Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

Ternque01
Wed Jun 16, 2004 6:04 pm
#157

I'll repeat this one more time for you bro.


The benefits of slicing will be greatly enhanced in the future. If I have an 80% chance of increasing the damage on some guys weapon, and he/she's more than willing to accept the legal ramifications of his actions, then he will choose to come to me for a slice. It's a bannable item, but will never be confiscated.


Thisperson has many, many tactful things he can do now that he posses a sliced weapon/armor.


1.He/she can only choose to carry it when it is definitly needed (base raids/defenses or important hunts)


2.When carrying the illegal gear - travel buffed, armored, and with a group


3.Slyfully avoid scanning teams or rush the scan team when they are preoccupied scanning another person.


4.Hire a smuggler to smuggle it across for them.


I'm sorry Halaster, but again your argumnt holds little wieght. (the argument that people will find it unescapably annoying)


Your other argument that we won't be able to make money also is weak. As long as there is PvP people will alway demand sliced gear. Furthermore now we might actually get paid for something our name says SMUGGLE. I also highly doubt that our services will fall to disfavor considering that we will get an increased chance to choose our slice attibutes in the future.


I challenge you to find weaknesses in my tactics that make carrying a sliced object a little less unbearable than you vehemently make it out to be.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Vipossk
Wed Jun 16, 2004 6:05 pm
#158

I've been away for a while, butok...... here we go:


Highly illegal objects cannot be transported via the standard travel system by anyone other than a smuggler. The player must use the new smuggler travel system in order to move highly illegal goods. (This new system will be discussed later.)

After the SE, I'm guessing, nobody is going to be using the standard travel system - which could/will make this skill worthless. Unless you are saying that it is impossible to board your ship with a crate of muon, I can't really see how this will benifit us come the SE.


Imperial aligned players will now only be immune to scans regarding quasi-legal goods if they have the rank of corporal or better.

Why? If I'm a marine, and I get busted moving some dope onto base, I'm busted. Done. Through. No ifs, ands, or buts, and no "Oh, you're a corporal? Move along".


Contraband scan frequency will be somewhat increased. Scan bottlenecks will be introduced at various locations in major cities, such as starport entries and medical centers.

Good idea. I like it. Except that nobody uses the medcenters anymore. How about using cantinas or banks instead?


The game's "visibility" system will be expanded. Any player can now accumulate small amounts of visibility for a contraband infraction. The amount of visibility will be dependent on the severity of the infraction.

Amen brother.


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.

Good, good. More player interaction is what is needed. You can bet that the player community ain't gonna get off cheap with this one...


Ex: Jabba gives the player a crate of 50 narcostims to deliver to a cantina in Mos Eisley. After the player delivers the narcostims, she receives a payment of 12,000 credits. The player then returns to Jabba and delivers 8,000 credits, pocketing 4,000 as payment for the job.

Petty cash. I know youguys are trying to drain money slowly out of the community, but come on.


Smuggling mission cargo often contains items that are components for smuggler crafting. Narcostims, for example, might be a component used in the creation of the spice, Glitterstim. Thus, a smuggler will need to occasionally withhold some of the cargo from a mission if they wish to enter the spice business.

Another cool idea. Please please please keep it in sync with the rest of the Star Wars universe though, glitterstim is mined, not created. Neither does it have any man made components. Maybe a special kind of container which will be used to hold the spice until it can be consumed be the user.


Thats it. I'm done whining for now.

JTGAlpha
Wed Jun 16, 2004 6:06 pm
#159

Daker...people will adjust people will adapt. Either DON'T wear your armor or guns in the starport (droid storage bug fixed, yet? nope.) or find a way around it, or roll your dice and take your chances. It's NOT that big a deal. I mean what's the point of having illegal items in this game if everyone can walk around with them and shout'em on street corners? I repeat, we're talking bout drugs and illegal weapons here, not candy and freedom of speech. You're not entitled to it. It's not necessary. And frankly I'm more than happy to take a hit to the pocket book on my slicing and spice sales (WHAT SPICE SALES?) if it means I'm smuggling.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

Geevo
Wed Jun 16, 2004 6:09 pm
#160






GreenMarine wrote:


Contraband


Concept


The game’s contraband system will be changed to include a greater number of illegal items, a range of legality levels, and increased penalties for being found with illegal items.



