Smuggler Archive

Thread: For Fun! The Crime Lord Profession for the Space Expansion!

Smuggler_Caylin
Sun Mar 07, 2004 8:16 pm
#14

Well I am playing with the idea that while a novice smuggler could place a Casino within a city (And only within a city)


A true Criminal Mastermind has his own hideout.


Rediculously opulant, a new home and large. He could have guards spawn at that location and form patrols and act as a general criminal headquarters.


Have it take up several lots, all thugs are tailored in appearance and naming. The Master Crimelord maybe being able to choose the color scheme his thugs wear. High maintenance rate though to reflect payin for those additional thugs and such.



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

Daermoth
Mon Mar 08, 2004 3:43 am
#15

Oh My Cow. Caylin, yer a genious. But is every tree of Crimelord going to relate to bodyguards? Perhaps a tree dedicated to the hits you put on people, each box giving you less restrictions on the contracts you put out. Another tree that has to do with Players in your faction. Perks alloted to them for joining with you, kind of like squad leader/mayor xp. Obviously this would be more aligned to smugglers perks who operate for you. This tree would have a protection modifier for people who are aligned with you. And maybe the last tree would be your commerce tree. How high you can set dues,stuff like that. Either way, this sounds like something ive wanted to do since the day i mastered smuggler, there is just no practical way with the current system for me to pull it off. Your idea is incredible!



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0000000000000000000.......Bloodfinian, Tester......0000000000000000000

0000000000000000000.........Master Smuggler......0000000000000000000
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0....Always Selling Faction.....0000000000000000000
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Smuggler_Caylin
Mon Mar 08, 2004 3:46 am
#16


I haven't filled in the rest of the skill tree, like I said I'm just playing around, having fun, and think yall should too. After all chances are that this would never happen, so might as well get my mind off the smuggler revamp problem and play with something new to keep my mind clear and active.


Only the first tree really is about Bodyguards. All I do in the other 3 trees is completely unrelated to bodyguards, but increase the level of the bodyguard itself as a skill mod. Increase the level and difficulty of the bodyguard as you progress in the tree.


Sort of like creature handling, allowing a higher level of Bodyguard, but it's spread throughout the entire skill tree.


I was thinking Syndicate XP would work almost like Politician XP.

Message Edited by Smuggler_Caylin on 03-08-2004 02:49 AM



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

Daermoth
Mon Mar 08, 2004 3:51 am
#17

Gotcha. Lemme churn my brain a bit. You have no idea how close to my heart this idea is. The day i made master smuggler i had to twist my own arm to keep me from dropping a PA hall in the agrilate swamps and getting as many smugglers on bloodfin to join up. That way we could command prices on spice, slices, faction points and such. Have our own blacklists, basically just createa Player Faction. I would gladly sacrifice my Pistoleer and Teras kasi master titles for this. Of course, thats where the body guards come in, and yeah, you are right, every box should add to the body guards power or count. Im talking at Master Crime Lord you have your own enturage that makes enhanced Kwi's at the genosian caves look like gnorts!



0000000000000000000.Colonel Daermoth Kaetan..0000000000000000000
0000000000000000000.......Bloodfinian, Tester......0000000000000000000

0000000000000000000.........Master Smuggler......0000000000000000000
000000000000000000
0....Always Selling Faction.....0000000000000000000
000000000000000000
0.......................................0000000000000000000
0000000000000000000.So tell me what to slice, but.000000000000000000

0000000000000000000.the server gods watch, and.0000000000000000000
0000000000000000000..the server gods are mean.0000000000000000000
Smuggler_Caylin
Mon Mar 08, 2004 3:54 am
#18

I was playing with the idea that while creature handlers could have multiple high level pets,


The Crime lord would have just one active.


Sort of like Jabba who hired the services of Boba Fett.


Then at their hideouts you would have your more generic thug types that work for you.


I'm also thinking maybe members of your syndicate could have the option to have thugs from the organisation, patrol and keep order in Cantinas or other things, where you could specify who was unwanted. Let them open fire on Overt Rebels or Imperials if you want, harass them, whatever.


To keep them, the person would have to pay more money into the syndicate as a form of protection money.



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

Daermoth
Mon Mar 08, 2004 3:58 am
#19

Ahh yeah. I like that. And I am sure that there are plenty of PvP guilds that wish they had some kind of bouncer style NPC's in their cantinas. Just the other day I got healed and buffed by an opposing factions AFK macro dancer/musicians when they werent looking. My favourite thing about this suggested profession is that there is really no dabbling. You either want to be a crime lord or you dont. Period.And dang it, im good enough in real life. Sorry that i am so disorganized with my thoughts, i am just very keyed up by this idea.



