Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

Nerj
Wed Jun 16, 2004 8:32 pm
#222








Daker-Naritus wrote:



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).





The Combat Balance will be gear towarded Sliced Weapons and Armor, without them you will be at a disadvantage. There is your incentive




Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Daker-Naritus
Wed Jun 16, 2004 8:39 pm
#223

By the way....


Please don't think I am a smuggler hater...




I have been a smuggler and definately agree that Smuggler needs MAJOR love, and more of a smuggling role in the game. I definately also agree that players should occassionally be forced to have a smuggler help them more things. PC smuggling is a must.



My main problem is that I think there is a better way (even if I haven't come up with it yet) to create a PC smuggling market without (a) ruining the spice/slice market or (b) creating an every night annoyance.
Smuggler_Caylin
Wed Jun 16, 2004 8:42 pm
#224






SBRD0C wrote:





Smuggler_Caylin wrote:


That I can't support unless the player knows that advancement in the smuggler tree essentially requires the player to consent to PVP combat. No other profession requires that and I don't like the thought of PVP being the centralised consequence of breaking the law.






My understanding of the system is that visibilty only raises significantly from missions if the smuggler decides to shortchange the NPC customers.. So it would be rather optional. Though I'm not entirely sure if the Visibilty increase for getting caught with 'Highly Illegal' Items would be sufficient to get a Bounty on you right away, THAT may be something we should look at.. though from the previous posts you OBVIOUSLY know MY opinion in the matter =)




It also raises if you fail a mission it seems, so it is still too easily tied into unconsensual pvp. PvE consequences, sure, but PVP is another matter.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

SBRD0C
Wed Jun 16, 2004 8:47 pm
#225






Daker-Naritus wrote:

By the way....


Please don't think I am a smuggler hater...




I have been a smuggler and definately agree that Smuggler needs MAJOR love, and more of a smuggling role in the game. I definately also agree that players should occassionally be forced to have a smuggler help them more things. PC smuggling is a must.



My main problem is that I think there is a better way (even if I haven't come up with it yet) to create a PC smuggling market without (a) ruining the spice/slice market or (b) creating an every night annoyance.







Think we may just have to agree to disagree Dakar, we really aren't getting anywhere going in circles


Though I can obviously see that, you not being a PvP oriented player, Slicing is not something that would greatly benefit you anyway.. Weapons/abilities are good enough to do PvE without the need to slice. as for spices.. theres no market for that right now(at least not for me).. can't get any worse really.


As for the slicing market, as I see it slicing shouldn't be a market. The ability to slice is not something a smuggler should necessarily sell(though it is good for extra cred) buta survival skill that helps him avoid Bounties, improve his gear, and speed up travel to escape those nasty BHs... you saw GM mention a travel system right? Will put my money down that is the smuggler provided way for Players to get around traveling delays that they wanted to give to smuggler NPCs a few months ago..


So you see in the end it is a Win-Win, cause not only can I smuggler for you if you need, I can also speed up your travels.




Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP

SBRD0C
Wed Jun 16, 2004 8:49 pm
#226






Smuggler_Caylin wrote:





SBRD0C wrote:





Smuggler_Caylin wrote:


That I can't support unless the player knows that advancement in the smuggler tree essentially requires the player to consent to PVP combat. No other profession requires that and I don't like the thought of PVP being the centralised consequence of breaking the law.






My understanding of the system is that visibilty only raises significantly from missions if the smuggler decides to shortchange the NPC customers.. So it would be rather optional. Though I'm not entirely sure if the Visibilty increase for getting caught with 'Highly Illegal' Items would be sufficient to get a Bounty on you right away, THAT may be something we should look at.. though from the previous posts you OBVIOUSLY know MY opinion in the matter =)





It also raises if you fail a mission it seems, so it is still too easily tied into unconsensual pvp. PvE consequences, sure, but PVP is another matter.







Perhaps the XP could be tied to succesfully evading a scan as well as finishing missions? not a total solution, but would certainly help Non-PvP folks to get XP without making huge jumps in visibility


*edited here*


Just thought of something, Perhaps The visibilty could be acrued only if the smuggler 'sliced' into the locked cargo? and if an Honest smuggler times out a mission there be no visibility penalty and teh still locked cargo would be removed from thier inventory?

Message Edited by SBRD0C on 06-16-2004 08:56 PM



Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP

Jhovial
Wed Jun 16, 2004 8:53 pm
#227


>>It also raises if you fail a mission it seems, so it is still too easily tied into unconsensual pvp. PvE consequences, sure, but PVP is another matter. <<

Hmm I think this should be looked at then. Perhaps if you fail your mission you can go and payoff job so you get no visibilty for example? Han probably could have avoided being hunted if he paid off Jabba in the first place...

Smuggler_Caylin
Wed Jun 16, 2004 8:56 pm
#228

I'm not going to go 'perhaps if they did this' right now, I'm just commenting on what they have and showing where I feel there may be problems.


