Smuggler Archive
Thread: Thoughts on a paramutual Smuggler Player Bounty System (Smuggler)
CapnKate wrote:
I like this. *However*...
I would want this in addition to, not in place of, the mission system we dicussed with GreenMarine way back when. I feel that that earlier proposal felt more... I don't know... immersively Smugglerish, and this one provides some lovely spice into the mix. But I wouldn't want to do it this way ALL the time, I think.
Both are fun ideas, though. I just prefer to have the option that an MBH only shows up if I'm screwing up enough to gain visibility, as opposed to a possibly guaranteed BH interaction.
EDIT: Ah, re-read it again and this was already a point made for me. The green text is very hard on the eyes and I missed it the first time.
Message Edited by CapnKate on 05-05-2005 10:08 AM
Although you did catch it, I thought I would point these out for others again (who have issues with my geen color choice :smileywink![]()
In the 2nd paragraph
"Since everyone would KNOW up front that these NPCs dole out the Player-based contracts, no-one could claim suprise. Additionally, these Contracts would work in a similar manner to the NPC-based Contracts, so no content is being taken away - simply offering a PvP alernative."
Also in the 2nd from bottom
"Unlike the NPC Smuggler system, a BH is not sent after someone for failing."
This system should be on-top of the NPC system, not a replacement of saud system. In my opinion, there should ultimately be SEVERAL types of Smuggler quests/missions/contracts that each bring a different flavor to your illustrious profession (I mean illustrious in a good way, no really). There should be a few kinds of PvE content - one with a Neutral flavor, and another with a GCW flavor. There ought to be a few PvP types of content for Smugglers as well, giving us Players some choices.
Also, I want to point out that too many people use the Jedi bounty system as their basis of comparison - I figure if you want to compare to a system that we SHOULD NOT EMULATE, then the JB system would be worth using as a bad example. For Jedi, being Hunted isnt content, it is punishment - which has spawned a ton of resent and animosity between the Jedi and BH. I think this thread is a PERFECT example of 2 professions that see the concept of Player Bounty Hunters coming after you as an opportunity for some fun... if you choose to persue it.
Personally, I would like to see the Jedi Bounty system altered so that it is more fun and less of a punishement - maybe after we get this Bounty Hunter/Smuggler thingy in place, the Jedi can copy US.
this system sounds totally amazing!
it sounds like a movie plot! you'd have many players all after each other and after the prize!!!! the immersion and complexities which could arise from a system like this will make for some REALLY interesting player-made content!
HOLY COW! this is possibly the most ingenious idea i've ever read on these forums!
Very hard to readso muchgreen text ![]()
Overall, seems like a good (if somewhat complicated) system, so I'll support it.
I would like to see the BH contracts come as a result of failure though. One of the main story-points in Star Wars revolves around Jabba taking a contract on Han because Han dropped Jabba's cargo. Too many failures gives you visibility on the terms. This would be known up front, so there should be no whining...if you don't want to gain vis (and be open to PvP) then complete the mission and don't steal the cargo.
Play smart and youcan avoid PvP, but Smuggler would be a profession(just like BH) where players should expect up front for PvP to be part of their game experience...imagine that?!? In this context, "forced" PvP is appropriate...even though it is really PvP based on decisions we each make and not truly "forced."
Guamarhea wrote:
Very hard to readso muchgreen text
One of the reasons I use Green font is becasue I can see it well against the black background. Since differeent people view colors differently, it is often difficult to pick a color with a strong contrast that no-one would have difficulty seeing. I appologize for the inconvienence.
Overall, seems like a good (if somewhat complicated) system, so I'll support it.
Personally, the "somewhat complicated" nature gives it the excitement needed. This system is suppsoed to be FUN, and if it is too simple, it could become boring. The more complicated to the Player, the more thinking involved...which would lead to a bigger "head game". Not knowing who is hunting you down, whether Smuggler or Bounty Hunter, and not knowing who far ahead your lead is from the ones chasing you; the feeling of being chased and constantly looking over your shoulder/radar, wondering if the blip approaching is a potential enemy, would make this system very exciting.
