Smuggler Archive
Thread: Eureka! Way to implement smuggling using in-game assets!
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Orcajum
Mon Mar 07, 2005 1:59 pm
#14
Of the different "ways to make Smugglers Smuggle" ideas i've seen posted, this is one of the most immersive concepts to date. Though, even as a Master Smuggler myself, I wouldn't want a 100% success rate. Remember, Smugglers are not paid both because of the skills they possess and the risks they take to achieve their goals. A Smuggler's skill may help him minimize those risks, but they should never be totally eliminated. If everyone else were to have a 15% success rate, a Smuggler should have a 10-15% failure rate, and likely face even stiffer penalties than others. Remember, the Empire and many other planetary governments strongly disapprove of Smuggling activity.
I must admit, however, that the major fault with this plan is the same one we've continually run into to create a Smuggling environment. Until there is actual contraband (i.e. illegal goods and cargo) that needs to be transported, there will never be true Smuggling. Theoretically, the Devs could drop in the most perfect Smuggling system into the game, on that solves all the problems with transportation restrictions, a detection system, and appropriate consequences attached, and it would all go for naught due to the lack of "true" illegal items.
As of now, the only two things one could say to be actually contraband in-game are sliced items and spices. Spices currently have very little usage or market value, so they wouldn't need to be Smuggled. And I do not forsee anyoone paying 50k bribery fee + Smuggler profit margin for me to move a few guns and armor from one planet to the next. Especially since the likely fine for transporting these would be less than 10k. To me, sliced items are too small-potatoes to build a Smuggling environment around. I don't forsee the developers wanting to "inconvenience" the playerbase for individual weapons and armor. Again, too small-potatoes.
Once again, I do truely like the idea. It's a great idea of what could be done, and I especially like how it incorporates the JTL game into the ground game. It's a great way to enhance that Star Wars feel so many of us truely desire. But it does still run into the same flaw most of the other great Smuggling ideas have encountered. Once those flaws have been addressed, (actual contraband, a proper detection network, realistic consequences, and a necessity to use the System) we'll finally have the Smuggling we want, and can then look to ways to impliment your ideas to rebuild our immersive experience.
Please though, continue generating and refining ideas like this. Eventually, something along these lines would be awesome.
I must admit, however, that the major fault with this plan is the same one we've continually run into to create a Smuggling environment. Until there is actual contraband (i.e. illegal goods and cargo) that needs to be transported, there will never be true Smuggling. Theoretically, the Devs could drop in the most perfect Smuggling system into the game, on that solves all the problems with transportation restrictions, a detection system, and appropriate consequences attached, and it would all go for naught due to the lack of "true" illegal items.
As of now, the only two things one could say to be actually contraband in-game are sliced items and spices. Spices currently have very little usage or market value, so they wouldn't need to be Smuggled. And I do not forsee anyoone paying 50k bribery fee + Smuggler profit margin for me to move a few guns and armor from one planet to the next. Especially since the likely fine for transporting these would be less than 10k. To me, sliced items are too small-potatoes to build a Smuggling environment around. I don't forsee the developers wanting to "inconvenience" the playerbase for individual weapons and armor. Again, too small-potatoes.
Once again, I do truely like the idea. It's a great idea of what could be done, and I especially like how it incorporates the JTL game into the ground game. It's a great way to enhance that Star Wars feel so many of us truely desire. But it does still run into the same flaw most of the other great Smuggling ideas have encountered. Once those flaws have been addressed, (actual contraband, a proper detection network, realistic consequences, and a necessity to use the System) we'll finally have the Smuggling we want, and can then look to ways to impliment your ideas to rebuild our immersive experience.
Please though, continue generating and refining ideas like this. Eventually, something along these lines would be awesome.
WesBelden
Tue Mar 08, 2005 1:49 am
#15
Very nice idea indeed
. I'd say lower the bonus for pilots, have the Smuggler's bonus reduced slightly and maybe throw ina mini-game for the Smuggler to complete in order to land, but other than that, great stuff
.
ValiantHalibut
Sun Mar 13, 2005 10:19 pm
#16
Now that we know a Revamp is coming, I'm bumping this topic for discussion.
RogueCloudwalker
Sun Mar 13, 2005 11:12 pm
#17
Actually, that whole thing about ship models being too big to be sent out is baloney. Remember when there was a big speech about how there would be background downloads. Sure you are playing the game and all and it downloads in low use moments. The ship models could be sent that way over time. Until then, all those players see are generic shuttles or default appearance markers hahahaha.
Tinkergirl
Mon Mar 14, 2005 2:32 am
#18
Well, I'm just going on what Pex said when he asked what new event perks we might like to see - he said that adding new spaceships on the ground was less likely to happen because of the downloads.
Working with the information I have
Working with the information I have
Message Edited by Tinkergirl on 03-14-2005 09:35 AM
Vrond
Mon Mar 14, 2005 9:39 am
#19
Following along I would think that all items from both Dathomir and Endor would be illegal. The Empire would not be happy to find any one with these items they are "busy" on both worlds.
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