Mind-reading is not what we are supposed to be doing here.


Too much has been suggested as an alternative to start doing 'perhaps this' over and over again. We have so many ideas we can fill a warehouse, but it doesn't mean that it will be implemented the way we think. Lets try not to do the 'perhaps' stuff, but focus on what we actually have.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Smug-Druggler
Wed Jun 16, 2004 8:57 pm
#229


Legal Ranges & Punishment


A.Confiscation: There were some questions here previously.


1. Personally, I'd even be willing to include having sliced armor & sliced weapons confiscated from players after X amount of severe infractionsof the law. I'm in the "harsh penalty" camp. Test me, Developers! Please.


B.Imperial Immunity:


1. Quasi-legal is alright, but it has to be at a higher rank than corporal and,


2. There should be a volume limit that would nullify even that immunity.


a. One orTwo pieces of Quasi-Legal Contraband okay, but if the person is going into serious business for themselves (and some will if the new "Crackdown" has teeth) they should forfeit the immunity totally.


b. The above serves to protect Smugglers from havingour professional abilitiesintruded upon.


Scan Ranges & Frequency


Approval here and support for a previously mentioned idea:


A. "Crackdown" on certain cities in addition to the in-city "bottlenecks" offered by GreenMarine.

"The Empire/CorSec launched a city-wide (or planet-wide)sting operation this morning...."


1. Diverts business to Player Cities by chasing "the criminal element" out of the static cities for awhile. Our customers may have to follow us to "Criminal Fringe" areas every now & then, such as..


a. Player City X - Somewhere Smugglers just happen to stake out for decent business while the "heat" blows over. Potentially good for local Player City business... or maybe not if they are "Legit Citizen Roleplayers" ("Smugglers! WE DON'T NEED THEIR SCUM").


b.The Agrilat Swamps - it's supposed to be a Smuggler haven. Let's take the opportunity to get some more atmosphere in this game!


c. Outer Rim planets & cities like Tattooine/Mos Eisely, another under-realized "Smuggler locale" ( there isn't much "wretchedness" in the worst "hive of scum & villainy" in the Galaxy). Who knows? We may even get to see The Lucky Despot Hotel/Cantina fill up one day!


d. Pirate Outposts, etc, etc,



2. A chance to shake-up the somewhat nauseating and staleenvironments that Coronet City & Theed have become.


Other Previously Mentioned Ideas That I Support:


Smuggling Missions:


A. Both Rebel & ImperialSmugglers shouldlose Faction with the Empire/CorSec/etc when caught. In the case of maxed out negative Imperial faction for Rebels there should be a fine instead.


1. Rebel Smugglers should not lose Rebel Faction for failed Smuggling. Call it the "Smuggler With a Cause Clause".


2. Very interesting - a busted Smuggler could find himself losing Imperial faction, fined, and/or contracted for a Head Bounty. I like the nastiness of it.


B. Bounty Hunter Investigation Experience Point Farming Possibility from the BH Terminal situation - agreed that this needs to be tightened up. Other than that I approve.


C. Mission Timer


1. Could be like the Timer Window for Buffs/Food/Drinks.


D."Withold" Slice Failures


1. Does a failure to slice when trying to Withhold on a Smuggling mission compromise (partial) or fail (total)the mission?



So far that's all I have. The remainder of the potentials I approve of, in general.


***Excuse me fellow Smugglers if I'm not all aglow over this thread. I'll save all of my smiley posts and effusive flattery after I've seen this interaction consistently continue until the Fall, minimum.


In other words, I think it might be appropriate for all of us to actually adopt some of the "relaxed chill" ofa Smuggler. I suggest we approach our task with subdued dilligence, nothing more & nothing less(pictureEpisode 4: Solo & Chewbaccain the Cantina booth as the ST's walk by. Deadpanned expressions. Just taking it all in...).


I'm all for patience and open minded, realistic thinking. Cooperation? SURE,just as long as it lasts as a two-way street.***


RESPECT




Keer Tregga the "Smug Druggler" -- Corrupting the Galaxy One Spice Run at a Time....
Cagliostro93
Wed Jun 16, 2004 8:57 pm
#230

I've been reading the discussions and wanted to submit an idea I had, that was posted a few months ago:

Without knowing how the Travel ticket system works, I can’t be sure if this is viable alternative; but I have an idea for smuggling that may not require full inventory scans at all of the travel terminals.

What I am thinking is that the named planetary resources that are used in crafting could be required to be smuggled off that planet. (Nym doesn’t like all that Lokian wild wheat being scrounged off his planet without getting his fair cut. Or the Imperials are cracking down on poaching on Endor, so Endorian Wooly Hide is illegal to export off planet.)

Could it be possible for some of these types of specific items to work as an anti-travel ticket?

If a player has the item in their inventory, and use a Travel ticket or travel droid, they receive a message saying they can’t leave the planet with the item. The player would then need to give the item to an NPC who would give them a receipt for the item, the player specifies where they want the item delivered; and the player can then leave the planet. The player would receive an email when the smuggler completed the job, then they can speak to the NPC at the destination and turn in their receipt for the return of the item.

