Smuggler Archive

Thread: On the Creation of a Fuller Star Wars Underworld Especially for the Smuggler

WesBelden
Sun Oct 31, 2004 12:52 am
#14






Ternque01 wrote:




I'll break this up real simple.


I. Create criminal theme parks for various criminal organizations. Hutt, Valarian, Black Sun, etc.


1. Make player choose which organization they want to join and have them complete the theme park before allowing them to gain Novice Smuggler.

This will allow a player to get a feel of the criminal organization they join and that organization's methods and stomping grounds. This is also pretty immersive.

Existing smugglers could choose to simply pick their organization or choose to complete a theme park at their discretion.


I like this idea a lot and think it a great way for players to enter into what essentially should be a content profession. I wouldn't limit this to just criminal theme parks however; for those that want to work primarily fora GCW faction, the current theme parks could be extended to cater for this.



II. Create various criminal mini-games just like in Grand Theft Auto


1. Create shifting waypoints in various cities where a number of tasks can be completed for your organization.


  • Chase and Kill/Assassination mission - chase and kill or assassinate rival criminals/smugglers/politicians

  • Grant smugglers the ability to steal NPC vehicles staged at these spawn points. These could be vehicle modelsthat can be obtained exclusively through smugglermissions. Stolen NPC vehicles can be returned to your crime boss or keptand sold at the risk of increased visibility.

  • Kill random enemy gang spawns for clout in your organization

  • Intercept shipments of spice or weapon/ship components

  • Slice important computer system or just slice to break into a facility to bypass the security system.

These extras sound like good fun and very fitting to the whole 'GTA' style you've mentioned, but other than the slicing part, these don't really seem all that Smuggler orientated. Infact, these would seem more at home in something like Caylin's Crime Lord proposal. That's not to say they're not without merit. For example, being able to steal an NPC vehicle would be a great get away tactical option should a Smuggler be found out and persude by the authorities or rival organisation members.




2. Encourage criminal territories.



  • Spawn mid-level thugs and gangs of certain organizations in different cities. This would make a smuggler think a little more before just walking into any old town.

  • Allow player cities to declare an affiliation with a criminal organization. Such cities would enjoy spawns of criminals of that faction for "protection".

  • Allow smugglers of different criminal factions to war each other with a fully functional overt/covert/tef system. This alone would create criminal faction guilds and encourage territorialism amongst players for different areas of a planet. Also allow cooperative aggrements between player factions that wish to work together.

Again, some of this really falls under the Crime Lord idea, as Smugglers aren't all around cut throat bad guys, they Smuggle items, information and sometimes people. However, again, the ideas are good. For example, if cities were to have faction alignment to various criminal organisations, you could find in some places getting your package through is extremely easy, because the faction in control are your friends and they've got the local authorities in their pocket. Conversely, in cities where rivalorganisations are in controlyou could find getting through far harder because both the local authorities and the local scum are gunning for you. This is where the spawns you mentionedcould come into play and affect Smuggling missions, perhaps even encourage the use of partners in crime (people playing the role of decoy, or just saftey in numbers). Anyway, just food for thought



On the whole, we are talking a buttload of content here. Buttload by definition is more than a truckload and an assload combined. At heart, this idea brings life into criminality by tapping interest in the best of what being a criminal entails: proud territorialism, breaking and entering, murder, reputation, tricked out rides, and bling bling.


Again, sounds cool, but isn'ta Smuggler thing. I'm really wanting this Crime Lord profession now though



Furthermore, if mission waypoints and other features can be placed to give the "open ended" feel that Grand Theft Auto captures then being a smuggler will be one helluva lot of fun.


I think the feeling that things are open ended and somehow different each time are essential to a successful Smuggling mechanic. While you're not going to get a unique experience every time, having something become mundane because you've done it too many times is something to be avoided if possible.



