Smuggler Archive
Thread: Smuggler Content
-Torque- wrote:
Be prepared to be bashed, they don't like your ideas about helping them here.
Message Edited by Aendracon on 09-08-2005 02:25 AM
-Torque- wrote:
Be prepared to be bashed, they don't like your ideas about helping them here.
"helpful idea's" that jedi and a few others have posted here it is a wounder we havnt done more then a little bashing here and there.
Hey Torque, if we wanted your opinion we would beat it out of ya!
Hi Kailoron,
You have some cool ideas -- many of them have been suggested over the years. Here are two links to proposals for a contraband and smuggling system that were posted by a Dev back when SOE was actually talking to us about the revamp:
GreenMarine wrote:
This is the second in a series of posts on a smuggler revamp. The goal of these posts is to discuss ideas that can be integrated into a final profession revamp proposal.
In this thread we're going to talk about the contraband system and the idea of smuggling missions. These two issues will be discussed together, because they affect each other.
I've thought about and written down my own conception of how a contraband system update and a new type of smuggling mission would work. These ideas aren't necessarily refined or complete. I want to create a debate through which we can work out a reasonable approach to improving the smuggler profession.
Everything here is debatable, so feel free to question, discuss, or add any ideas you have.
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.
Quasi-legal. A player caught with quasi-legal goods will be attacked.
Banned. A player caught with banned goods will be attacked. The player’s visibility will increase slightly for each violation.
Highly Illegal. A player caught with highly illegal goods will be attacked, the goods confiscated (if the attacked player is defeated), and the player’s visibility will increase. 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.)
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 of corporal or better.
Old sliced weapons and armor will be converted to have the legality level of “banned.”
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.
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 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.
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.
I can't stress enough that this is very preliminary design work. This isn't a guarantee of implementation. There is no timeframe, except "sometime after space." This is all subject to potential change. If we find out one system is going to be more work than expected, we might have to replace it with a different idea. Keep an open mind.
The goal with the changes to visibility is to add more risk to the smuggling profession. Smugglers who play fast and loose with their suppliers will find bounties on their heads. Visibility will scale to the nature of the violation. Sifting a few components off the top of a delivery will only result in a minor increase, where as keeping an entire crate to yourself will result in more. The goal is to allow players a choice and scale the risk to their play style.
Please discuss...
Purty
I know I posted this before, but hardly anyone gave yeas or nays to it. Two said great idea, who else thinks so?
THe smuggler (SMR from now on) mission terminal will be a crime boss (ex. Jabba, Nym, ect.). They have the option of low risk missions or high risk missions.
Low risk: SMR trusted with semi-legal, non expensive substance or a small sum of money to deliver. The reward is decent, but nothing to brag about. Failure is not much of a big deal since this is the easy mission.
High risk: SMR trusted with highly illegal, very expensive contraband or a very large sum of money. The reward is outstanding and very much worth the risk. The mission will be difficult though and failure comes at a steep price.
Failure: In low risk, you are charged a small fine by the crime boss for compensation and nothing more. In high risk, you will have a certain amount of time to pay the crime boss back the worth of the mission. If the payment is made, no harm, no foul. If not, a bounty is placed on the SMR's head.
BH side: BH would get a SMR mission from the crime boss and only the crime boss. Once the BH has the mission, he/she begins their tracking. Once the mark is found, BH has two options, Arrest or Kill.
Arrest: The BH sends a /arrest to the SMR. SMR can either resist or cooperate. Cooperating automatically takes the money the SMR owes the crime boss out of their account even if it puts them in the negatives. and the BH gets twice the amount promised to him/her by the crime boss. For results of resist, see below.
Kill: A fight will break out between BH and SMR (Both professions will be balanced to give each side equal chance of winning, depending on templet and player skill of course). If the BH wins, BH gets advertised price of his/her mission on SMR and SMR looses faction points with the crime boss they worked for and the money. If the BH looses, BH would have to travel back to the crime boss to recieve the mission again. The bounty would be raised (SMR would be notified) and this would be kinda like the pilot's fame points to the SMR. Plus the higher the bounty on a SMR, the more XP they get in their next mission should they choose to work for a different crime boss.
sounds good, one thing i might addis fast talk, actuley try and talk your way out of the situation, when confronted by the BH or crime boss. as a smuggler we should have skills that help us get out of a fight not not statrt one. and if in a fight we should have the skills to escape.
with our backs to the wall we should beable to make a stand ( Last Ditch ) but straight up one on one fighting we should not have the skills to take on a MBH.
I like that idea.
BelarrnSorak wrote:
sounds good, one thing i might addis fast talk, actuley try and talk your way out of the situation, when confronted by the BH or crime boss. as a smuggler we should have skills that help us get out of a fight not not statrt one. and if in a fight we should have the skills to escape.
with our backs to the wall we should beable to make a stand ( Last Ditch ) but straight up one on one fighting we should not have the skills to take on a MBH.
smuggler has always just been a title in this game, we never actuley did anything remotly close to smuggling.
i haven't been out killing stuff sence pub 24 but from what i have been seeing here its not looking like it will be a good time