Smuggler Archive
Thread: Smuggler mission ideas...
Rebel Mission
Who can take it?
Anyone
It could be incorporated into the Rebel Theme park to give it more interesting missions.
Description:
Rebel is assigned to acquire and deliver 20 E-11 Blaster Rifles to a Rebel operative. The playermust then acquire (either thru his guild, the bizzare, trade, barter, or whatever). Then they must deliver the weapons to the operative.
Alternately, this could be a player based mission where a guild may need to hire a smuggler to transport bases, base turrets, mines, ect to a newly established base on another planet (or perhaps even accross planet).
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Establish NPC that require the services of smugglers to perform simier tasked missions (as above).
Place the NPC's in the "Shadier" parts of towns (the areas with theives, gangsters, thugs, ect.)
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Infiltration based missions.
Create facilities (recycled large faction bases would work fine) somewhere on a different planet for the smuggler to infiltrate (using slicing abilities) and some combat skills (if needed).
NOTE: This would be a great place to add an "undercover" ablitiy that would act like a mask scent for smugglers allowing them to "pass as friendly" in faction and non-factioned situations (Code wise, temporarily give the smuggler +5000 faction points for all factions across the board).
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Underworld Negotiation Missions.
The skill sets exist but they serve little purpose
This type of mission would be recieved by an NPC in the "bad part of town". They send you to meet with another NPC either in another "Shady" place or a cantina (perhaps even generated in a random player city cantina, if possible). The Smuggler would have to select the correct line of responds in order to complete the mission. The higher the smuggler skills, the more "correct" respondses they recieve. The dialogue wouldbe some type of underground dealing and most likely between two different species.
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Okay, that's the best I could come up with off the top of my head that shouldn't require much code change. Feel free to add to the list, but try to keep it feasible using as much of the existing code and game structure as possible (yet give it a "Smuggler" feel).
Message Edited by CaptBewil on 08-15-2005 12:00 PM
Okay, I know someone has to have some thoughts on this.
Come on, this would be a quick and easy fix for the smugglers that would give them a more "underground" feel and usefulness (not just through NPC's, but other players/guilds as well).
Smuggler missions could come through visiting a specialized NPC. The first contact would be a rogue, importer, exporter or special customs agent. These folks who hang around cantinas or banks would hold a discussion with the smuggler. Based on a discussion tree in the conversation, and the smugglers level both as a smuggler and CL, the NPC would send you off to meet with your -customer-
The discussion tree would be a way to handle faction issues so that you could smuggle neutral, imperial or rebel. You could even add underworld factions to the tree so you could run a Jabba mission. By having the second NPC -the customer-in a different locations they can static like mission terminal, but also tiered. They could be in the basement of houses or in “rougher” parts of cities. A challenge just to get to them.
The basic mission would be a delivery mission. At novice level it would be city to city. More advanced players would involve going to other planets and even combining with space and maybe a couple of docking secessions in space.
However, since you are smuggling you would actually get an item in your data pad and this item would be more -detectable- than normal sliced weapons or spice. This means the smuggler needs to be careful about how to make the delivery. Low reward missions would be in good parts of town that have no more than normal scans going on. Certain parts of cities would have higher levels of scans going on. If you made thugs factions having scanners and enforcers you could create bad parts of cities that a law abiding ranger or chef might be wise to avoid. Or anyone with negative Hutt or Jabba faction would be a hinderance or a benefit for the smuggler. If the original giver was a Jabba you could make the final delivery in a rival gangs area. More risk more reward.
The missions can be taken from the customer and delivered to another NPC. Go to another NPC to pick up and deliver to the original NPC or to a third NPC. Collect a series of items each adding to your visibility and deliver them to someone. The smuggler would have to avoid the random roving factional opposition to them or their customers -some form of TEF comes with the mission-. Plus you could put spawnable challenges to over come.
Some missions could be on timers and the items could be –tradable- making an option to sell out your customer and take a faction hit or even a short term TEF. A more complex solution would be that if you sold out enough you go on a bounty hunter terminal like our good friends the JEDI.
I think all these options are already being used in the game for something it is just profession specific for smugglers.
CaptBewil wrote:
Yeah, but that's for major changes. What I've described would be relatively minor.
no it wouldnt. there is no mechanic in the game for smuggler missions. thats why it wont happen anytime soon.
just once i would like to see the devs prove all of us whining smugglers wrong and give us something good, useful and fun.
BTW, here's my landed starship thread (great for smuggler immersion).
http://forums.station.sony.com/swg/board/message?board.id=lightspeed&message.id=192794
Redleg13, that was right along the lines I was thinking. Again, a mask scent equilivant would be nice for smugglers. The changes are all easily do-able and it would be better then making radical new changes and adding entirely new systems (to further complicate and create bugs that take 4-6 publishes to finally fix to get the systems working like they're supposed to).
My ideas use the pre-existing game mechanics to cut down on development time. These changes could probably be developed (the longest being the smuggler missions, which wouldn't have to be that much different the your normal NPC driven delivery missions, there are already hundreds of them in the game world) and tested in as little as a week. At the very latest, they could easily be squeezed into publish 23.
Come-on devs. You'll make the GCW more immersive and give the Smugglers something to chew on for a while (maybe even enough to get them off your backs for a while).
Let's take a poll, shall we?
All those smugglers in favor of this idea and agree that they would be content for a while (and get off the devs backs), say "Aye." All oppose, say "Nay":
Message Edited by CaptBewil on 08-18-2005 11:02 AM