Smuggler Archive
Thread: Amount of credits Fined to People who fail scans?
Mostly what I am saying is that 5k fines are weak to someone who has 100 million credits. With 5k fines they might as well just not fine people at all. Not saying I am filthy rich.. just that some people are and having fines that dont mean anything will not stop them or even be a factor to them.
Surseance wrote:
My god, welcome communist HELL. No way!!!
Zandergeef wrote:
I think that this should be based on the amount of money someone has in there Bank/Cash. That way it can hit everyone equily hard. I think 1% of your total credits seems like a good idea.. that means that people who have 1 million credits get hit for 10k but people who have 100 million credits get hit for 1 million credits.
Some type of system that hits everyone equaly hard. You could have something like a floor and a ceiling so that you would always be fined at least 5k and never find over 1 million or something like that.
Sure there is a loop hole that some poeple might have mulitiple accounts and keep all the money on one account but still not everyone will have time and want to do that and that is there right if they buy more than one account.
Any thoughts or problems with the idea.. maybe they should be fined more or less?
ana-mo-cara wrote:
As I have said only the seizure of the illegal item will have appropriate sting to it.
Sadly I think we have to accept the fact that if the new tef systems fly through the imperial crackdown is truely over. Thats why we got the mooey mooey good faction point cap lifted.
We just have to come to terms with the fact that the crackdown is probabally going to be a memory soon.
I am also willing to bet that sliceing armor will be simplified to one peice affairs, and weapons sliceing will be reduced or even removed from the game to prevent inbalances.
The future is pretty damn bleak for smugglers in my oppinion.
I honestly don't think confiscation will ever happen. Everyone besides the most hardcore Roleplayers would have problems with that, for fairly good reason. I recall part of GMs Revamp threads that touched on this, his seemed a good solution (tiered legality and all that)
I don't think that the future is really all that bleak, it is certainly brighter than the past. With our FP cap going away,it will be easierto make a business out of FP/Perk sales. The Equation I see is this:
no TEFs = more GCW participation
Cheaper PVE bases that die quickly = renewable income for anyone that can sell bases
more GCW = more people buying the new bases and/or faction armor schematics(postCU)
The argument that now the crackdown does not effect rebels? it didn't effect them much before.. Now that they will be Shoot-On-Sight, they will have more need than ever before to be smuggled, even if we don't have the skill yet to do it, its an opening and we should get our foot in the door. A smuggler skill seems in order here that puts someone on 'leave' status for about 5 minutes.. long enough to get through town, or as long as they are within 50m of the smuggler.. long enough to get across the galaxy.
Anyway, don't mean to hijack the thread.. to weigh in on the actual topic.. yes I thinkfines for contrabandshould charge more, I support rich players paying more as they currently do if they /punch a Stormtrooper.
If your not familiar with that.. if your have greater than some number X credits it charges you a few thousand credits on top of the normal finedeliciously brutal, and should be included in normal contraband fines IMO.
- Make them non-factional. There are already non-factional Storm Troopers in the Warren, so we know its possible.
- Have the Empire hand over the confiscated weaponry to local authorities. This has a downside, however, as it would only work on planets with police forces, meaning planets likeLok would need to have the Imperials holding them.
Now, this would work for each planet as well. Something confiscated on Talus won't end up on Naboo. Each planet would have an entrance to an instanced dungeon. This would work similarly to the Corvette. Technically, the nine Corvettes are all the same one, under different scenarios.
This "Evidence Lockup" dungeon would be the same. There'd be an Imperial Lockup, an RSF Lockup, CorSec Lockup, Fed-Dub Lockup, et cetera. There would be a static entrance on each planet, like there's a static lauch point for the Corvette. Entering the lockup would load you into the Dungeon with your group, like the Corvette. And each Lockup would be the same in size, dimension, and shape; however, the confiscated gear would be located in different sections of the Lockup, depending on what type it is. Spice would be located in the Narcotics devision. Weapons would be in the weapons storage wing. Armor would be in its own area. And anything else deemed illegal would be located in the fourth wing of the Lockup.