0000000000000000000.Colonel Daermoth Kaetan..0000000000000000000
0000000000000000000.......Bloodfinian, Tester......0000000000000000000

0000000000000000000.........Master Smuggler......0000000000000000000
000000000000000000
0....Always Selling Faction.....0000000000000000000
000000000000000000
0.......................................0000000000000000000
0000000000000000000.So tell me what to slice, but.000000000000000000

0000000000000000000.the server gods watch, and.0000000000000000000
0000000000000000000..the server gods are mean.0000000000000000000
LuapLink
Mon Mar 08, 2004 4:43 am
#20

One slightly more legal ability that a Crime Lord could have would be the ability to add new games to the cantina (If the devs got round to it) such as pa. You could also have the ability to adjust the payout on the different games. If the payout is too low players won't use it as much but you get a bigger cut, if it is too high players will use it more but you will get more players playing it.

Also some possible titles:


Racketeer



Orba Bunsen - Master Snuggler/Pistoleer(Test Center)
Oorba - Master Fencer/Brawler/Swordswookiee(Test Center)
Abor Ava - Master Commando(Test Center)
Anstrona
Mon Mar 08, 2004 6:40 am
#21

I'm feelin' it. I thought of this back in September, although I like some of your ideas better, and some of my ideas better. Yours is cleaner than mine too, I just kinda tossed the idea up without giving it a whole lot of thought. Check it out and see whatcha think.


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=22004#M22004



Griff "Tron" Anstrona
One Part Smuggler, One Part Weaponsmith, All Jerk
"It amazes me how much SWG smugglers resemble true Star Wars smugglers...with the nuts cut off"
Ryutek
Mon Mar 08, 2004 8:37 am
#22

You know Caylin, you're making it tough to keep up with you


I like the idea, and it seems interesting, but I'll have to go back and reread it and pick it apart in order to really give you some good feedback, but that'll be a little while before I get to. After all, I still have to go over the newest revision to your Revamp proposal





Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Smuggler_Caylin
Mon Mar 08, 2004 6:14 pm
#23

Really appreciate the new titles I put in a couple others to fill those in, thanks!


Hehe yah that thread you linked me to is right along the lines of this, that was before I started actively participating in this forum, instead of just my server forum. (Yay Bria!) Thanks for the link


Don't rush yourself reading my revamp, lots of details and people have been really great helping with it.


I've added some titles and put the idea that informant could place new mission types on the syndicate terminals... increased payout, and level would affect the people who are taking the missions. Increased returns increasing the reward given to the crime lord when those missions are completed.



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

JTGAlpha
Mon Mar 08, 2004 7:52 pm
#24

Yeah, this was something I was kicking around a LOT back in the day. Cool idea Caylin! Good implementation.




The Crime Lord Prerequisites:

Unlike Smugglers, Crime Lords are more into the business management end of criminal activity, instead of the more violent nature of it. Do not mistake them for being unprotected however through their use of hired hands.

The Crime Lord would require Underworld 4 and Profiteer 4 from the Smuggler Skill tree that I have proposed (Underworld and Spices if you want to think of it normally), and Business 4 from the Artisan skill tree. This also Naturally includes Pistol and Unarmed 4 as they are the Smuggler prerequisites as well.

Thats a total of 121 skillpoints used in the prerequisite. The same amount used by players who are Master Smugglers. This leaves 129 skillpoints for progression into mastering crime lord and other professions. You could potentially even be a master smuggler/Master Crime lord and still have 37 skill points remaining I believe. For those who would want to be both.

I like! I like! Leaves room for at least the Management line of Merchant.


The Crime Lord Skill Tree


1-A
Novice Crime Lord
Title Given: Novice Crime Lord
Required XP: Merchant XP. After all, you are a business man now!
Skill Points: 6


Place: Casino
Crime Lord: Create Criminal Syndicate
Crime Lord: Place Mission Terminal
Crime Lord: Peace Offering-What's this?
Bodyguard: Brawler
Syndicate Missions: Delivery

+1 Active Bodyguard
+1 Stored Bodyguard
+10 Bodyguard Maximum Level.
+5 Resilience


Hired Help
Required XP: Smuggling


Level 1:
Skill Points: 5

Bodyguard: Marksman

+1 Bodyguard Maximum Level.
+5 Resilience


Level 2:
Skill Points: 4

Bodyguard: Basic Combat Conditioning

+2 Bodyguard Maximum Level.
+5 Resilience


Level 3:
Skill Points: 3

Bodyguard: Weapon Specialisation

+3 Bodyguard Maximum Level.
+10 Resilience


Level 4:
Title Given: Mobster
Skill Points: 2

Bodyguard: Improved Combat Conditioning

+1 Stored Bodyguard
+4 Bodyguard Maximum Level.
+10 Resilience



Very cool. But I think there should be more thugs you can pull out at once. After all, Jabba never travelled with just one body guard. The man had an entire retinue. Make it so you can have 1 over CL10 out and the rest have to be CL10.


