Smuggler Archive
Thread: Revamp Discussion: Contraband & Smuggling Missions
HalasterTheBlack wrote:
JTGAlpha wrote:
Yes, but most smugglers are MORE than willing to take a pocket book hit for the chance at REAL smuggling. So ya know what, if this encourages fewer people to use slices then big deal? No problem. My game will be MUCH more fun anyway. Because I'll be being a SMUGGLER.
And what, spice sells might get worse? PSh. CAN THEY? I mean no spices are getting sold. So this can't hurt. PS-GM hasn't TALKED about spices yet, so let's cool our jets on this one. I'm not a frog, you're not a bunny, let's not jump ahead.
So I'm sorry, while I can see how some players might be slightly inconvenienced, I fail to see how this will spell disaster for my profession, or for the fun factor of the game as we know it. People may have to learn how and when to carry their contraband. They may have to save that sliced pistol for when they REALLY need it. ORRR they may just have to roll their dice and take their chances with the guards. Or they might actually have to ask us to...GASP smuggle something for them.
This is one of my points. YOUR gameplay as a smuggler (mine too, maybe) might get better. But everyone else's will get worse.
Let's try an empathy exercise. Pretend you're not a smuggler. Pretend you're a Fencer. Here's the scenario I see happening galaxy-wide:
1) Get your weapon sliced. Actually, multiple weapons because you want that 30% + slice. Cost: 6 weapons @ 3k + 6 slices @ 3k = 36k.
2) Come up to a starport. Notice law enforcement. Decide whether or not you really want to fight your way in. Getting a TEF and all in the process. Decide against.
3) Look for a Smuggler to help you get to your destination unmolested.
4) Keep looking.
5) Still looking.
6) Found one! What? He wants 10k to get to Naboo? Are they gonna want over 10x travel expenses EVERY TIME? Bah.
7) Swear off slicing.
8) Destroy weapon.
9) Use travel system unmolested.
The moral of the story: You might get to smuggle, but you'll be smuggling for yourself.
Edit: moved an "e" from the wrong place to the right one.
Message Edited by HalasterTheBlack on 06-16-2004 08:39 PM
This is my point...
For smuggling to work, there has to be a market for the smuggled items. There has to someone to buy those items the Smuggler bootlegs from Jabba.
If you make smuggled items so annoying to own that no one will put up with it, there is no market and nothing for smugglers to do (outside of NPC missions).
If the Merchant had a Smuggler Associate listed, then the merchant would be able to stock sliced goods / contraband -- and the smuggler would get a kick back.
Some Details to the idea:
- Merchants should be able to sell contraband regardless ... but risk a small visibility increase per sale of contraband if they do not have a smuggler associate.
- Smugglers should be able to set their kick back level (say 1-5% of sale price) so that smugglers can compete in turf wars.
- There should be a modifier in the Smuggler tree that increases the number of vendors they can control in their turf at any given time.
- The ability to have a smuggler associate should be granted somewhere in the Merchant skill tree (not be a universal option on vendors ... artisan business 3 would not be skilled enough merchant to successfully deal on the black market)
- Dealing in the underworld now pays.
- We likely wouldn't see vendors with 450 sliced weapons anymore ... making the actual ACT of Smuggler slicing a more valuable task to the general populace.
- It gives the smuggler a needed / valuable role in the economy ... without causing balance issues or scanning lag issues...etc
- This lets the Merchants sell what they want ... but adds a feel of illegality to certain items. They need the expertise / connections of a smuggler associate to sell effectively on the black market ... else they'll get caught.
- as a bonus it adds some value to a merchant box

"Oh you want...a modified weapon ... /whisper that's on the vendor in the back room."
/shrug ... just an idea I like.
Message Edited by IndySWG on 06-16-2004 08:13 PM
Daker-Naritus wrote:
If you make smuggled items so annoying to own that no one will put up with it, there is no market and nothing for smugglers to do (outside of NPC missions).
HalasterTheBlack wrote:
Its eloquence bears repeating...
Daker-Naritus wrote:
If you make smuggled items so annoying to own that no one will put up with it, there is no market and nothing for smugglers to do (outside of NPC missions).
ruehs wrote:
Your ignorance bears repeating:
HalasterTheBlack wrote:
GreenMarine wrote:
*snip*
Smugglers may attempt to find out or reduce the visibility of any player by slicing a bounty hunter terminal. Failure to successfully slice the terminal will result in the smuggler being immediately added to the terminal. Clamps cannot be used in this form of slicing. (This will be a new type of slicing, not wire cutting.) More information on this is available in the slicing section.