Legal Ranges & Punishment


Items will now have a range of legality. The following legal ranges will be implemented.






  • (This new system will be discussed later.)

Illegal objects will display their legality in the examine properties list.



A faction aligned player who is caught with contraband will lose a percentage of faction appropriate to the degree of the crime.



Imperial aligned players will now only be immune to scans regarding quasi-legal goods if they have the rank ofCorporal (Change to Major) or better.



Old sliced weapons and armor will be converted to have the legality level of “banned.” (Add With the one-time option to convert "all sliced gear and contraband" to "legal" condition and the inability to re-slice ... this was prevent people from trying to get items that had a low slice re-sliced.)



Scan Frequency


Contraband scan frequency will be somewhat increased. Scan bottlenecks will be introduced at various locations in major cities, such as starport entries and medical centers.



Contraband Visibility


The game's "visibility" system will be expanded. Any player can now accumulate small amounts of visibility for a contraband infraction. The amount of visibility will be dependent on the severity of the infraction.



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.


Smuggling Missions



Concept



Various criminal organizations throughout the galaxy have found financial success in moving illegal substances and goods from one place to another. The vehicles of these transfers are the smugglers, men and women who store their morality along side coffers full of questionable goods. The smugglers are brave and often brash individuals who risk their lives for monetary gain on a daily basis.



Allow us the ability to buy faction ... (Example: even if we are -5000 Hutt, we should be able to pay (a high amount) to get to +5000).



The smuggler revamp will introduce new missions to simulate the smuggling underworld.



Basic System



Smuggling Missions are received from various underworld bosses, called ‘suppliers’. Jabba, Lady Valarian, and other key criminal characters, as well as new characters, will offer smuggling missions. Smuggling missions are only offered to smuggler characters. The difficulty of the mission will scale to the average tier level of the smuggler’s skills.



At its core, a smuggling mission is similar to a delivery mission. The player is given a crate of illegal goods to move to another contact. The player must then return the payment for the goods to the source of the mission.



Ex: Jabba gives the player a crate of 50 to deliver to a cantina in Mos Eisley. After the player delivers the narcostims, she receives a payment of 12,000 credits. The player then returns to Jabba and delivers 8,000 credits, pocketing 4,000 as payment for the job.



There are no skill boxes specific to smuggling missions, but the smuggler’s skills in scan avoidance and slicing will come into play.



Cargo Legality


Smuggling mission cargo is highly illegal. Any non-smuggler caught carrying a crate of any item to be delivered from a smuggling mission will be attacked and have the cargo confiscated.



Due to the illegality of the cargo, the authorities may occasionally hear about a particular supplier’s intent to move goods. Smugglers on a smuggler mission may encounter attacks from planetary or Imperial authorities, depending on the difficulty of the mission. Killing these enemies is not necessary to complete the mission.



The target for a smuggling mission will only wait so long to receive the delivery. If the player does not deliver the goods within a reasonable amount of time (dependent on mission difficulty), the mission will be lost and the player will receive some visibility.



Withholding Cargo


The player may choose to withhold part of the delivery. In the above example, the player may choose to only deliver 30 of the narcostims to the contact in Mos Eisley. If the player chooses to withhold cargo, s/he will only be paid a portion of the actual delivery fee. The amount of the payment will be directly proportional to the amount delivered.



In order to split a container of mission supplies, the smuggler must successfully slice the container’s locking mechanism.



The player may also choose to withhold part of the money to be paid to the supplier. For example, the player might deliver all 50 narcostims, but only pay Jabba 6,000 credits.



Withholding cargo or pay will result in the smuggler earning a small bit of visibility. Thus, a smuggler who chooses to defy the crime lords who supply her with jobs faces the possibility of execution at the hands of a hired Bounty Hunter.



The more difficult the smuggling mission, the greater the visibility gained for cheating.



Cargo Contents


Smuggling mission cargo often contains items that are components for smuggler crafting. Narcostims, for example, might be a component used in the creation of the spice, Glitterstim. Thus, a smuggler will need to occasionally withhold some of the cargo from a mission if they wish to enter the spice business.