I would like to see the BH contracts come as a result of failure though. One of the main story-points in Star Wars revolves around Jabba taking a contract on Han because Han dropped Jabba's cargo. Too many failures gives you visibility on the terms. This would be known up front, so there should be no whining...if you don't want to gain vis (and be open to PvP) then complete the mission and don't steal the cargo.
Play smart and youcan avoid PvP, but Smuggler would be a profession(just like BH) where players should expect up front for PvP to be part of their game experience...imagine that?!? In this context, "forced" PvP is appropriate...even though it is really PvP based on decisions we each make and not truly "forced."
Fundamentally, I do not disagree with this point. However, lets look at the history of the game. GCW used to ALWAYS have the element of facing PvP, and the Players were expected to realize that if they didn't want to ever face that possibility, hen they should not join a GCW faction. This lead to a lot of whining, complaining, and in all fairness, griefing. The new GCW system vastly reduces the chances of someone claiming they were "forced" into PvP.
The Jedi Bounty system is not without it's enormous amounts of complaining about being "Forced" into PvP. Adding Smuggler complaints to the mix would drive the Devs to drink...do we really want Drunk Devs writing our patches and upgrades (I know what you are thinking, but don't say it).
Perhaps the Smuggler who has the "Goods" could have the opportunituy to suffer a BH Penalty, depending on HOW the Smuggler loses those goods. If the Originatng Smuggler dies in defense of the "Goods", or one of the Chasing Smugglers dies to the BH hunting them (at any time in the process) I would say that there should not be any penalty. However, if the Smuggler with the "goods" does something that the NPC Smuggler system deems worthy of Visibility (like only delevering a portion of the "goods" or any of the other things), then Player Bounty Visibility should be generated. In this case, a PvP based system spawned the Player Bounty, so it would be hard for someone to claim they were "Forced" into PvP.
I'd hate to see the response I'd have gotten if I disagreed or didn't support your idea
Darth_Spike wrote:
Guamarhea wrote:
Very hard to readso muchgreen text
One of the reasons I use Green font is becasue I can see it well against the black background. Since differeent people view colors differently, it is often difficult to pick a color with a strong contrast that no-one would have difficulty seeing. I appologize for the inconvienence.
Overall, seems like a good (if somewhat complicated) system, so I'll support it.
Personally, the "somewhat complicated" nature gives it the excitement needed. This system is suppsoed to be FUN, and if it is too simple, it could become boring. The more complicated to the Player, the more thinking involved...which would lead to a bigger "head game". Not knowing who is hunting you down, whether Smuggler or Bounty Hunter, and not knowing who far ahead your lead is from the ones chasing you; the feeling of being chased and constantly looking over your shoulder/radar, wondering if the blip approaching is a potential enemy, would make this system very exciting.
I would like to see the BH contracts come as a result of failure though. One of the main story-points in Star Wars revolves around Jabba taking a contract on Han because Han dropped Jabba's cargo. Too many failures gives you visibility on the terms. This would be known up front, so there should be no whining...if you don't want to gain vis (and be open to PvP) then complete the mission and don't steal the cargo.
Play smart and youcan avoid PvP, but Smuggler would be a profession(just like BH) where players should expect up front for PvP to be part of their game experience...imagine that?!? In this context, "forced" PvP is appropriate...even though it is really PvP based on decisions we each make and not truly "forced."
Fundamentally, I do not disagree with this point. However, lets look at the history of the game. GCW used to ALWAYS have the element of facing PvP, and the Players were expected to realize that if they didn't want to ever face that possibility, hen they should not join a GCW faction. This lead to a lot of whining, complaining, and in all fairness, griefing. The new GCW system vastly reduces the chances of someone claiming they were "forced" into PvP.