You could go to a rival city, kill some gang members, steal their ride, and sell it for some mad cash. You could also hack (er.. slice) into say one of Lady Valarian's bank accounts and steal all the cash, watch out though because missions of this difficulty end you up on the wrong side of abounty hunter'sblaster. You could go from city to city robbing banks until a player BH finally catches up to you and you smoke his ass.


In closing, I feel there is much that SWG could learn from a game like Grand Theft Auto. An open-ended ticket to being a dirty criminal in this land of crafters and uptight military personel could hold alot of possibilities.


Message Edited by Ternque01 on 10-30-2004 02:02 PM





I think there are some nice ideas here that can be used and/or addapted for any revamp we may get, but there's also a fair bit that just doesn't fit with the ethos of being a Smuggler. Either way, nice post and good ideas .



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Ternque01
Sun Oct 31, 2004 9:21 am
#15






WesBelden wrote:




However, as you say, some of the missions and aspects of others could be adapted towards actual Smuggling, be it events that take during the missions, or methods of successfully carrying them out. My point was that we should be concentrating on tailoring those ideas to fit with the Smuggler profession and smuggling itself, rather than focusing on bringing in features that move away from that.








Hehe, exactly. I think if we adapt these ideas toward a smuggling context they could be the best thing we've ever seen. Doing so won't be a major challenge at all. For example we could fit a quilt-making competition into a smuggler storyline, but it doesn't involve explosions or random acts of violence.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Ternque01
Tue Nov 02, 2004 10:26 am
#16

/bump



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Ifisa
Wed Nov 03, 2004 2:06 pm
#17

Good idea, but like people said, some of these ideas sound more like thugs than smugglers. I also wouldn't like to be forced to declare a faction, I smuggle for whoever pays the best, no loyalty for me, except to the Emperor I would love smuggling though, where some items or resources could be illegal on some planets, so to construct a huge gun you'd need to smuggle in parts from other planets. This would hurt the WS's though, so that's out. A big thing I'd like to see is enhanced slicing. For one, stealing is part of a smuggler's tree of skills. You should be able to scam the banks into thinking you had more money than you do, so you can buy something to sell for much more than it's worth. This would hurt other players if their credits dissappeared, so they should keep it and you have to payback the bank, 10% of all you're income if you get caught would go to the banks untill you paid it off. (BH boards! finally!) Well, my 2 creds, i wanna be the scum whose pulling desperate schemes to get by, not the millionaire I am now.
MaxSteele
Wed Nov 03, 2004 2:10 pm
#18

Short answer:


If I wanted to play GTA, I'd load up GTA....


Long answer to follow if I have time...




Evarn Terallis - Master Smuggler on Kettemoor

There are missions in which you "deliver an item while hostiles attack you" in every profession. I still don't consider [Smuggler's Alliance] pilots to be Smugglers, nor 'Smuggling' - at least not any more than Rebel Pilots or Imperial Pilots might sometimes "smuggle", with a lower-case s - JFreeman - 10/6/04
Ternque01
Wed Nov 03, 2004 4:36 pm
#19






Ifisa wrote:
Good idea, but like people said, some of these ideas sound more like thugs than smugglers. I also wouldn't like to be forced to declare a faction, I smuggle for whoever pays the best, no loyalty for me, except to the Emperor I would love smuggling though, where some items or resources could be illegal on some planets, so to construct a huge gun you'd need to smuggle in parts from other planets. This would hurt the WS's though, so that's out. A big thing I'd like to see is enhanced slicing. For one, stealing is part of a smuggler's tree of skills. You should be able to scam the banks into thinking you had more money than you do, so you can buy something to sell for much more than it's worth. This would hurt other players if their credits dissappeared, so they should keep it and you have to payback the bank, 10% of all you're income if you get caught would go to the banks untill you paid it off. (BH boards! finally!) Well, my 2 creds, i wanna be the scum whose pulling desperate schemes to get by, not the millionaire I am now.






