Smuggler Archive
Thread: **SMUGGLING MISSIONS**...PLMK yer thoughts ya bunch of scoundrels!
Best regards,
Dray
DraysonFarseeker wrote:
Quoted below was the basic concept put forward as perhaps being part of the Smuggler revamp.
"Ethical decisions that effect the smugglers reputation (basically, the new smuggler missions would be XP based and focused on…well…smuggling So the smuggler would have to “smuggle” phat loot from one NPC to another without getting caught and if the smuggler chose to deliver the item, the get the XP. If they didn’t, well, it would be an XP hit, but they would keep the item…)"
Overall I think this is a great idea, I was already thinking of something similar myself, but with some differences. Since players already do not complete missions just so that they can keep loot from given portions of the missions that they otherwise would not be able to keep I think the best bet is to accept that as a reality and move on to a way around the issue. Step by step, here is how I would like to see missions conducted;
1- Get missions from set NPC's rather than terminals. Each NPC has several different missions that can be taken and each NPC has somewhat different missions to offer from all others. NPC's can be located in those places you expect to seek them, like Cantina's, Spaceports, and Criminal Outposts.
2- The missions, once started will not be a point A to point B and then return to point A type scenario. They will involve many missions to many planets to complete just one series of missions. Much like a themepark, but without badges, more danger, more unique rewards & much more traveling to various planets and cities. This would get folks moving to unused portions of the Galaxy and get rid of boring 'run out 1200 meters, kill thug, bring back a data disk' missions.
3- (Example Mission Start...) Say you start a mission in Mos Eisley Cantina, the NPC asks you to bring a Classified Disk to Nym's Lok Stronghold. Once you accept the mission you will now also be very prone to being attacked by random thugs while going there. On occasion Imp/Reb/Neu patrols will also stop you (depending on yer faction) that you can either bluff through via a series of questions, flee or have to fight them. This will add a TEF if you fight or Flee that will further add to the difficulty of your mission. Once you deliver the Disk to Nym, he will give you a choice of an item or credits for yer reward. Furthermore he will ask if you wish to continue with the overall Smuggling mission on another planet. Continue on with say... 5 of these missions to complete the overall Smuggling Mission given by the NPC. Some missions will be delivery, some spice crafting, some slicing and some just plain old escorts. The travel, threat of spontaneous attack, searches and running around with a TEF with other PC's around would add some much needed flavor and seem much more like real smuggling. To boot, this would mix extremely well with the Space Expansion. Getting jumped by Pirates after you start your mission on yer way to Lok, or boarded by a Imp Customs Patrol.
4- Mission Loot. I think loot should resemble exotic goods, items that Smugglers can use, or sell for a profit to non-smugglers who otherwise are unable to get them. Smugglers are currently either Slicers or Spice Dealers when it comes to their profit making ability. Most Smugglers (I believe) would rather go work hard to get a rare Item only smugglers can get and sell for high profits. Loot examples would be: Art of many types (i.e. Mon Cal Water Sculpture), rare weapons (not uber, just rare and neat to look at, i.e. Ancient Wookie PoleArm), & Rare Spice Schematics. The goal would not to have the loot be rares that other trades NEED, but rather stuff that would just WANT. The only items of NEED would be for smugglers only.
5- All Smugglers of any level can take the NPC missions, but only Master Smugglers can complete all portions of the missions. So, let's say a Mission has 5 stages, a Master could complete them all, a Novice may only be able to complete 1 or 2. The way to allow access to each mission portion is the skills the smuggler has obtained. Maybe Mission Stage #5 requires slicing an Imperial Stronghold Passkey, and you need Master to do so. But the Novice can do the 1st and 2nd which were a Delivery and an Escort. They would still get somewhat rare loot, but not nearly as good as what the Master can get (i.e. some limited use high end slicing tools). This will let dabblers dabble, but keep a Master Title as well worth having.
Well, I rambled on long enough... I would love to hear feed back from all ye lowlife, gutter crawling, side of the mouth talking Smugglers. I had thought about this 'Lack of Real Smuggling' issue fer awhile without thinking of, or seeing any really good solutions (I'm sure many good Ideas were posted, I just did not actually physically see them). Most of what I just wrote came to me as I was writing it, but I really think it is both relatively easy to implement, exciting, rewarding and add instant value to the profession without even working on anything else in the trade.
Best Regards,
Dray
(Hoping to return to Master Smuggler once they make it worth my while....)
Message Edited by DraysonFarseeker on 05-16-2004 01:14 PM
Message Edited by DraysonFarseeker on 05-17-2004 08:05 PM
WOOOOHOOOO this is my 100th post and i just got veteran finally, i'm more of a board lurker then a poster, (finally edit button!!!) how many posts for elder now?![]()
Message Edited by smokeAcola on 05-25-2004 11:27 AM
Best regards,
Dray
"...and 4-Logical use. On the 4th one, I mean to say, what is the end goal and value added to the game? Will people use it? Keep the ideas going!"