The Smuggler would then use the NPC (possibly similar to a mission terminal, or vendor) and the see a listing of the available jobs needing to leave that planet and their destination. When the smuggler accepts the mission; they receive some sort of token to smuggle to take to an NPC at the destination to receive their payment and XP. (Or, the actual item to smuggle—if they want to allow Bounties on the smuggler that doesn’t deliver the item in a standard time-limit).

If the Smuggler fails the check at the travel terminal (maybe a different one than the normal player one) some NPC’s show up; the smuggler has the option to fight, bribe or try to talk his way out, and if those checks fail he has to fight, and death causes him to fail the misssion.

If this anti-travel ticket was viable, it would remove the need for inventory scans at travel ports, and the only check required would be on the less populated planets.

The illegal resources could be changed periodically. (making this dynamic content, to boot!) It would also be cool if Nym’s NPC’s could do random searches of players on Lok for their illegal resources, like the Imperial crackdown. And these could be changed along with the resource; so at some time Ewok's may shake you down for your Endorian Wooly Hide.

Overall, I think it would be best if there was smuggling but it didn't involve the smuggler after the initial delivery of the item, so the contraband scans would still be in place and have a penalty, but it's solely up to the player to deal with that.

The full thread is here:

http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=85749#M85749
SBRD0C
Wed Jun 16, 2004 8:59 pm
#231






Smuggler_Caylin wrote:

I'm not going to go 'perhaps if they did this' right now, I'm just commenting on what they have and showing where I feel there may be problems.


Mind-reading is not what we are supposed to be doing here.


Too much has been suggested as an alternative to start doing 'perhaps this' over and over again. We have so many ideas we can fill a warehouse, but it doesn't mean that it will be implemented the way we think. Lets try not to do the 'perhaps' stuff, but focus on what we actually have.






Not trying to say that 'Perhaps' They will make it that way Caylin.. just suggesting my Idea for an Alternative, as you posted above discussion these prosals + possible alternatives is the purpose of this thread



Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP

Daker-Naritus
Wed Jun 16, 2004 9:00 pm
#232






Jhovial wrote:

These arent suppose to be used by everyone all of the time. Its sad that they ever were.






See now I disagree with this.....


There are basic 2 types ofskills in the game: (1) combat and (2) combat support.


All combat support skillmust have a prevalent role in the game, or those players with those skills have nothing to do.



If players wearing armor is not supposed to be the norm, how do armorsmiths make a living?


If buffs were not supposed to be the norm, how do doctors make a living?


If food was not supposed to be regularly used, how do chefs make a living?



I think slicing was inserted into the game as the normal course of activities...along with weapons and armor, smugglers were intended to play the key role of enhancing them after you buy them. That enhancement isn't free by any means...it makes them wear out much faster. Smugglers only 2 products at release were spices and slices, if they weren't intended to be used, why was that it?


Later devs needed a way to increase the imperial presence in the game. They made the unfortunate decision of declaring all smuggler services illegal, and punishing players for using smuggler services. I have always disagreed with that decision.



However, I think the original intent of the game was to make slicing services and spices an integral part of the game, and I think that shoulf be preserved.


To keep smugglers from being "spice/slice jockies" I think GM is on the right track.....add smuggling missions to the game, and make it so that certain components used to manufacture spices (and maybe slicing material) have to be "borrowed" fromsmuggling missions. I think the other half, PC smuggling, can be accomplished by making it so that certain items in the game HAVE to be smuggled. I just don't think that spices and slices are those certain items.



Edit: corrected my abysmal spelling.


Message Edited by Daker-Naritus on 06-16-2004 11:03 PM

Jhovial
Wed Jun 16, 2004 9:00 pm
#233

Im not sure what were are doing here then. If we are not suppose to look at possible solutions to possible problems then what is the point of our input?

Yes unconsentual PvP could be a problem if SoE/LA is to remain with the stance that in SWG that PvP is an option. Ok thats stated, what do we do now? We are given a huge laundry list. And told to debate it. Isnt part of a debate offering an opposing condition?

Geevo
Wed Jun 16, 2004 9:04 pm
#234

A couple of things come to mind.


First, I agree ... contraband is optional and should have penalties.


Second, SWG was advertised as "Live in the Star Wars Universe..." In that case, the Emperor heavily taxed, and ran a very unfriendly empire ... let us live it ... it creates jobs for Smugglers and Bounty Hunters alike.


Third, The ability to bribe, smuggle, and live within the underworld is good...


Finally, as for Bounties ... Smuggler Bounties should be based on Smuggler Underworld skill level. UW1, only BH with Investigaton 1 can get the missions. UW2, only BH with Investigation 2 ... and so on up to Master Smuggler can only be hunted by Master Bounty Hunters.



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
Page 18 of 95