deliver the item, the get the XP. If they didn’t, well, it would be an XP hit, but they would keep the item…)"
Overall I think this is a great idea, I was already thinking of something similar myself, but with some differences. Since players already do not complete missions just so that they can keep loot from given portions of the missions that they otherwise would not be able to keep I think the best bet is to accept that as a reality and move on to a way around the issue. Step by step, here is how I would like to see missions conducted;
1- Get missions from set NPC's rather than terminals. Each NPC has several different missions that can be taken and each NPC has somewhat different missions to offer from all others. NPC's can be located in those places you expect to seek them, like Cantina's, Spaceports, and Criminal Outposts.
2- The missions, once started will not be a point A to point B and then return to point A type scenario. They will involve many missions to many planets to complete just one series of missions. Much like a themepark, but without badges, more danger, more unique rewards & much more traveling to various planets and cities. This would get folks moving to unused portions of the Galaxy and get rid of boring 'run out 1200 meters, kill thug, bring back a data disk' missions.
3- (Example Mission Start...) Say you start a mission in Mos Eisley Cantina, the NPC asks you to bring a Classified Disk to Nym's Lok Stronghold. Once you accept the mission you will now also be very prone to being attacked by random thugs while going there. On occasion Imp/Reb/Neu patrols will also stop you (depending on yer faction) that you can either bluff through via a series of questions, flee or have to fight them. This will add a TEF if you fight or Flee that will further add to the difficulty of your mission. Once you deliver the Disk to Nym, he will give you a choice of an item or credits for yer reward. Furthermore he will ask if you wish to continue with the overall Smuggling mission on another planet. Continue on with say... 5 of these missions to complete the overall Smuggling Mission given by the NPC. Some missions will be delivery, some spice crafting, some slicing and some just plain old escorts. The travel, threat of spontaneous attack, searches and running around with a TEF with other PC's around would add some much needed flavor and seem much more like real smuggling. To boot, this would mix extremely well with the Space Expansion. Getting jumped by Pirates after you start your mission on yer way to Lok, or boarded by a Imp Customs Patrol.
4- Mission Loot. I think loot should resemble exotic goods, items that Smugglers can use, or sell for a profit to non-smugglers who otherwise are unable to get them. Smugglers are currently either Slicers or Spice Dealers when it comes to their profit making ability. Most Smugglers (I believe) would rather go work hard to get a rare Item only smugglers can get and sell for high profits. Loot examples would be: Art of many types (i.e. Mon Cal Water Sculpture), rare weapons (not uber, just rare and neat to look at, i.e. Ancient Wookie PoleArm), & Rare Spice Schematics. The goal would not to have the loot be rares that other trades NEED, but rather stuff that would just WANT. The only items of NEED would be for smugglers only.
5- All Smugglers of any level can take the NPC missions, but only Master Smugglers can complete all portions of the missions. So, let's say a Mission has 5 stages, a Master could complete them all, a Novice may only be able to complete 1 or 2. The way to allow access to each mission portion is the skills the smuggler has obtained. Maybe Mission Stage #5 requires slicing an Imperial Stronghold Passkey, and you need Master to do so. But the Novice can do the 1st and 2nd which were a Delivery and an Escort. They would still get somewhat rare loot, but not nearly as good as what the Master can get (i.e. some limited use high end slicing tools). This will let dabblers dabble, but keep a Master Title as well worth having.
Well, I rambled on long enough... I would love to hear feed back from all ye lowlife, gutter crawling, side of the mouth talking Smugglers. I had thought about this 'Lack of Real Smuggling' issue fer awhile without thinking of, or seeing any really good solutions (I'm sure many good Ideas were posted, I just did not actually physically see them). Most of what I just wrote came to me as I was writing it, but I really think it is both relatively easy to implement, exciting, rewarding and add instant value to the profession without even working on anything else in the trade.
Best Regards,
Dray
(Hoping to return to Master Smuggler once they make it worth my while....)
Message Edited by DraysonFarseeker on 05-16-2004 01:14 PM
Message Edited by DraysonFarseeker on 05-17-2004 08:05 PM
321Bebop
Sun May 16, 2004 3:38 pm
#2
Sounds good. I agree with most of it except for the part about masters only being able to do all the mission. Though, this is not an unreasonable request.
I think ART and datadisc would be the most appropriate items to smuggle. Bah, friend is here.
DraysonFarseeker
Mon May 17, 2004 4:54 pm
#4
Sniff...no love for Dray, only one comment, and they were even interupted by a friend... I know I'm being needy here, lol, but I really want feedback from other gamers on these ideas.
