Smuggler Archive
Thread: Looking for Ideas for Smuggler/Player City Interaction
Chessack wrote:
Zombie_Arsani wrote:
A fine? Another one of those paltry 5000 credit fines that we get on the RARE occasions that the idiot troops find something? Give us some risk here.
I'd say a cityban but those are irrelevent, and the old system where you could be set "TEF" to the city militia is gone. That would be the idea way to do it but they won't let us have those systems anymore... so what would you suggest as punishment?
C
Being attacked by things hard enough that it'll either be close, or you'll lose, or a fine of about 10k-50k per illegal item.
Zombie_Arsani wrote:
Chessack wrote:
Zombie_Arsani wrote:
A fine? Another one of those paltry 5000 credit fines that we get on the RARE occasions that the idiot troops find something? Give us some risk here.
I'd say a cityban but those are irrelevent, and the old system where you could be set "TEF" to the city militia is gone. That would be the idea way to do it but they won't let us have those systems anymore... so what would you suggest as punishment?
C
Being attacked by things hard enough that it'll either be close, or you'll lose, or a fine of about 10k-50k per illegal item.
plus confiscation of said item.
twotimes wrote:
Zombie_Arsani wrote:
Chessack wrote:
Zombie_Arsani wrote:
A fine? Another one of those paltry 5000 credit fines that we get on the RARE occasions that the idiot troops find something? Give us some risk here.
I'd say a cityban but those are irrelevent, and the old system where you could be set "TEF" to the city militia is gone. That would be the idea way to do it but they won't let us have those systems anymore... so what would you suggest as punishment?
C
Being attacked by things hard enough that it'll either be close, or you'll lose, or a fine of about 10k-50k per illegal item.
plus confiscation of said item.
I left that part out because as nice as that would be, there no way in heave hell or earth the devs would go for it.
I had a feeling there weren't really any mods that would be helpful to slicing, but figured it didn't hurt to ask. I know it's also rough for you all with nothing to actually smuggle and no serious consequences for illegal equipment/spice.
We've been told in the past that it's pretty much a "no" as far as NPC forces go. Same for faction-declared cities and anything remotely resembling forced PvP.
A decreased cost to selling faction points would be great. I'd love to see Smuggler-only missions, but I wouldn't want it to get limited to just Player Cities...that's just not fair to you.
I have a feeling that Smuggler contacts would end up being like SpyNet Operatives, which is limited to NPC cities only. Regardless, I hope that gets moving soon. Maybe certain elements of it can be incorporated with Player Cities.
Specializations aside, a Smuggler-only Player City building would be something I'd love to see. We might actually be able to create seedy parts of town with a Dive Bar.
Thanks for not killing me outright.
AND for referring to me as female (why so many people see a female name and assume it's a guy anyway is beyond me)! I know ideas threads are a touchy subject (because so many have been apparently left to rot by the higher-ups), so I really appreciate the responses!
Oh! And since I didn't see the rules until just now.....
Macro:
/tar Smugglers
/passout beer
/passout pie
/ui actiontoolbarSlot00
Khristen wrote:I have a feeling that Smuggler contacts would end up being like SpyNet Operatives, which is limited to NPC cities only. Regardless, I hope that gets moving soon. Maybe certain elements of it can be incorporated with Player Cities.
Speaking of Spynets, was there anything official said about the possibility of having them in player cities? I assume they would pretty much be in the same category as any kind of randomised-smuggling-missions NPCs if those ever get implemented but I can't remember if there ever was a dev statement about non-trainer NPCs in player cities.
Everything I've ever heard is that SpyNets area no-go for Player Cities. Mainly to keep some reason to go to NPC cities.
Khristen wrote:
Everything I've ever heard is that SpyNets area no-go for Player Cities. Mainly to keep some reason to go to NPC cities.
Starports are enough.
Right now, I can't really see anything of use to us currently.... as of yet.
Come back next year....
....I mean, after the revamp. Then, we'll probably have TONS of ideas.
Khristen wrote:
I had a feeling there weren't really any mods that would be helpful to slicing, but figured it didn't hurt to ask. I know it's also rough for you all with nothing to actually smuggle and no serious consequences for illegal equipment/spice.
...
Specializations aside, a Smuggler-only Player City building would be something I'd love to see. We might actually be able to create seedy parts of town with a Dive Bar.