Informants
Required XP: Syndicate



Level 1:
Skill Points: 5

Syndicate Missions: Destroy

+1 Bodyguard Maximum Level.


Level 2:
Skill Points: 4

Syndicate Missions: Smuggler

+2 Bodyguard Maximum Level.


Level 3:
Skill Points: 3

Syndicate Missions: Increased Payout

+3 Bodyguard Maximum Level.


Level 4:
Title Given: Information Broker
Skill Points: 2

Syndicate Missions: Increased Mission Difficulty

+4 Bodyguard Maximum Level.



This is very much like the Politician's line. I like it, but I wonder if more can't be added? Perhaps this could also grant you the ability to place "snitches" as well? Kind of like the Bounty Hunter idea in your Smuggler's Revamp. Except these guys locate people for you in say a 1k area around the town they're placed in. Handy for the Bounty Hunter and the Mark.


Scheming
Required XP: Syndicate



Level 1:
Skill Points: 5

Crime Lord: Syndicate War

+1 Bodyguard Maximum Level.


Level 2:
Skill Points: 4

Crime Lord: Place Bounty

+2 Bodyguard Maximum Level.


Level 3:
Skill Points: 3


+3 Bodyguard Maximum Level.


Level 4:
Title Given: Schemer
Skill Points: 2


+4 Bodyguard Maximum Level.



I guess you ran out of steam here for what to put in the last 2 levels. How about an ability to attack equipment? LIke factories and/or harvestors of vendetta target syndicates?


Business Opportunities
Required XP: Syndicate



Level 1:
Skill Points: 5

Hired Protection: Medical Center.

+1 Bodyguard Maximum Level.


Level 2:
Skill Points: 4

Hired Protection: Cantina.

+2 Bodyguard Maximum Level.


Level 3:
Skill Points: 3

Hired Protection: Home.

+3 Bodyguard Maximum Level.


Level 4:
Title Given: Racketeer
Skill Points: 2

Hired Protection: Cloning Center.

+4 Bodyguard Maximum Level.



Like this idea I like a lot! However, they need to be VERY high level thugs, and a quick respawn rate, otherwise they're just xp fodder, like ragtags and meatlumps. Also they need to be callable. I don't know if it's still this way, but there was a time in this game when if you attacked a "townsperson" (because they randomly came up attackable) CorSec would show up and attack you. We need something along those lines. A "HELP!" command or something.


Master Crime Lord
Title Given: Criminal Mastermind
Skill Points: 1


Place: Criminal Stronghold
Bodyguard: Elite Combat Training
Syndicate Missions: Increased Returns
Hired Protection: City

+1 Stored Bodyguard
+10 Resilience
+20 Bodyguard Maximum Level.


Sounds cool!




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

Smuggler_Caylin
Mon Mar 08, 2004 11:40 pm
#25

Hey man, thanks for the votes of support, I'm just piecing it together over time, and letting yall give me ideas and feedback as I go. I'm just trying to put it all together into something that works.


So far I have about 1/10th of what I want inside here. That's about how far I've gotten.


As far as skillpoints go, you could be a master crime lord, master merchant, or a master Smuggler/Crimelord and still have alot of merchant... there are still alot of possibilities and overall I was pleased with it and how it worked out as far as skillpoints went.


I see what you are saying about the pets... Yet I also see CH's and I start wondering what it would take for them to still be unique, but the crimelord still be a heavy pet class.


So I thought limiting to one active pet, with 2 reserves in the end at master was preferable. After all your pets would not have to be found or created, I felt you could just walk up to your casino/syndicate terminal thingy, and purchase your pets. Your skill in crimelord determining the stats and abilities of the pets.


This way I would prevent the CH's feeling that their ability to have multiple high level pets was no longer unique. For this I used Jabba purchasing the service of Boba Fett for a time to do some work. A high level combatant NPC to do our work as our own personal elite bodyguard.


When you mention level of the protection business and whatnot and the npc's involved I was actually going to make a new skill mod throughout the skill tree of crimelord. Call it influence for example.


Influence would end up determining the power and respawn rate of the thugs that appear, when people who are part of your syndicate need protection for their business establishments...


I'm still playing with things, and I am trying ot make at least one update a night. After all this is more of a fun thing, and it is nowhere near done.



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

Dark_Paradox
Tue Mar 09, 2004 2:27 am
#26

Oh man... Im lost, basically I gt was Player NPCs....
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