In the interests of the player economy and current game balance, spices will remain craftable. Now, however, smugglers will "assemble" various components into spice packages, instead of chemically brewing them. Experimentation will be added...more details later in the spices discussion.



Smuggling cargo may also include crates of low or mid level spices. The player may choose to withhold these spices and resell them to other players if they wish.



Space Integration


There will be elements of smuggler missions involving space zones & space gameplay, but I can't discuss many space details. The player may have to pick up or deliver goods in space. Players without JTL will not be required to go to space. This is an "after space ships" feature.











It bothers me that you need to put disclaimers in here, however I do understand it and would have done the same thing.





Visibility should also go away ... "X amount of visibility vanishes per hour, or day, or week, or month"












Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Lain_Runner
Wed Jun 16, 2004 6:13 pm
#161

I love the ideas posted by Green Marine. Though, it will hit hard the non PvP players.... But it seens like a question of balance to me, you should look into it with caution...




____________________________
Lain Runner - Master Smuggler (Chilastra)

I was there:
http://starwarsgalaxies.station.sony.com/content.jsp?page=Special%20Thanks%202
Atama wrote:
"Dude, Han Solo's gun was from 1977. So, it's pre-pre-pre-pre-pre-pre-pre-nerf..."
___________________________
Merchillon
Wed Jun 16, 2004 6:15 pm
#162

These are all awesome ideas and I hope they can be implemented in the smuggler revamp. This is the kind of stuff I saw myself doing as a smuggler, ie. getting in trouble with authorities and having players (bounty hunters) chasing me because I was a wanted man. The important thing is to make the highly illegal stuff very valuable in terms of gameplay and I see that being a part of it when it comes to the spice crafting, another idea that seems really cool to me. I just hope that the spices will be on a similar if not better level than chef foods are now. Especially since they will be much harder to come by, and just making them involves the risk of being hunted down as a wanted criminal.


As for neutrals being scanned and potentially attacked, I think this is a great idea. There should not be anyone who does criminal acts who is exempt from punishment for them! If you perpetrate a crime and don't pay the fine, you should expect to be attacked, simple as that - it remains consensual pvp and pve. If you don't want to do pvp/be attacked to such a degree, then don't friggin' run illegal goods man! (or buy them, or for that matter, get your stuff sliced - it is considered illegal you know).
Ternque01
Wed Jun 16, 2004 6:20 pm
#163






Lain_Runner wrote:

I love the ideas posted by Green Marine. Though, it will hit hard the non PvP players.... But it seens like a question of balance to me, you should look into it with caution...








All a player (or smuggler) would have to do to avoid PvP is:


1.Carry sliced goods and spices only when necessary (base raid/defense, special hunt, etc)


2.Travel buffed, armored, and grouped when carrying said goods.


3.Avoid scan teams.


4.At scanning choke points wait for some other person to be scanned by a scanning crew, then deftly rush past.



The only item I think needs clarification is a decay of visibility over time. Once a player has been scanned and gained some visibility, they need a message that tells them they have gained visibility. The players who wish to avoid PvP with a bounty hunter would be advised to lay low for a bit until the visibility clears.


Simple tactics to avoid PvP effectively




Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Jhovial
Wed Jun 16, 2004 6:21 pm
#164

First, you can wear a full set of unsliced composite unbuffed.

Second, This is a discussion about smugglers, not the validity of armor in the game. Other then the slicing to wear armor, most of your arguments do not apply here and would easily lead to a derailing of the thread. (Ergo I mention that armor is not star warsy at all, and that armorsmiths shouldnt even be in the game, which in turn would generate counter arguments etc)

So finally, I will address the last issue. Armor needing to be sliced to be "effectively" worn. (a better way of wording what you said since you statement is technically false.) Much akin to the proposed risk and reward system that smugglers are asking for dealing with contraband, I feel armor should have a deffinate risk/reward built into it. Persoanlly I could deal with slicing not reducing mitigation stats on composite, the ham cost being even higher, and if you suddenly dont meet the requirements to wear the armor, it comes off. This would help balance out part of the armors huge defelection ability, and require its specific use to be associated with at least one other class (doctors for buffing anyone?) It would also open the doors for "lesser" armors to be used that are not as damaging to the ham pools or clothing with such skill mods and + melee defense. If we can continue to slice armor for encumbrance then instead of relying on a doctor to buff you so you can wear it, you now have to rely on a smuggler to slice it and the illegal ramifications that come with such.


