Smuggler Archive

Thread: Looking for Ideas for Smuggler/Player City Interaction

WesBelden
Tue Jul 26, 2005 10:37 am
#14

Perhaps it might be an idea for people to draw up two lists (should they be inclined to do so); one stating more detailed features for Smuggler in its current incarnation and another set of ideas based loosely on a Smuggling mission system.



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WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Zombie_Arsani
Tue Jul 26, 2005 11:02 am
#15






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.



_________Arsani 'Living Dead Girl' Co'lace ~ Queen of the Banned________
She's a twitcher!Shoot 'er in the head!
Order 67 - Every Smuggler is now an enemy of SOE and LucasArts.
Devs won't do what must be done. They only hesitate. We're shown no mercy.


twotimes
Tue Jul 26, 2005 11:30 am
#16



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.



[][][][][][][][][][][][][][][][][][][][][][][][][]
the ghost of Kohs - i am Jack's IGNORED profession

Ceci n'est pas une Smuggler
Zombie_Arsani
Tue Jul 26, 2005 11:31 am
#17






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.



_________Arsani 'Living Dead Girl' Co'lace ~ Queen of the Banned________
She's a twitcher!Shoot 'er in the head!
Order 67 - Every Smuggler is now an enemy of SOE and LucasArts.
Devs won't do what must be done. They only hesitate. We're shown no mercy.


Khristen
Tue Jul 26, 2005 4:04 pm
#18

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!





| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Khristen
Tue Jul 26, 2005 4:10 pm
#19

Oh! And since I didn't see the rules until just now.....


Macro:


/tar Smugglers


/passout beer


/passout pie


/ui actiontoolbarSlot00






| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
riotcontrol
Tue Jul 26, 2005 4:23 pm
#20


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.



__
wieland argosy <gunslinger>
Khristen
Tue Jul 26, 2005 4:59 pm
#21

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 Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
JeffIncredible
Tue Jul 26, 2005 5:06 pm
#22






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.



I USED TO take Defense Stacker 2....do you?

Ex-Triple Threat |o|o|o|O
WillburWright
Tue Jul 26, 2005 7:34 pm
#23

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.



tackleberry6672
Tue Jul 26, 2005 8:55 pm
#24

If there could be a city where I could pick up some missions to possible get some ICBs that would be great.....or wait..is that to much like an actual smuggler mission?



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Taln2
Tue Jul 26, 2005 9:11 pm
#25






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.





I wouldn't completely discount slicingyet - I wouldstill ask about a serverside augmentation to slicing, even if just to see if it's possible. For all any of us know, it may just be in some fashion, and just none of us know it.


Also,casinos would be good but unless they had a certainflair and functionthey'd probably get old fast. It's worth looking into in depth for sure, because it's something that could be pretty fun (and perhaps even profitable for the owner/owning town!).



Corbin Greylocke
The Master Thief

Empire at War - destined for GOTY 2006.
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