Thanks!
Dray
Thanks!
Dray
Merchillon
Mon May 17, 2004 5:50 pm
#5
It goes along with the post on the underworld document - detailing the missions that the underworld tree would help you complete. I like your idea about having parts of it that can only be completed by people with the needed skills. Perhaps even have the npc not give you the time of day if you aren't skilled enough (like the guy for the scythe schematic - he won't give you missions unless you have a certain number of skills in an elite combat profession). High-profile npcs would give you much larger things to smuggle.... I think the one that Han Solo got in trouble for was a large shipment of spice for Jabba. So if you don't deliver.... the buyer gets pissed. Especially if you drop your shipment at the first sign of trouble...
I definitely think the rewards should be varied - money, faction with the criminal organization, reputation (visibility to BH), and unique underworld items (art items and other interesting loot). Being a crafter, I like getting rare schematics, especially weapon schematics.
--Ssthissz Ozuss--
Master Smuggler/Master Weaponsmith
HOTDOG
Mon May 17, 2004 6:43 pm
#6
Sorry I took so long to respond to this- I was working on the other two posts I made and a third one that deals with slicing (don't know when I will put it up but...)
I totally agree with you on this and would hope that is what they mean when they say NPC missions. I'm not a bounty hunter and I know that their missions are majorly borked but I think our missions should be akin to what they are supposed to be. And that is exactly what you have outlined here.
I imagine that there will be a 1 or 2 missions like this because I'm sure they are hard to put together- (maybe they would be set up to help a smuggler level- I know I would appreciate missions that pay off in locked containers right now) and I also imagine we will have an actual terminal too- although I would prefer a tent with an underground Ops in it.
I don't know how or if you should break this down tree-wise but it sounds good, even the part about having to be a master to finish a series of missions.
What would be cool now is to have those in command take a look at this stuff but we all know they are stone rocking E3 soooooo...
Hang in man.
I totally agree with you on this and would hope that is what they mean when they say NPC missions. I'm not a bounty hunter and I know that their missions are majorly borked but I think our missions should be akin to what they are supposed to be. And that is exactly what you have outlined here.
I imagine that there will be a 1 or 2 missions like this because I'm sure they are hard to put together- (maybe they would be set up to help a smuggler level- I know I would appreciate missions that pay off in locked containers right now) and I also imagine we will have an actual terminal too- although I would prefer a tent with an underground Ops in it.
I don't know how or if you should break this down tree-wise but it sounds good, even the part about having to be a master to finish a series of missions.
What would be cool now is to have those in command take a look at this stuff but we all know they are stone rocking E3 soooooo...
Hang in man.
DraysonFarseeker
Mon May 17, 2004 8:37 pm
#7
Thanks for the feedback guys and for the support and counterpoints. If the Dev's did do something along these lines, I'd race back into Smuggling instead of dabbling. I miss parts of it, but it needs so much work, and it needs a money making ability. I think the rares provided by my mission set up would do just that, while keeping things fun!
P__Day
Mon May 17, 2004 9:38 pm
#8
nice plan i like it, but i would change the reward to : the smuggler can get items to upgrade weapons say Krayt tissue, NS vibro units and such but this could be a 3rd mission type and would fit the "fence" title. Say a PC weaponsmith comes to you ineed 5 krayt tissues, the smuggler slices the bazar and gets into the "black market terminal" finds out that "2 weeks ago a group of renagade mercenaries was spotted killing a krayt dragon, while doing this they also killed 3 imperial stormtroopers and the empire has put a bounty on them" the smuggler get a WP to a cantina where he uses /bribe to get the bartender to idmit that they were there two days ago and that they talked to another NPC who is named garotto clouddancer who hangs out at Jabbas palace then when you get to jabbas jabba tells you that he fed garotto to the scarlac earlier that morning but he has some of his personal belongings but to get them you have to do something for jabba and so on, untill you finally find the mercs who are willing to give him the tissues if he can get theyre bounties removed, so the smuggler has to go to the nearest bounty hunter mission terminal to slice it to remove the mercs and then can get the tissues. that way you get interdependence to since crafters will need smugglers to get these rare components+ you would also get a money sinkin the bribes a smuggler didand it would help distribute the wealth. And the components would still be optional to use. and i also like the idea of getting rare artifacts to display at my house
DraysonFarseeker
Tue May 18, 2004 9:28 am
#9
