Smuggler Archive

Thread: Looking for Ideas for Smuggler/Player City Interaction

Khristen
Tue Jul 26, 2005 8:48 am
#1

Hi


Over on the Politician forums, we've been doing some brainstorming for ideas about City Specializations we'd like to see. There was a cool suggestion for a "Wretched Hive of Scum and Villany" to appeal to Smugglers and Bounty Hunters.


I haven't had much interaction with the new slicing system, though, so I'm not sure of what kind of mods would be appealing to Smugglers. Essentially what I'm looking for is what would be beneficial to the Smuggler profession that could be tied in with Player Cities? It doesn't have to be mods necessarily.


Thanks for any ideas and suggestions!!





| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Taln2
Tue Jul 26, 2005 9:01 am
#2


Two things maybe.. allow smugglers to use said cities as starports providing they are factionally aligned with the city (rebels = land in neutral or rebel cities, etc).


The other thing being,an additional slicing bonus.. like anadditional +0.5% or something small to any slice made in said city. But plan B threw awrench into that..m aybe it could still apply to slices being made, I don't know.


Aside from that I can't really say more, since most smuggler stuff is 'up in the air'. For example, there could be a spice crafting bonus of some sort, but spice crafting is going to be (supposed to be) eliminated and replaced with smuggling missions.


If I had a clue, I'd have more answers.





Corbin Greylocke
The Master Thief

Empire at War - destined for GOTY 2006.
Zombie_Arsani
Tue Jul 26, 2005 9:02 am
#3






Khristen wrote:

Essentially what I'm looking for is what would be beneficial to the Smuggler profession that could be tied in with Player Cities? It doesn't have to be mods necessarily.





An actual system of police forces, contraband law enforcement, and anti-drug angencies that made it neccisary for us to actually SMUGGLE would be nice.



_________Arsani 'Living Dead Girl' Co'lace ~ Queen of the Banned________
She's a twitcher!Shoot 'er in the head!
Order 67 - Every Smuggler is now an enemy of SOE and LucasArts.
Devs won't do what must be done. They only hesitate. We're shown no mercy.


twotimes
Tue Jul 26, 2005 9:41 am
#4

yeah i got some ideas. how about a city that we can Smuggle things in and out of?



[][][][][][][][][][][][][][][][][][][][][][][][][]
the ghost of Kohs - i am Jack's IGNORED profession

Ceci n'est pas une Smuggler
Fernas
Tue Jul 26, 2005 10:16 am
#5

hey guys, be nice to the lady, she doesn't know are particular brand of poison over here.


you're asking mostly about mods i'm assuming, like the "research center" type of thing.


there's not a whole lot you can do for us. experimentation doesn' t work on our spices, slicing only depends on having the right equipment, there's not much randomness in it anymore.


faction sales might be the only thing you can really work with. make it cheaper to sell faction in the town and that might bring some smuggler activity.


anyone else have ideas? ones they can actually use....



.
Fernas Radiant, Starsider, Eclipse Smuggler
Tyal Eclipse Master Trader
Methorg Aprawi Kettemoor Creature Handler (Retired)

I'm in this for the Experience, not the XP.

Fighters fight.
Crafters craft.
Healers heal.
Smugglers do not smuggle.
Zombie_Arsani
Tue Jul 26, 2005 10:19 am
#6

Seeing as how she's is in blatant violation of Smuggler Forum Rule number 4, we are being nice.



_________Arsani 'Living Dead Girl' Co'lace ~ Queen of the Banned________
She's a twitcher!Shoot 'er in the head!
Order 67 - Every Smuggler is now an enemy of SOE and LucasArts.
Devs won't do what must be done. They only hesitate. We're shown no mercy.


Taln2
Tue Jul 26, 2005 10:21 am
#7

It would be pretty cool to have player cities serve as the focal "choke" points for the ground portion of spice smuggling, with spawned police mobs representing the faction of the town they're in. Although I imagine that wouldn't be easy to code.


I'd say the topic has to be revisted insofar as smugglers go once the smuggling part goes live... I really don't know what to expect or what can be worked with. =(




Corbin Greylocke
The Master Thief

Empire at War - destined for GOTY 2006.
Chessack
Tue Jul 26, 2005 10:24 am
#8

Ooh the smuggling comment made me think of something.

