Smuggler Archive
Thread: Smuggler Revamp Community Vision Doc
But can you just see the problems ... do mission, get 1 dose ... or 1 crate ... I don't know about you...but I wouldn't do a mission for 1 crate. When I make the Spice...it is in1000 dose lots.
JamminJavaJoshua wrote:
I think it would be cool to replace the creating/crafting of spices, with a way to smuggle spices into the game. For example, We do special missions that smuggle spice into the game, when we completel the mission successfully, a crate(s) of spice is our reward that we can use or sell.
Its all very well being able to smuggle the spices in and they are good ideas but on my server spices dont fetch much and are in low demmand i think we need better spices to make the spice business a lil more active.
(Sorry if there are plans tro put new spices in)
I do think we need a smuggler mission terminal where we can take missions for various criminal factions so we can raise our FP in those factions without having to hunt down and kill members of opposing factions. I believe this was one of the items that was GOING to be in Publish 9. I still think it should be included.
Then all these other factions need to have some use. Perhaps instead of manufacturing spices we, as smugglers, get the spices from various underworld factions that we are in good standing with (provided we have a way of getting in good standing with them). We are effectively then smuggling not manufacturing.
Maybe the amount of positive FP we have goes to setting the price we buy the spice for or the type of spice that is available for us to smuggle. Perhaps different criminal factions 'specialize' in different spices.
One way or the other I would like to be able to raise my standing with criminal factions and have some use for it.
But at any rate, why not give smugglers survey/mission ablilties to find out where the spice IS, then have a harvestor crafted by artisans/architects, but only placeable BY smugglers. So what we do is locate the spice by either surveying for it, or using npc contacts, or mission terms. We then go to where the spice is, and aquire it.
One thing that could keep this interesting is perhaps when a smuggler is within 100m of his spice harvs there is a chance of an encounter, like the cops, a rival criminal faction etc....trying to either arrest you and confiscate your spice, or steal it from you. You could actually LOOSE your spice if you do not defeat the encounter. Running would not be an option(if you just leave the scene they empty your hopper). Perhaps underworld could be invovled here with negotiations? Payoff, or giving them a "cut" of the spice? Lots of play potential here.
This would in turn give us something to smuggle. We are using our underworld contacts to locate the spice, or knowledge of spice to aquire it, our underworld skills or combat skills to keep it, and then we deliver it to the client, which is the very BLOODY definition of smuggling.
Then, spice could become a resource, but is usuable in its present form. Or perhaps we "refine" the spice in with a "spice kit" where we take say raw neutron pixie, combine it with something (chef food perhaps?), and can either craft individuals or run it through a factory for crates. This part however could be done either by smugglers or chefs. Give them both the schematics to craft final spice. Then spice would have certain resource quantities which would increase effectiveness, lower downer, more charges per item. This would also finally introdue spice experimentation into the process and we can finally make spice to be super effective but with awful downers, or good spice with quick/easy downers.
This part is optional, the harvested spice could also just be spice like it is now, but I was thinking we'd still need a method to get it into factory crates simply for ease of sale and carrying.
This whole system would accomplish the following. create some more interdenpendancies between smugglers and other crafters, keep spice as our perogative, give us intersting missions, and by god we'd actually be aquiring and move illiciet products, aka smuggling.
I agree with SpinningCloud's posts. That would be awesome if they could implement it this way! Great posts.
The idea is cool and something either Caylin, Solo, or EN already came up with. However, I really think it would be a huge mistake to remove our ability to craft spice or severely hamper our ability to do so by requiring us to do Smuggler only delivery missions. For one, drugs do NOT require the presence of large cartels to produce. For another, delivery missions are more boring than even exploration missions. You really want a smuggler only version which we are required to do to use 1/4 of our profession?
Instead, I propose a compromise on this issue. Keep the faction idea the same but instead of making the rewards be the only way we get spice in the game, make the rewards benefits to our skills. Say we do a mission for jabba. We do it, he's happy about it, and we get something like janta blood for stims and buff packs only for use in our spice. Or, for another example, we do a mission for a Black Sun operative. As a reward, we get a limited use schematic for a prototype slicing tool which guarantees at least a 25% slice for weapons and 35% for armor. Those are just limited examples of what could be done.
To reiterate, my point is this. Instead of severely hampering spice production by delegating it to rewards for Smuggler only delivery missions, keep spices crafted as they are and make the rewards for the smuggler only delivery missions enhancements for our skill set (skill onion as put by TH).
Geevo wrote:
Pool of Wish List Items
Be hunted down by bounty hunters for my criminal nature or faction alignment.
Message Edited by Geevo on 05-09-2004 12:23 AM
Black Market & Illegal Goods would be nice....
And I don't mean illegal as in Crackdown which as a Master Smuggler I can't even tell has been implemented. ![]()
You pick up some 'stuff' from Jabba, and you fly/walk/ride it to a given planet and coordinates. Any _good_ smuggler would (for er, customs inspections purposes), check the stuff and see what it is. If it's nice enough, he/she may just hang on to it. If they opt to stay with the cargo, they get a day while Jabba figures out he's been had, then there's a contract put out on him. Maybe the BH gets him, maybe the BH can't find him _in a given time period_ (dodging missions from 5 days ago would suck).
Maybe Jabba keeps putting hits out every few weeks, or refuses to do further business with this operator. Maybe Jabba forgets, or maybe the operator has to perform favors to get back in the big slug's good graces.
Plenty of easily-coded offshoots, really.