Thanks for the input, I was trying to put forward the idea that the loot would either be useful for a Smuggler (spice schematic, smuggler tool, weapon that is smuggler only) or valuable to sell so the Smuggler could use it for profit. I was trying to avoid it being such things as resources or schematics that are needed by other trades since things like Tissues are available elsewhere in the game. I was aiming for something that is not elsewhere in the game, (ie. Rare art) that is wanted, just not needed by other players. While Pearls and Tissues are valuable and great loot, I think they should remain where they are, on the Dragons themselves until killed, lol. Otherwise, it may lessen their value just by being available via another venue. By selling rare art and such, the smuggler would be be much sought after by those with the available credits wanting to decorate their homes/shops/ships. While at the same time, not being depended upon to provide rare resources needed by other trades, since they already provide serveral skills utilized by others. A Smuggler is that quasi-fighter/merchant type, no-one has to use them unless they so desire their skills for slicing, spices, and faction points. A Tailor, Weaponsmith or Armorsmith is more needed, while the Smugglers more a luxury. Hence, luxury goods, rather that needed goods. To be honest, every trade needs a touch of uniqness that draws players to it. Some trades have much more uniqness than others, and rightfully so, but they all need something. Smugglers are full of 'Character' and different from other trades and I think they should be. Whereas Pistoleer/Carbineer/Rifleman are less unique, with other trades falling inbetween those extremes. I think some trades (Bounty Hunter, Ranger) need a boost to their flavor in the same ways as I'm talking about with Smugglers. I know I'm off subject right now, but I'm on a role (could be bad!), but let's say a Ranger, when they harvest they have the possibility of pulling rare resources that a scout can't, like say Swamp Cat Tusks or something, to separate them better from Scouts. The Idea is just to have the uniquesness spread out so folks will gravitate to that trade to both make a living and providing a useful service like Doctors, Smiths and Chefs already strongly do.
Wow, I can ramble when an issue is close to my heart, lol. The fact that this game contiues to grow and develope makes me happy. I love the possibilities and hope some of these ideas come to pass in some form or another.
Best regards,
Dray
Wow, I can ramble when an issue is close to my heart, lol. The fact that this game contiues to grow and develope makes me happy. I love the possibilities and hope some of these ideas come to pass in some form or another.
Best regards,
Dray
DraysonFarseeker
Mon May 24, 2004 9:38 am
#12
Ok, so here it goes, /bump. I'm still hopeing for more feedback. I may rewrite this as it is quite wordy and may need to be put in bullet format to ease the eyes. LOL. Either way, I just picked up master Smuggler again this weekend as I am getting excited about the revamp, and hope they take us in a good direction. Right now, the class needs work, I feel I'm not best utilizing my skill points until the changes are made. Yet, the fact is, I really want this title and will hold out for the changes to come this time. Ah...the day I can have my own freighter..., me and my guildmates traveling off to distant worlds and meeting strange & new civilizations then killing them for loot...ahhh One can dream right? ;-)
EvilMonkeySpacePirate
Mon May 24, 2004 4:56 pm
#13
Dray and P_Day, I love both of your ideas. As far as P_Day's ideagoes, I would love a system as complex as that, but the harsh truth of it is that to program a system that complex, each mission would have to be hand-scripted, and thus would only have a finite number of variations, and we would probably have rather long waits between the releases of new ones.
Dray, your idea seems do-able, though instead of simply getting a TEF from being caught by guards, I'd like to see your head get an imediate bountyif you manage to escape the authorities. Another thing I'd like to see would be smuggling missions involving other players. For example, it'd be nice to be to have jedi hire us to attempt to temporarily "slice" their names out of BH terminals, failure of which resulting in the addition of our names to the terminal; or giving us the ability to attempt to bribe non-GCW NPC's into not attacking a player (acting as a walking, talking diplomatic shield); or perhaps allowing us to even hi-jack other smugglers' missions in mid-progress by black-mailing an NPC involved (thus making missions a contest that several will recieve at the same time, as opposed to simply something you can get, then go shopping and get buffed, and later decide to finish.)
From how I've always seen it, I've always viewed the intention behindsmugglers and bounty hunters to be the two highest-risk, highest-reward classes (in reference to pay-offs in monitary or item/reputation-based rewards, not power), so the more danger involved, generally in terms of trying to "over-come impossible odds", the better off we'd be in my opinion.
After all, while we're always getting some requests to smuggle a few shipments of glitterstim into town, every once in a while some of our better customers may have some specific requests...
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