Personally, I like two ideas in regards to this. Either, first, a similar idea to the transportation concept that was hypothesized by the Devs, in which you could get around the 10 minute wait for starports for a cost, though I'd like that taken one step further, allowing one to slice a "VIP Ticket" directly from one starport to any other starport or shuttleport (either instant or with the standard delay).
Another idea, which I briefly mentioned in my previous post, is that of an aggro-repellant against NPC's, almost like camo against humanoids. I would love to see some more grup functionality added to smugglers, and if we could bypass covert scanners or otherwise smuggle group members past otherwise unhappy individuals, I think we'd be a real commodity. Perhaps even a "facial reconstruction kit", that'd either temporarily change someone's name, or make them go from overt to covert without the 1-hour wait (when one does not have a TEF, of course).
Keep the ideas coming please.
Best regards,
Dray
Message Edited by DraysonFarseeker on 05-26-2004 06:59 AM
I beleive that the Underworld tree should factor in to what parts of the mission you can complete. If you have Underworld IV, then you can do the whole thing. Underworld III allows 75% and so on.
321Bebop wrote:
Sounds good. I agree with most of it except for the part about masters only being able to do all the mission. Though, this is not an unreasonable request.
I think ART and datadisc would be the most appropriate items to smuggle. Bah, friend is here.
Ok...
Im fairly new to the game but i'm on the path towards smuggler. Recently after wondering if i'm even satisfied with the race i've chosen, i've been spending more time reading the forums than playing. I've learned alot from all the great post, and thanx for all the info posted by all, it really helps a newb.
My thoughts on the Smuggler revamp covering missions and factions are as follows, and I apologize if I repeat NE thing already discussed..there is TONS if INFO in this topic...
As I mustagree it would be great to have mission terminals for Smugglers. By accepting the mission you would have to meet the conrtact stilll to pick up whatever contraband be it weopons, spice, ne equipment or people. You couldobviously still slice the terminal to make more cash. When you meet your contact, you could use some FAST TALK to get a portionof the payment up front. Success in delivery would gain you full payment &FP with the sender and reciever. Failure grant you loss in "Cargo" a fine, and loss of FP of both sender and reciever with a possible BOUNTY on your head that PC BH's can pick up from their terminals. With the space xpansion coming this would be great.
Smugglers should have Nuetral factions to be a part of. For example working for Jabba, smuggling everything he needs would be awsome. Higher the FP you have the more credits you could ask or demand for. Just something for those smugglers who dont want to get "in the middle" of the GCW
By reading all the forums about how the Smuggler profession really doesn't feel like a smuggler i was getting discouraged and wondering if i should even take that job. But if the DEV's get all these great ideas, or some to start into the game, the smuggler job will be probably the most fun and the wait will be worth it.......
The NEWB Smuggler wanna B
Koda Veers of Corbantis
I also like your idea on slicing the staged missions. Getting a boost to yer reward or a Bounty on yer head fer a bad slice.
Thanks for the input!
Best regards,
Dray
Just a reply to the Faction Idea..
Should you really be limited with how many factions though?? A smuggler will have plenty of contacts if he does his job successfully. If your good and word gets out, (through out the "underworld")everyone will want to use your services. Another idea could be in addition to having individual factions you belong to or earn trust in, just have an "Underworld" faction or "Smugglers" factionthat has your TOTAL AMOUNT OF GAINED FPthat determines your OVERALL "reputation"which could determine your "payment" and what clients will be willing and have trust to use youto make their deliveries.When you go to a smuggler terminal each job will list a FP range you need to get the job, and the payment which can be sliced of course....
Thanx again....
Your NEWB Wanna B Smuggler,
Koda Veers of Corbantis
To avoid players repating the same mission series or to avoid lots of players doing the same mission i would like to suggest the following idea:
When you reach Underworld 2 you get a "Comunication Core System and Recorder" on your datapad (Note: You dont have to buy it, just appears on the datapad). This CCSR will be a system where you get comunications from NPCs / PCs and also records all your action on a mission. Once you get the CCSR you have to associate yourself with a crime lord (Jabba, Valaria, etc...), whenever you are low of cash and need some work to recover from that stupid bet on the sabaccyou use yur CCSR to ask for work to your crime lord, this one will send you to talk to an NPC for a deal... from here on what drayson said is applied (Nice idea BTW).
The CCSR will reecord your actions and if you dont finish the mission or does in a wrong way then your crime lord may want a bounty on your head (Depending on how big your mistake is) or just not to hire you anymore.Also will hav a fame / infame system, so other crimelords may tray to comunicate with youo to do some jobs ![]()
Open idea so post more
Styphon The'Black
The Idea's you had of the mission in stages is a badass idea..it would make the smuggler a much more needed profession.Right now it seems the old slice it and dope it ways is aggrivating everyone.I think it would be cool if a smuggler had engineering 4 and could make like a holo kit to disquise himself to better help on his mission.I dunno...just a thought actually.having to hunt for components or killing other npc smugglers from a terminal or npc Gunderson(Shadowrun Terminology there!).
2nd Lt. Jonnathen Ravage-Imperial Scoundrel and all around Bum.