The Jedi Bounty system is not without it's enormous amounts of complaining about being "Forced" into PvP. Adding Smuggler complaints to the mix would drive the Devs to drink...do we really want Drunk Devs writing our patches and upgrades (I know what you are thinking, but don't say it).
Perhaps the Smuggler who has the "Goods" could have the opportunituy to suffer a BH Penalty, depending on HOW the Smuggler loses those goods. If the Originatng Smuggler dies in defense of the "Goods", or one of the Chasing Smugglers dies to the BH hunting them (at any time in the process) I would say that there should not be any penalty. However, if the Smuggler with the "goods" does something that the NPC Smuggler system deems worthy of Visibility (like only delevering a portion of the "goods" or any of the other things), then Player Bounty Visibility should be generated. In this case, a PvP based system spawned the Player Bounty, so it would be hard for someone to claim they were "Forced" into PvP.
Guamarhea wrote:
I'd hate to see the response I'd have gotten if I disagreed or didn't support your idea
Darth_Spike wrote:
Guamarhea wrote:
Very hard to read so much green text
One of the reasons I use Green font is becasue I can see it well against the black background. Since differeent people view colors differently, it is often difficult to pick a color with a strong contrast that no-one would have difficulty seeing. I appologize for the inconvienence.
Overall, seems like a good (if somewhat complicated) system, so I'll support it.
Personally, the "somewhat complicated" nature gives it the excitement needed. This system is suppsoed to be FUN, and if it is too simple, it could become boring. The more complicated to the Player, the more thinking involved...which would lead to a bigger "head game". Not knowing who is hunting you down, whether Smuggler or Bounty Hunter, and not knowing who far ahead your lead is from the ones chasing you; the feeling of being chased and constantly looking over your shoulder/radar, wondering if the blip approaching is a potential enemy, would make this system very exciting.
I would like to see the BH contracts come as a result of failure though. One of the main story-points in Star Wars revolves around Jabba taking a contract on Han because Han dropped Jabba's cargo. Too many failures gives you visibility on the terms. This would be known up front, so there should be no whining...if you don't want to gain vis (and be open to PvP) then complete the mission and don't steal the cargo.
Play smart and you can avoid PvP, but Smuggler would be a profession (just like BH) where players should expect up front for PvP to be part of their game experience...imagine that?!? In this context, "forced" PvP is appropriate...even though it is really PvP based on decisions we each make and not truly "forced."
Fundamentally, I do not disagree with this point. However, lets look at the history of the game. GCW used to ALWAYS have the element of facing PvP, and the Players were expected to realize that if they didn't want to ever face that possibility, hen they should not join a GCW faction. This lead to a lot of whining, complaining, and in all fairness, griefing. The new GCW system vastly reduces the chances of someone claiming they were "forced" into PvP.
The Jedi Bounty system is not without it's enormous amounts of complaining about being "Forced" into PvP. Adding Smuggler complaints to the mix would drive the Devs to drink...do we really want Drunk Devs writing our patches and upgrades (I know what you are thinking, but don't say it).
Perhaps the Smuggler who has the "Goods" could have the opportunituy to suffer a BH Penalty, depending on HOW the Smuggler loses those goods. If the Originatng Smuggler dies in defense of the "Goods", or one of the Chasing Smugglers dies to the BH hunting them (at any time in the process) I would say that there should not be any penalty. However, if the Smuggler with the "goods" does something that the NPC Smuggler system deems worthy of Visibility (like only delevering a portion of the "goods" or any of the other things), then Player Bounty Visibility should be generated. In this case, a PvP based system spawned the Player Bounty, so it would be hard for someone to claim they were "Forced" into PvP.
He'd say the same thing, but use the green text instead.