I think many of the reasons why we seem to have opposing view points in our personal vision for the game. I wish for a game that has risk, interdependency and social "pushes", and over all be fun for groups of people.

I think your view point (and feel free to counter how your views include more people) is more based around a soloist mentality, where you feel you should be able to kill rancors without the help of others.

Daker-Naritus
Wed Jun 16, 2004 6:24 pm
#165






Ternque01 wrote:

4.Hire a smuggler to smuggle it across for them.







This is pretty naive if you ask me. On a given night, I hop on, frequent 2-3 of my favorite hunting spots (note: different planets), play for 2-3 hours, and log off.


There are a couple of thimgs I can tell you from my experience:


(1) I will not spend 10 minutes searching around the star port for a smuggler each and every time I want to planet hop. In fact I won't even do that once a night. That 10 minutes isOVER 5% of my play time each night. To me, it is not worth it own a sliced anything if I am going to be harassed for having it or need a smuggler simply to go to a different planet.


(2) If owning sliced items interfere with my planet hopping in any way, I will either (a) not hire a smuggler at all and run through the checkpoint, or (b) not carry sliced items. Neither of those options (both of which you are advocating) fix anything for smuggler. If you are saying those are viable options, you are hurting the smuggler profession.


A 30% increase in damage is NOT worth spending 10 minutes and 10k+ credits just so I can blow up some pikits on Dath orBluurgs on Endor.Even a50% increase isn't worth it. I'm sorry, but it's not




The only 2 responses you can have is:


(1) "Fine don't use sliced items." My response: Fine enjoy your revamp that still gives you nothing to smuggle.


(2) "The damage increases are going to be so great you will want to have a smuggler take them." My response: Absolutely positively wrong. No gun or armor of any quality is worth wasting 10 minutes of my time looking for a smuggler every single time I want to planet hop. I don't have to have that damage increase to get by, and the rare circumstances when Imight needneedthe extra damagewill come so rarely that it will provide you with no market whatsoever. Enjoy your revamp that still gives you nothing to smuggle.



Honestly, buddy...you need to lose the self-rightous attitude and consider other opinions. You can argue that other posters are "babies" and "whiners" all night long. Fact remains: They pay the same fee you do, and have just as much right to a good time. Your good time should not be enhanced at the expense of theirs...PERIOD.



If you want to post constructively, why not try coming up with middle ground that will both (1) give smugglers a role and (2) not annoy the crap out of others. That is something that will be useful to GM. You saying "deal with it you big baby" is certainly not.





Thunderfart_
Wed Jun 16, 2004 6:29 pm
#166






TroThorns wrote:

Just stop now if you are actually working on this.... While this all sounds somewhat cool on paper, as I think anyone can tell you, the whole scan/contraband system is just a pain.


Likewise, the BH terminal (player bounty I assume) system sounds cool. but everyone will go nuts if you try to actually implement non-consentual pvp. It will never make it to live (or if it does, the subscription numbers will further plummet).


I think you all (you all being the devs) need to step back and think about who you are designing this game for. The only really good thing about this game that I can think of is the non-combat freedom of houses, decorations, crafting etc.


Lately you have been focusing on hardcore aspects (the jedi system is 90% of dev time right now? for 1% or less of the players (soon to be 50% probably ) and now this smuggler idea? You guys are probably thinking you will keep the audience that likes the non-combat stuff and pick up hardcore combat types via this effort, right?


I think you are wrong.








I agree. This is trying to force people to PVP. I don't mind, but many will.
ruehs
Wed Jun 16, 2004 6:34 pm
#167






Thunderfart_ wrote:





TroThorns wrote:

Just stop now if you are actually working on this.... While this all sounds somewhat cool on paper, as I think anyone can tell you, the whole scan/contraband system is just a pain.


Likewise, the BH terminal (player bounty I assume) system sounds cool. but everyone will go nuts if you try to actually implement non-consentual pvp. It will never make it to live (or if it does, the subscription numbers will further plummet).


I think you all (you all being the devs) need to step back and think about who you are designing this game for. The only really good thing about this game that I can think of is the non-combat freedom of houses, decorations, crafting etc.


