Smuggler Archive
Thread: Smuggler scan avoidance skill applying to faction scan
yimaz wrote:
2000 now plus 15000 when we reach Alderan.
dlc3007 wrote:
On a slightly more serious topic, let's imagine that this works for grouping and sneaking people past scans. Not only is this great because it resembles smuggling, but it is also another source of income and that, my friends, is why we're smugglers.
Has anyone given any thought to how and how much this service should cost? Charge per person? per trip? 100 cr? 1000 cr? Maybe I'm getting ahead of myself since we're still waiting for confirmation that this will work at all, but it is still fun to think about.
Ideas?
Now that's an interesting question. No idea on prices myself - I guess it would be time based. Maybe based on where you have to meet the customers (Random thought - I would imagine it would be at starports - if cities aren't subject to the crackdowns then it makes sense for players to head to a player city shuttleport - shuttle straight into the starport - transport to the next starport then meet the Smuggler in the landing area, group, then head to the final destination).
Maybe a charge per minute as well as a charge for planet hopping, or maybe just a charge per minute from the time of the request (with say a 10 minute minimum charge) so it would cover the time it takes you to get to the starport, jump, wait for the customer, etc.
Gotta make it worth your while though - I can make 30K in 2 terminal missions in 15 minutes - do I want to spend that 15 minutes making 1K only? I guess it would depend on the customer - if it's a weaponsmith moving his 50 sliced weapons to a vendor then it's a small price, but to another player with little money it could be prohibitive. Or maybe the player will realize it's not worth it to carry illegal items.
Ultimately it's hard to say what to charge until we know what the fines are, what the fine structure is, and then go from there.
It's a good subject to debate though.
Cheers
Dat
Daturaze wrote:
dlc3007 wrote:
On a slightly more serious topic, let's imagine that this works for grouping and sneaking people past scans. Not only is this great because it resembles smuggling, but it is also another source of income and that, my friends, is why we're smugglers.
Has anyone given any thought to how and how much this service should cost? Charge per person? per trip? 100 cr? 1000 cr? Maybe I'm getting ahead of myself since we're still waiting for confirmation that this will work at all, but it is still fun to think about.
Ideas?
Now that's an interesting question. No idea on prices myself - I guess it would be time based. Maybe based on where you have to meet the customers (Random thought - I would imagine it would be at starports - if cities aren't subject to the crackdowns then it makes sense for players to head to a player city shuttleport - shuttle straight into the starport - transport to the next starport then meet the Smuggler in the landing area, group, then head to the final destination).
Maybe a charge per minute as well as a charge for planet hopping, or maybe just a charge per minute from the time of the request (with say a 10 minute minimum charge) so it would cover the time it takes you to get to the starport, jump, wait for the customer, etc.
Gotta make it worth your while though - I can make 30K in 2 terminal missions in 15 minutes - do I want to spend that 15 minutes making 1K only? I guess it would depend on the customer - if it's a weaponsmith moving his 50 sliced weapons to a vendor then it's a small price, but to another player with little money it could be prohibitive. Or maybe the player will realize it's not worth it to carry illegal items.
Ultimately it's hard to say what to charge until we know what the fines are, what the fine structure is, and then go from there.
It's a good subject to debate though.
Cheers
Dat
Ternque01 wrote:
The only deal with charging alot of money is that the penalty for getting caught would be much less than hiring a money-hungry smuggler to help you.
I can see smugglers hanging out near starports, looking for people who need them, and charging 1k or less just for the fun of it.
The fact that we have a skill that people might want, but not pay a zillion credits for, lets the whole "smuggling people" scene much more of a roleplaying experience for both involved.
For example, I could chill at a starport and charge 500 credits to people not wanting to get hastled. I would be doing this just for fun, because the pay sucks, but it allows me a great range from which to react to customers. If some snot-nosed jerk is like, "group with me smuggler nub, do it now".... I would just tell him to go get f'ed. In other words, I could be rude to jerks, and have a very good reason to do it... because I wouldn't be paid anything. The fun would be in dealing with other people who count on you being a slickguy/gal to the authorities.
This gives the PERFECT excuse for a player to just chill in a city and watch people pass by. This, btw, is why I loved leveling slicing. I would sit near the Anchorhead shuttleport, watch everyone do their thing, and every now and again someone would approach me for a slicing job (containers). It was always fun, because they acted like they never knew what to expect from both me and the container. It is so much fun to be the person with the role of "just watching everything pass by while trying to offer my 'services' ".
Calandryll_SOE wrote:
Ipseck wrote:
quote:
Q: Does the Smuggler's ability to avoid detection in contraband scans extend to avoiding being detected as an opposing faction member when scanned "On Leave"?
A: Yes. The smuggler’s ability preempts all other checks. Also, even if the smuggler’s ability fails, his hidden faction will not always be outed. Similarly, even if a Jedi fails their own mind trick avoidance check, there is a large chance their status as Jedi will still not be noticed.
Does this apply to the smugglers' group abilities as well?
If so, as soon as this hits live we can be smuggling people
Checking on that now. May not have an answer until tomorrow though.
Follow-up: This does apply to the smugglers' group abilities as well.
YEAH!
LaughingWolf wrote:
We got our answer!
Calandryll_SOE wrote:
Ipseck wrote:
quote:
Q: Does the Smuggler's ability to avoid detection in contraband scans extend to avoiding being detected as an opposing faction member when scanned "On Leave"?
A: Yes. The smuggler’s ability preempts all other checks. Also, even if the smuggler’s ability fails, his hidden faction will not always be outed. Similarly, even if a Jedi fails their own mind trick avoidance check, there is a large chance their status as Jedi will still not be noticed.
Does this apply to the smugglers' group abilities as well?
If so, as soon as this hits live we can be smuggling people
Checking on that now. May not have an answer until tomorrow though.
Follow-up: This does apply to the smugglers' group abilities as well.
YEAH!
What's that warm fuzzy feeling I'm feeling right now??
Wait - maybe it's the burrito...
No, the burrito is more of a heated feeling - this is more like..... like......Smuggler love!!
NO, can't be..
I'm soooo confused
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