Smuggler Archive

Thread: Smuggler Content

Jaguarrr
Thu Sep 08, 2005 2:06 am
#14

I suggest the OP checks the history of this forum and how many ideas have been brought up in the last two years. Not to bash you, but you are not suggesting anything new.


The ball is entirely in the devs field. We, the Smuggler Community, gave them everything they need to deliver a revamp that would have simply made this game awesome. We revised, compiled, discussed and revised again.



We couldn't play SWG without Tiggs. Now we can =)
Aendracon
Thu Sep 08, 2005 2:25 am
#15







-Torque- wrote:
Be prepared to be bashed, they don't like your ideas about helping them here.





We get to see new ideas several times a day. Some are good, some are not. The reason we are not inclined to discuss them in detail anymore is that we did so before on behalf of a request by the devs for several month and never even got a feedback.


We are bitter, not rabidly. We do not bash those willing to contribute, we simply have given up hope.

Message Edited by Aendracon on 09-08-2005 02:25 AM



Ryian Coron - Elder Smuggler
"do not assume your customers are morons. odds are they know a lot more about the situation than you do because they live with it every day. listen to them, actually listen, and take what they say into account. you might save some money, morons."
- Fernas
rizzacathon
Thu Sep 08, 2005 5:37 am
#16




-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.


Alpha_Bits
Thu Sep 08, 2005 5:45 am
#17

The funny/sad thing is that the same basic structure of a smuggling 'revamp' gets posted and suggested like every week by a different person. Unless everyone is reading old posts and regurgitating it (which I doubt), it means that a significant number of people that play the game want the same thing and have enough common sense to piece it together into a coherent proposal for a system. But of course, we still don't have it and never well.


-Torque- the Dork: go troll somewhere else.



========
Gith - Professional Scoundrel

"If I kill one of you, will the other two shut up?"

"It don't matter. None of this matters."
- Carl
AtomicFB
Thu Sep 08, 2005 8:44 am
#18

Hey Torque, if we wanted your opinion we would beat it out of ya!








"We Smugglers like beer and pie...
gggggggggggggggggggggggggg
Colonel Malicon Klem
ELDER SMUGGLER & STORM SQUADRON ACE

gggggggggggggggggggggggggg
and we stick Jedi with the tab"


LM
Thu Sep 08, 2005 11:40 am
#19

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:


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=96114

http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=98219


Also, here is that Dev's first proposal written over a year ago on June 16, 2004:







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...





Hope you found this interesting.



Lilac Moon

__________________________________________________________

There are no functional Smugglers in SWG; even Han cannot Smuggle.


Smuggler History
Harrison Bergeron by Kurt Vonnegut
SKotor
Thu Sep 08, 2005 11:46 am
#20

Purty



I think the Smuggler Profession needs a complete revamp of it's own. Here is what the SMuggler needs for content.



I. Mission Terminals: Do away with them. It would seem (in my opinion) better if the Smuggler got a rep with a crime lord (Jabba, Nym) and could get their missions from them personally and actually feel like they are smuggling for someone.


II. Mission Structure: There needs to be two types of missions, Low Key and High Risk.

1. Low Key Missions: The smuggler is given cheap, not at the top of the list, illegal substance or a couple thousand credits todeliver.

Success results in a small payment. Failure results in Smuggler repaying employer.

Difficulty: Easy-Medium

2. High Risk Missions: The Smuggler is given expensive, HIGHLY ILLEGAL substances, or an unholy amount of credits to deliver.

Success results in LARGE, RICH payment. Failure results not only a debt to his/her employer in a certain amount of time, but

also a bounty on their head if the debt is not paid in time.

Difficulty: Medium-HARD(but not impossible)


III. Bounty Hunters: Failure in a High Risk mission would result in a bounty should the debt not be paid. Here is what happens now.

1. Live Prey: The Bounty Hunter wil have the option of taking you alive (with double the ad price for the mission, BH is encouraged

to take Live Prey) with a /arrest command. Smuggler can resist or cooperate.

A. Resist: Results in PvP. If the Smuggler wins, BH will have to return to the crime lord's planet to recieve the mission again.

If the BH wins, the Smuggler looses standing with that crime lord and still pays the debt.

B. Cooperate: This results in the amount of money that the smuggler's mission was worth being deducted from the Smuggler's

bank account (even if it puts them in the hole) but they loose no standing with the Crime Lord.

NOTE: BH can only get the Smuggler's mission from the Crime Lord's planet. Also if the Smuggler beats the BH in PvP the bounty is raise a bit but the debt remains the same. This way the bounty itself is a type of prestige. The Smuggler can work for a different CL on

another planet.


What do you think?




-Skotor


-------
Ingame Name
K'ered Eiseyenne

Kailoron
Wed Oct 26, 2005 8:42 am
#21

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.




"KAIL"



Only the dead fought fair
Support the better GCW


A BETTER GCW
BelarrnSorak
Wed Oct 26, 2005 9:05 am
#22

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.






Name: Drawde
Profession: Bounty Hunter
Faction: Imperial


Name: Ageo
Profession: Medic
Faction: Imperial

Kailoron
Wed Oct 26, 2005 9:20 am
#23






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.






I like that idea.




"KAIL"



Only the dead fought fair
Support the better GCW


A BETTER GCW
-Firestar-
Wed Oct 26, 2005 10:51 pm
#24

To be honest, seems like ANYTHING is a good idea now. Pub 24 has made smuggler almost unplayable.




____o[ggngg]o:
.
[]ggg[c]ggggg]:
ª-Firestar- Aliciaª Master Smuggler
==''///_/''^===/' Firestar- Alex Elder Architect
_/// Guardian of the Smuggler Board
Master of Interior Design
"I aim to misbehave." -Malcom Reynolds
"They told me they fixed it! I trusted them!" -Lando Calrissian

BelarrnSorak
Fri Oct 28, 2005 12:14 am
#25

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






Name: Drawde
Profession: Bounty Hunter
Faction: Imperial


Name: Ageo
Profession: Medic
Faction: Imperial

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