Nicolas_Frost wrote:
Guamarhea wrote:
I'd hate to see the response I'd have gotten if I disagreed or didn't support your idea
Darth_Spike wrote:
Guamarhea wrote:
Very hard to read so much green text
One of the reasons I use Green font is becasue I can see it well against the black background. Since differeent people view colors differently, it is often difficult to pick a color with a strong contrast that no-one would have difficulty seeing. I appologize for the inconvienence.
Overall, seems like a good (if somewhat complicated) system, so I'll support it.
Personally, the "somewhat complicated" nature gives it the excitement needed. This system is suppsoed to be FUN, and if it is too simple, it could become boring. The more complicated to the Player, the more thinking involved...which would lead to a bigger "head game". Not knowing who is hunting you down, whether Smuggler or Bounty Hunter, and not knowing who far ahead your lead is from the ones chasing you; the feeling of being chased and constantly looking over your shoulder/radar, wondering if the blip approaching is a potential enemy, would make this system very exciting.
I would like to see the BH contracts come as a result of failure though. One of the main story-points in Star Wars revolves around Jabba taking a contract on Han because Han dropped Jabba's cargo. Too many failures gives you visibility on the terms. This would be known up front, so there should be no whining...if you don't want to gain vis (and be open to PvP) then complete the mission and don't steal the cargo.
Play smart and you can avoid PvP, but Smuggler would be a profession (just like BH) where players should expect up front for PvP to be part of their game experience...imagine that?!? In this context, "forced" PvP is appropriate...even though it is really PvP based on decisions we each make and not truly "forced."
Fundamentally, I do not disagree with this point. However, lets look at the history of the game. GCW used to ALWAYS have the element of facing PvP, and the Players were expected to realize that if they didn't want to ever face that possibility, hen they should not join a GCW faction. This lead to a lot of whining, complaining, and in all fairness, griefing. The new GCW system vastly reduces the chances of someone claiming they were "forced" into PvP.
The Jedi Bounty system is not without it's enormous amounts of complaining about being "Forced" into PvP. Adding Smuggler complaints to the mix would drive the Devs to drink...do we really want Drunk Devs writing our patches and upgrades (I know what you are thinking, but don't say it).
Perhaps the Smuggler who has the "Goods" could have the opportunituy to suffer a BH Penalty, depending on HOW the Smuggler loses those goods. If the Originatng Smuggler dies in defense of the "Goods", or one of the Chasing Smugglers dies to the BH hunting them (at any time in the process) I would say that there should not be any penalty. However, if the Smuggler with the "goods" does something that the NPC Smuggler system deems worthy of Visibility (like only delevering a portion of the "goods" or any of the other things), then Player Bounty Visibility should be generated. In this case, a PvP based system spawned the Player Bounty, so it would be hard for someone to claim they were "Forced" into PvP.
He'd say the same thing, but use the green text instead.
To be honest, a lot of my response would deend on the nature of the "non-supportive" post. If it was one of those "I don't like it, it sux" posts, without any reasons or explanitory statemnts, then I may have just ignored it. If it was a post where the complaint was ona particular aspect of the proposal, I may alter my proposal if the complaint seemd reasonable (I did do that once in this thread already, if you noticed).
I prefer not to get into flame wars, becasue I am rarely any good at them, so I always try to take a co-operative, collaberative approach, especially when it comes to a system in an MMORPG that can affect many people.
RichardBryant wrote:
The only issue with this system is that it makes player-player smuggling contracts less likely. In my opinion. And that's what i really want.
Fidgiter wrote:
Overall I think it's a great idea.
One thing to note is that I do not consider myself to be a "criminal" smuggler. In my case I'm a Rebel Politician and figure you need to know how to get past the oppresive imperial system to serve the cause while protecting the interests of the people in the community. If it could be extended to the Rebel and Imperial theme parks it would be even better.
The NPC the Smuggler goes to see (a smuggler should always be the start of this process) should be the Top Dawg of a Themepark, so Jabba, Darth Vader, Nym, and whoever is the cenral character in the other TPs.