There should be a central computer mainframe which can be sliced for access codes to each wing of the lockup. This would make it so that a Smuggler could speed up the process of getting the gear and getting back out. If thereis noSmuggler in the group, then the group must take out the "Boss" of the Lockup. The most difficult NPC in the lockup sorta like a General or Field Marshal NPC of the faction that's holding the gear. Once killed, ke drops a datapad listing the codes for access to each wing in the Lockup, and perhaps a special randomloot item.
Getting in isn't just gonna be, "Damn, they got my stuff. Okay lets all head to xx,xx and get it guys.". It should be more like talking to a SpyNet Operative(YAY! GIVE THEMMORE THAN ONEUSE!), buying information on how to find the Lockup, orfast talking your way through it(won't be available each time, and each time it is, the responces will be different) for free. The SpyNet Opperative would give you the waypoint to a non-attackable informant of the faction who has the confiscated gear. He'll do two things. Give you the location to the lockup, and a code-key. The code key would be like the Travel Authorization for the Corvette, one time use to enter whether or you pass or fail. Well, actually, in this case, it'd have three uses, only for that lockup, and if you succeed/fail, it becomes useless.
Since this is your personal gear, unlike the loot on board the Corvette, you'll only get three chances to retrieve it before it gets destroyed.
Add to it randomloot items which can be retrieved as well, which are already illegal and left unslicable(for balance, and the items can already be "sliced by the game", which would be why they're in Lockup). There'd be a chance that in each wing, is something kept in the same locker your gear was stored in. Say, you were going to get your Sliced Armor back. In the same locker your armor was stored, you would have a chance of finding a kickass set of armor leggings/jacket/chestplate/whatever. Same goes for the Weapons Devision, Narcotics Wing, and the General Storage. However, the chance that all four wings wouldhave these loot items would be very low, but still possible.
The seperate wings also means you'll only need to aquire the codes and visit the areas which coincide with what was confiscated from you. If you only lost a carbine and a crate of spice, you'll only need to visit the Weapons Devision and the Narcotics Wing.
I'm glad someone mentioned the dungeon idea. It let me get sorta creative, and I like getting to work on things like this. I even thought up a layout for the Lockup. It wouldn't be very large, but it wouldn't be very small, either.
From above: Cross-shaped, each wing of equal length. Think of a Plus sign(+).
From the side. Wideand kinda short, no more than 3-4 stories tall. First two stories are the four wings. The top stories are the Administration area, in which the Field Marshal(Boss NPC) resides, as well as his office. The top two stories would not be cross shaped, but be square or rectangular, since there's no need for wings branching out. This would be a good place for factional loot. There'd be a better chance of loot up here than the "bonus" loot found with your gear, but its not guaranteed.
The entrance your code-key gets you into is actually the Lockup's emergency exit, which locks behind you(your code-key is a "electronic lockpick" which "scrambled the door's circuitry"). Meaning the only way out is the main door. TheLockup would be tough, but not uber, and there would be a time limit on it like the Corvette. Say, oh... ninety minutes. Lets say that the reason why is that the code key that got you in also triggered a slient alarm, and this has called for reinforcements, who will arrive in that time. This also means the Lockup has gone under Lockdown to hold you there. The lastthing once you have your gear is thatyou'll need to do is override the security functions to get out. This means you'll eventually need to visit the Field Marshal who runs the Lockup and get his datapad, which has the codes to override the lockdown.
The Field Marshal's office is the Fourth Floor, and Security is the third. To get into the Field Marshal's office, you'll need to aquire the codes to enter the Administration Office from the Chief ofSecurity, or have a Smuggler slice them from the Computer Core, located on floors One and Two in the center of the four Wings.
As for the Chief of Security, he'll be the second toughest MOB on board, and he'll have two of his Lieutenants with him, they'll be better than the average NPCs in the Lockup but not as good as the Chief.
