Smuggler Archive
Thread: Spice: Smuggle or Craft?
Nicolas_Frost wrote:
Heh, you kinda took what I said outta context. I was trying to find a happy medium for the people that wanted to craft and wanted to aquire.
Personally, I don't like crafting in MMOs. However, I will admit, SWG has the best crafting system I've seen, I still don't like all that crafting.
I'm the type that would rather aquire, I just wanted to bridge the gap between aquisition and crafting.
Oops, my bad, sorry
. There is however an element in the community (at least I believe there used to be) that was/is still for crafting; I'd still like to hear their views on why.
DRWolfe wrote:
Spice would be actually sold through various dealers (NPCs) scattered throughout the galaxy (in cantina back-rooms and other such likely places). A method of making these PC dealers and making PC cities more useful would be to make PC cantina owners able to place these dealers in their cantinas.
Each dealer is linked to a particular criminal group (Jabba, Valerian, etc). Missions are generated by an NPC at the criminal group's base of operations for Smugglers to deliver spice to their dealers (or a cantina owner uses an option on his dealer to place an order for spice to be delivered). If it is only PC cantina dealers, missions should also be generated for NPC deliveries so there are always missions available.
The Smuggler takes the mission and the spice is placed in his inventory via a special container item that cannot be opened (like the supply crate for Whip's Vehicular Control missions). All law enforcement officers in cities (including Imperials) and Imperials in the wilds would do random scans (like the Imperials currently do) and this item would be considered contraband. If this item is discovered in a scan and the scanning trooper is not killed within a certain time, the shipment is lost, the Smuggler's faction for that criminal group is reduced, and possibly the Smuggler generates a little "notoriety" to be placed on the Bounty Hunter teminals. If the shipment is delivered successfully, the Smuggler is paid the mission reward, his faction for that criminal group goes up, and possibly his "notoriety" goes down. The crate is then broken up automatically into however many units of spice were ordered and made available to be purchased from the dealer.
I like this idea,a lot ![]()
Malcolm_CaKrewrote:
*However* if various "hot or not" qualities are applied to spices, we could allow our aspiring underground chemists to tweak their spices. It would wind up a bit like slicing, but it would be either "cutting" it to get more hits, or "spiking" it to tweak the effects or downer. So, the savvy Smuggler could go after the qualities of spices he wanted, both by chasing down NPC contacts to follow shifts of hotter spice, and/or he could take what he gets and tweak it up through a crafting process. A true Spice Lord in the making would probably do both.
LaughingWolf wrote:
I like the idea, Shrendyc. Just a little nitpick tho: entrance rights are not enough to be able to drop something in a building. For that you need admin rights..... you can easilly see the problem in giving automatic temporary admin rights!
For that matter, that's a problem in itself, the way rights work in housing right now. We should have a little more control, like being able to give someone dropping rights but no removal/redeed/etc rights. But that asside, I love your proposal.
Thanks - Its going to be a hassle to figure out where to drop goods for people who don't have a vendor - unless we could come up with some interface with the sign on the outside of the building we have the mission for, like a radial menu with "drop package here", which when done, would send a message to the owner saying that they needed to retrieve the goods from their sign. When they did so, they would get the radial saying "retrieve goods" and viola! transfer has taken place.
Just something more to chew on. If anyone has a way to improve anything I've suggested, I'm all ears; I know that similar systems have been suggested before, but I just wanted to work through it in my own mind to see what popped out (besides "I could use a beer")
Shrendyc wrote:
LaughingWolf wrote:
I like the idea, Shrendyc. Just a little nitpick tho: entrance rights are not enough to be able to drop something in a building. For that you need admin rights..... you can easilly see the problem in giving automatic temporary admin rights!
For that matter, that's a problem in itself, the way rights work in housing right now. We should have a little more control, like being able to give someone dropping rights but no removal/redeed/etc rights. But that asside, I love your proposal.
Thanks - Its going to be a hassle to figure out where to drop goods for people who don't have a vendor - unless we could come up with some interface with the sign on the outside of the building we have the mission for, like a radial menu with "drop package here", which when done, would send a message to the owner saying that they needed to retrieve the goods from their sign. When they did so, they would get the radial saying "retrieve goods" and viola! transfer has taken place.
Just something more to chew on. If anyone has a way to improve anything I've suggested, I'm all ears; I know that similar systems have been suggested before, but I just wanted to work through it in my own mind to see what popped out (besides "I could use a beer")
Alternatively, you could drop it off with an NPC; if you go with DRWolfe's idea of having NPCs in every cantina you could specify which city to drop it off at, player cities with cantinas included, and the player could make the pick up there.
And yes, chalk one up for smuggling over crafting.
It may sound stupid, but I like crafting spice. It gives me something to do and sell. I think it's fine the way it is-- it juts needs to be made more "illegal".
Zeon_Zaku wrote:
Stupid question but... why can't we craft and smuggle spice? We craft the spice then, because it's illegal, have to smuggle it from place-to-place.
It may sound stupid, but I like crafting spice. It gives me something to do and sell. I think it's fine the way it is-- it juts needs to be made more "illegal".
Message Edited by WesBelden on 01-11-2005 10:08 AM
WesBelden wrote:
Zeon_Zaku wrote:
Stupid question but... why can't we craft and smuggle spice? We craft the spice then, because it's illegal, have to smuggle it from place-to-place.
It may sound stupid, but I like crafting spice. It gives me something to do and sell. I think it's fine the way it is-- it juts needs to be made more "illegal".
Not a stupid question at all, if anyone's stupid it's me for needing to be told why people want to still craft it; my view on Smuggling and Smuggler is that if our primary ability is to Smuggle and all our other abilities are guaged around enabling us to Smuggle, why should we make it, especially when in the EU and what we know from the movies, Smugglers had nothing to do with its creation, but rather it was mined.
On the other hand, crafting is a key part of the game and essential to the player driven econemy. I've never enjoyed crafting spice as it lacks any challenge for me and seems mundane; that's as much a statement about me as it is the system however and as we're getting a revamp, crafting the spice could be made far more intricate.
It's a question of preference. That's why I started this thread, to find out what people's preferences are and hopefully find out why; after all, it's my job to represent what you all want, not what I'm after.
Message Edited by WesBelden on 01-11-2005 10:08 AM
Besides, it gives us something to sell.