*snip*
Hell yeah! its about time someone realizes you don't need to cut wires to hack a terminal!!
I can't wait.
Daker-Naritus wrote:
Ternque01 wrote:
Use tactics for the situation, enter a starport buffed, armored, and grouped. You act like a mercenary carrying illegaly modified weapons and armor around. The time has come to actually enforce the law. Perhaps the time has also come for you to target the law.
To be honest they have said that they will slightly increase scan rates. They hardly scan at all now. I think you are needlessly worrying here. Go to Kaadara Naboo one day. There is a Stormtrooper who hangs out in front of the starport and scans nearly everone he comes across. I'm not kidding. You should go there and find out. I know where he likes to hang out, and I avoid coming into range with him.
Some further tactics include rushing past the scan team when alot of other people go past them.
There are solutions to your problem, but keeping the power of the law nuetered makes absolutely no sense in the Star Wars universe considering that 95% of the adventures in the Star Wars movies come from evading the law....
For those who cry about needing their composite sliced... Composite will be nerfed in the near future, you might be wanting to look for other kinds of armor anyway. Last I checked the most important parts to wear are the helm, chest, pants and boots, and they seldom all need slicing to wear. Furthermore composite can be made in low encumbrance varieties. Only the heavily layered stuff NEEDS to be sliced to wear the essential pieces. For those who cry about sliced weapons.. buy a powerup.. they do the same thing and are legal.
Lastly, Halaster, you claim that we should take a closer look at the nerfs... let's do that now. Many players will deeply consider not using sliced gear. When our revamp hits, our abilities to slice gear for certain stats will be increased (GM said he'd like a feature that allowed us to have an improved chance at slicing a particular stat on a weapon). For those players that trutly desire sliced gear, they will have to live a life style of a character that uses illegal goods. The benefits they derive from our slicing will be increased in general as will the risks they have to endure using them. It's all supply and demand. I see absolutely no end to demand considering that all GCW participants will find great use in it's benefits. Smuggler can then charge more to slice what are "supposed to be" in the Star Wars universe rare items.
You are right about one thing, some people will have to choose not to used sliced gear. That's how it should be. I don't really mind because a real "law" will be implemented. You can always use a powerup and opt for ultra-low encumbrance composite. No sweat on me. I will be charging 15k a slice in the future when i can guarantee a quality modification.
Selfish? Yes, but I'm selfish for the Star Wars I've read about and watched.
This is the birth of a whole new criminal aspect that has long waited to fill the void of not having one in ourStar Wars galaxy.
2 major glaring problems:
(1) If you are advacating that everyone just buff up and run through check points....fine. That is exactly what people will do, and smuggler will STILL have nothing to smuggle even after the revamp. The point is that smuggling has to be incorporated into the game in a way that (1) gives smugglers a role thatother playerswant/need(2) without annoying the living crap out of the other 30+ classes.
If your attitude is "screw you, deal with it" that is exactly the attitude everyone else will be taking toward you when you are at the star port spamming "Smuggling Items for Ticket + 1cr" and people are still just "getting buffs and dealing with the checkpoints." Smugglers need to provide a service to other classes...they do not need to be iron fist beat onto the other players by a 900 pound gorilla with "DEV" stamped on his forehead.
(2) I don't know whyuber doodslike you keep railing on the "composite whiners" but let me give you a news flash: EVERY TYPE OF ARMOR IN THE GAME SHOULD BE WEARABLE. So they are nerfing it...so what? That doesn't change the fact thatcomposite can't be worn without slicing.
When it gets nerfed, NO ONE will wear composite because of the high encumberance. That is wrong. ALL armor should be wearable. Truthfully, in the ideal world ALL armor would have the exact same HAM cost, and each type would have strengths and weaknesses.
Example: Composite 25% to all resistances (general overall protection); Ubese 50% to Kinetic and 3 other resistances 10% to all others; Padded 50% to Energy and 3 other resistances 10% to all others.
For Armorsmiths sake, ALL armor needs to be wearable and have a place in the game. Otherwise what is the reason to even try to fix it?