The Field Marshal: Obviously the toughest MOB on board, and while there will be one guard(perhaps two), outside his office, he'll be alone. Unless you, for some reason, decide to bring the guard into the office and fight both.
Now, for each of the wings, the NPCs in them should reflect the type of things stored in them. The general storage would have normal NPCs, no exceptional strengths or weaknesses.
The Weapons Devision will do much more damage than the rest of the NPCs, they basicly broke out the confiscated weapons because they're "Under Siege". Thier defences and resistances will be average or less.
The Armor Hold will be the opposite. They'll have much higher resistances and defencesthan the rest of the NPCs, but dealing normal to less damage than the rest.
The Narcotics Wing(I know you'll laugh), will quite possibly be high on fumes and such, from either the destruction of the spices, analization of the spices, or simply dirty cops skimming off the top. This means thier HAMs will be up across the board, but thier resistances, defences, and damage output will be less than average.
To touch on the Field Marshall and the Chief again. They'll essentially have benefits from all the wings. Consider them "perks of the job".
Well that's all I can think of. Hopefully, someone didn't say the exact same thing while I was working on this.
Nicolas_Frost wrote:
A lot of stuff
lurdanta wrote:
Personally I don't like the percentage approach, why should someone who fails a scan pay more just because they have more. It doesn't make sense. The severity of the fine should depend on the crime, the more severe the crime the higher the fine. For example, if I get caught speeding the fine is determined by the speed I was going, not how much money I made. Using the percentage rule a person who has 10 million dollars who goes 5 mph over the speed limit would pay more than someone with 100K who was going 50 mph over the speed limit. This doesn't make sense. The whole idea of a fine is to punish in proportion to the crime, not how much money they have. Unless, of course the crime involved money, and in that case maybe a percentage makes sense, but as far as possession of contraband, I think it makes sense to base the fine based on the severity of the crime. For example, someone with one sliced pistol would be fined less than someone who has ten sliced weapons, a couple crates of muon and a set of sliced armor. Perhaps a better system would be a set fine for each violation and possibly different fines for different violations, such as spice violations being greater than weapon or armor, or the opposite depending on the gov'ts attitude toward them. I think it might also be interesting if different planets/jurisdictions had different laws/fines...like Nym's guards could care less about sliced weapons or armors. but will fine you 1k for having pixies on Lok, but the RSF takes a dim view of spices...say a 25K fine for each crate...while on Tat, everything goes as far as the locals go...of course, there's always Imperial Law and it would follow that that would be the same everywhere. This would create different jurisdictions and, it seems to me, begin to create a climate conducive for creating the underworld we all want to happen. I also think they should add scans in space.
I do think factional rank play a role in fines for failing a faction scan (i.e. a Col. should be fined more than a Sgt.). It makes sense the Empire would want to punish an officer more than a Noncom ( id say your preception of the millitary is off armed forces put alot of time effort and money into training thier officers and try to salvage that when ever posible....its most offten the noncom who takes the fall, while thier training also take time effort and money its not as much as the officer this would be ESSPECIALY true in the empire ( a suposedly corupt government) but then the republic was perty darn corupt to wasen't it?). I would even go so far that for the upper ranks, fines would not be an option and failing a scan would mean immediate aggression on the part of the authorities scanning and the creation of a bounty hunter mission if the person escapes.
Of course, I do hope they add bribe as a skill under Underworld.
I do think factional rank play a role in fines for failing a faction scan (i.e. a Col. should be fined more than a Sgt.). It makes sense the Empire would want to punish an officer more than a Noncom. I would even go so far that for the upper ranks, fines would not be an option and failing a scan would mean immediate aggression on the part of the authorities scanning and the creation of a bounty hunter mission if the person escapes.
Of course, I do hope they add bribe as a skill under Underworld.