Lately you have been focusing on hardcore aspects (the jedi system is 90% of dev time right now? for 1% or less of the players (soon to be 50% probably ) and now this smuggler idea? You guys are probably thinking you will keep the audience that likes the non-combat stuff and pick up hardcore combat types via this effort, right?


I think you are wrong.








I agree. This is trying to force people to PVP. I don't mind, but many will.





This is in no way trying to force people to PvP. I don't see how you guys are thinking this. If you don't want to PvP then slice weapons or armor, don't use weapons or armor. The thing of it is is that slicing is illegal and should have reprecussions. As of right now there are none. All the players are pretty much taking advantage of smugglers because the players have nothing to fear from sliced goods. Once they get their slice they are on their way with out a worry in mind. That should not be the case.



Macross//Ashrak
On 7/2/04: Virrago said... On 6/23/04 Jeassa said: Now see....
Ternque01
Wed Jun 16, 2004 6:35 pm
#168

Daker-Naritus, I have one question to ask you.


Do you use doctor buffs?


If you do, I would like to let you know that you cannot wear the majority of composite suits on your server without them. They cost you 10k, and probably 10 minutes to get.


Under the "new" system you would need to pay a one time fee to get the suit sliced. You would furthermore could travel fairly free throughout the galaxy except at major cities. In these cities you can reference my "tactics for moving with sliced gear" above. If you find that none of these work in the situation, you might want to spend the 10 minutes to pay a smuggler 10k to do it. You pay that for doctor buffs now and from what i've seen you don't seem to complain (correct me if you have complained about this on the forums)


I understand your sorrow, but there are valid tactics one could use in a system like GreenMarine's without having to pay a penny.


I think coming up with some valid tactics was a very constructive move on my part for this contraband discussion, sorry you feel so sore.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Thunderfart_
Wed Jun 16, 2004 6:37 pm
#169

I'll be red.




Vipossk wrote:

I've been away for a while, butok...... here we go:


Highly illegal objects cannot be transported via the standard travel system by anyone other than a smuggler. The player must use the new smuggler travel system in order to move highly illegal goods. (This new system will be discussed later.)

After the SE, I'm guessing, nobody is going to be using the standard travel system - which could/will make this skill worthless. Unless you are saying that it is impossible to board your ship with a crate of muon, I can't really see how this will benifit us come the SE.

Oh man, I hope that wouldn't come to pass. It would behorrible if everyone decided toskip the old starport, and go right into space on their own. We'd be nerfed again, just like after the chef revamp.


Imperial aligned players will now only be immune to scans regarding quasi-legal goods if they have the rank of corporal or better.

Why? If I'm a marine, and I get busted moving some dope onto base, I'm busted. Done. Through. No ifs, ands, or buts, and no "Oh, you're a corporal? Move along". LOL


Contraband scan frequency will be somewhat increased. Scan bottlenecks will be introduced at various locations in major cities, such as starport entries and medical centers.

Good idea. I like it. Except that nobody uses the medcenters anymore. How about using cantinas or banks instead?


The game's "visibility" system will be expanded. Any player can now accumulate small amounts of visibility for a contraband infraction. The amount of visibility will be dependent on the severity of the infraction.

Amen brother.

I say it's forced pvp, but who knows.


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.

Good, good. More player interaction is what is needed. You can bet that the player community ain't gonna get off cheap with this one...


Ex: Jabba gives the player a crate of 50 narcostims to deliver to a cantina in Mos Eisley. After the player delivers the narcostims, she receives a payment of 12,000 credits. The player then returns to Jabba and delivers 8,000 credits, pocketing 4,000 as payment for the job.

Petty cash. I know youguys are trying to drain money slowly out of the community, but come on.


Smuggling mission cargo often contains items that are components for smuggler crafting. Narcostims, for example, might be a component used in the creation of the spice, Glitterstim. Thus, a smuggler will need to occasionally withhold some of the cargo from a mission if they wish to enter the spice business.

Another cool idea. Please please please keep it in sync with the rest of the Star Wars universe though, glitterstim is mined, not created. Neither does it have any man made components. Maybe a special kind of container which will be used to hold the spice until it can be consumed be the user.

How about the Kessel Run????


Thats it. I'm done whining for now.






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