What if towns could have their own private security forces or militia, similar to the NPCs you get with a base. These guys would cost some money, but not too much... and there'd be a limit to how many you have. They're white dots, not yellow or red (you can't kill them; they can't attack you). The mayor could set them a patrol area that they would stay within perhaps. If you want to get past the patrol area, you have to take your chances with a contraband check. If you fail it, they fine you. A smuggler might be able to sneak you past the town militia but going up to them and choosing a radial option like "deceive" or something. If it works, the guard won't inspect anyone for 10 minutes or something. Then for instance, if you are going to shuttle into a town, you can have the smuggler go in first, set up a "smuggle deception", and then the rest of your group could follow with no inspection risk.

To make it really cool, let the mayor of each town select what is legal and illegal in the town. So one town might have strict anti-spice laws but not care about slicing; another might be the reverse.

And while they're at it why not make this work on factional guys in NPC cities too? That annoying NPC that keeps walking into the cantina inspecting people? Have it so a smuggler can "deceive" him and he goes away for a while.

C



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
Daturaze
Tue Jul 26, 2005 10:27 am
#9

Well that's an interesting idea.


But for a city to be a smuggler's haven it will have to offer benefits to smugglers. As it currently stands:


1) Slicing - there's still a hard cap so being in a smuggler city won't change that
2) Spices - there are no stats to Spices - should they have longer effects or different attributes if created in the city?


What I could see happening is that cities that have that designation would say, be able to place Smuggler's terminals and cities could get a kickback for placing them there.


With regards to starports - well I think it's been commented on before that starports will never go into player run cities - only the major cities.


Interesting idea though.


Cheers
Dat



Zombie_Arsani
Tue Jul 26, 2005 10:29 am
#10

A fine? Another one of those paltry 5000 credit fines that we get on the RARE occasions that the idiot troops find something? Give us some risk here.



_________Arsani 'Living Dead Girl' Co'lace ~ Queen of the Banned________
She's a twitcher!Shoot 'er in the head!
Order 67 - Every Smuggler is now an enemy of SOE and LucasArts.
Devs won't do what must be done. They only hesitate. We're shown no mercy.


MartianLaw
Tue Jul 26, 2005 10:31 am
#11

What about a player city that instantly switches anyone to spec forces once they enter the city limits. Smugglers are able to remain covert though. The only way crafters can get stuff in and out would be with smugglers.


Or perhaps only smugglers can operate vendors out of the town. An option through the city hall.





Demos' - Knight of Mars
Empty_Skull
Tue Jul 26, 2005 10:32 am
#12

well personally i would love to see a hose that could only be placed by a master smuggler ( like a cantina/hospital deal) This "house" would be like a mini cantina or "dive bar". Inside the house we could get a bonus to slicingsay 1% more than the current slices?


Other idea like a city wide bonus to slices ect would not be good because then the entire city would complain that they dont get (whatever current bonus IE job market/Experiment bonus) anymore and that it only is benificial to certain people.



but basically i would like to have my own little Dive Bar that i can hustle my clients in and decorate it to a smugglers taste (ie plenty of pie and beer on every table!)




EmpTTY' & EmpTTy & ES-XVI & Ikkin

I used to be an "Uncle Owen" But SOE & the NGE said that wasn't "Star Wars" enough for ME to enjoy.

Nykky supplying the Empire with Architectural and Factional Items Mos Eno Tatoonie -4425 6850


Taln2
Tue Jul 26, 2005 10:37 am
#13






Daturaze wrote:

Well that's an interesting idea.


But for a city to be a smuggler's haven it will have to offer benefits to smugglers. As it currently stands:


1) Slicing - there's still a hard cap so being in a smuggler city won't change that
2) Spices - there are no stats to Spices - should they have longer effects or different attributes if created in the city?


What I could see happening is that cities that have that designation would say, be able to place Smuggler's terminals and cities could get a kickback for placing them there.


With regards to starports - well I think it's been commented on before that starports will never go into player run cities - only the major cities.


Interesting idea though.


Cheers
Dat





Yeah and it was also commented before that Jedi would be rare. Convention, meet window, and his good friend, pavement. Splat


I've little to no doubt in my mind that starports in player towns are inevitable - I just think they should be restricted to certain classes only (aka, smugglers and probably even politicians).


Not to veer too much off course here, but I'd honestly love to see a system in which interplanetary starports - not planetary shuttleports -were done away with or completely nerfed (15-30 minutes between shuttles rwahahaha) and replaced almost exclusively with JTL transporting, which could be smuggler exclusive (yes,I am a casual gamer, btw). It sounds like a really dumb idea, especially to the casual crowd, but I think it could do a lot to help the game in afew differentways.. and it could even be made fun if, say, the transport gets intentionallyattacked by the opposing faction/pirates along the way.


Anyway. I strayed about 2 miles from the topic, sorry. haha.




Corbin Greylocke
The Master Thief

Empire at War - destined for GOTY 2006.
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