Egowyn wrote:
lurdanta wrote:
I do think factional rank play a role in fines for failing a faction scan (i.e. a Col. should be fined more than a Sgt.). It makes sense the Empire would want to punish an officer more than a Noncom ( id say your preception of the millitary is off armed forces put alot of time effort and money into training thier officers and try to salvage that when ever posible....its most offten the noncom who takes the fall, while thier training also take time effort and money its not as much as the officer this would be ESSPECIALY true in the empire ( a suposedly corupt government) but then the republic was perty darn corupt to wasen't it?). I would even go so far that for the upper ranks, fines would not be an option and failing a scan would mean immediate aggression on the part of the authorities scanning and the creation of a bounty hunter mission if the person escapes.
Of course, I do hope they add bribe as a skill under Underworld.
I think you misunderstand me. I was saying the fine or punishment for being caught in a scan by the other side should be greater for an officer than a private because to the Empire a Col. is more valuable to them caught. They would care more about catching a high ranking officer because that person would know more and taking that person out would cause a more severe hit to the other side. So they catch a private on leave, so what, fine him and let him go, but catch a Col? This ones a keeper, definitely a bigger fish. It isn't a statement of resources paid to train the person, but in reference to the value a particular offender to the authority. They, it seems to me, would be more interested in catching and either interrogating or eliminating a high ranking officer than a foot soldier. This isn't to say I think a noncom is less of a person, but that the officer is worth more tactically and strategically. For example, Princess Leia and me are caught lurking around in Theed by a small group of Stormies. She runs one way, I run the other. They can chase only one of us. Who are they going to chase? Leia, I'd wager, because catching her would do more to damage the Rebellion (and bringing her in certainly would be a career builder for the Stormie in charge of the detail). What I was saying by suggesting rank should play a role is along these lines. Basically, I'm saying if you are a private and you fail a scan, which means they've identified you for who you are, should have a fine as an option, and if you are a Col and you get caught, they won't just fine you and let you go, they will try and arrest/interrogate or eliminate you. I do think lower ranks should face a chance of being attacked on failing a scan, but that higher ranks shouldn't have the option of simply being fined. They are too valuable a prisoner to the authorities to simply fine and let go.
This is also shown in war crime trials, most notably the Nuremberg Trials. A Sgt. in a concentration camp suffered less penalties generally speaking, than the camp commandant. because they are higher in rank and up in the command structure and therefore more responsible for the actions for which they would be judged. This was also the case with respect to the My Lai Massacre. Lt. Calley, the commanding officer who ordered his troops to shoot civilians was punished more severely than those under his command who followed his orders. However, it is true that Calley's commander, Capt. Medina who told Calley he was moving too slow and to "take care of the civilians" who were slowing him down in his sweep of the city was not punished, but I think this is less a case of military policy than the skill of his defense attorney, F. Lee Bailey, who is infamous for getting even the most guilty party off. Medina escaped punishment because he was sufficiently vague in his directives so as to shirk responsibility.
Mind you I'm not talking about contraband scans, just the factional scans, as it is my understanding that a rebel, who has no contraband can still fail a scan just for being a rebel. I am saying in this case, it might make sense for the repercussions to be proportional to the rank or value of the person failing the scan. The very word rank denotes value, a Col is a higher rank than a private and, I think, it follows that a Col. should have greater repercussions when failing a faction scan than a private.
Punishment for contraband scans is something altogether. I think the punishment for failing a contraband scan, should be in proportion to the nature of the contraband and the number of violations, as in my previous post, a person with a single sliced FWG would have lesser punishment than someone with several sliced weapons, a suit of sliced composite and several crates of pixies and moun. You can see this in our legal system. For example, in California, a person caught with 1 oz. or less of pot gets a $50 fine, but someone with a couple pounds gets prison, and a person with a couple pounds of heroin will likely get a harsher penalty than both of them.
Message Edited by lurdanta on 02-10-2005 04:54 PM
Message Edited by lurdanta on 02-10-2005 04:58 PM
Message Edited by lurdanta on 02-10-2005 04:59 PM
Message Edited by lurdanta on 02-10-2005 05:00 PM