What I am propossing is using the template of gameplay that GTA has. The open-endedness is fantastic and implementing smuggler activities with such a framework would more than rock. If some of those ideas sound more thugish than you care for, just create more smugglerish missions. I really love the way you take on activities in GTA. Oddly enough driving to Jabba's or cruising Mos Eisley streets for smuggling opportunities is much more immersive than going to a mission terminal to get them.


I think SWG's game mechanisms are way mature enough to support a system like this. I don't see any art assets that particularly need to be created to implement such a system.


Simply place NPC's at random or rundown sections of cities and introduce dialogue to set a smuggler down a particular mission point. The nice thing about taking missions in different parts of town is that NPC's in different areas might need certain types of smuggling jobs done. Have NPC's roleplay what their particular needs might be.


The only aspect missing from a proper smuggler revamp is a variety of mission types. Who here really wants our only missions to be deliver package A to point B? The whole essence of Star Wars is getting involved in unexpected adventures. Having only one type of mission would kinda contradict that huh?


I don't care how a variety of mission types has to be tailored to fit into what you guys feel is smugglerish, but it has to be done. The opportunity to introduce these mission types into a rich tapestry of smuggling experiences must be taken.


Have your "employer" treat you certain ways and give you particular shades of missions based on your reputation with that organization. Hell, set up a system where you can work for whatever crime boss you feel, but have the activities they give you be of a certain variety based on the clout you maintain with them.


If you botch too many delivery missions, perhaps they tell you to do missions designed to prove your usefullness to them or your dependablitiy. Maybe they make you go kill some enemies to show what you are made of. Maybe your stealth needs work. They give you missions that make you use your head to develope these skills. Whatever.


The main point is that we maintain a variety of missions within a storytelling/roleplaying context that is open ended. I'm sorry to point out, but taking missions from a terminal isn't it. There isn't a much of a story to be told for a smuggler who does the same thing over and over again. The template used by GTA can easily to be adapted in a smuggler context to deliver this open endedness. This isn't even "thugish". It is about feeling like you have a choice on how to shape your smuggling career, both in the jobs that you take and in the community that you create.




Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Ternque01
Thu Nov 04, 2004 1:22 am
#20

C'mon guys and girls, voice your support. This is going to make smuggler much more than just a visit to a mission terminal.


I'd also like to support other workable ideas that fill in SWG's underworld in new dimensions!


The underworld has been a major theme in every Star Wars movie made. Let's clamor for the rights of players to create and live in their own criminal communities.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
yimaz
Thu Nov 04, 2004 8:15 am
#21

/bump



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Ternque01
Tue Nov 09, 2004 11:34 am
#22

Check it smugglers. Borrow these ideas to create an open-ended smuggling world. The game engine can easily handle these ideas, and they are immersive as hell.


You start out by completing a criminal themepark before getting Novice Smuggler.


You then take missions from different crime lords like Jabba or Lady Valarian. You can run freelance or join a particular crime faction. Your actions/failures determine your clout in each organization and you can do any of the missions mentioned at the top of this thread to gain clout back. Missions given by crime lords determine the missions you can take.


You won't have to go to the crime lord him/herself to get missions for that faction either. NPC's at random places in major cities would offer particular kinds of smuggling jobs... not necessarily of the delivery type. You might steal another (NPC) smuggler's shipment, slice a factional ally out of prison, slice into government spice/weapon depots in order to later sell them, steal an authority's vehicle in order to smuggle goods past checkpoints in them, or assassinate political/criminal leaders who are trying to put a stop to your smuggling business. You could go to different NPC's on any given night and take the kind of missions you feel like taking. You could align yourself with the criminals who control Mos Eisely and help "run" the town.


Perhaps you could go beyond and instead of GCW faction members setting up bases, criminal faction members could set up casinos with bouncers. Instead of blowing up the GCW bases, criminal players could slice into the security of the casinos and steal the vault credits!!!


If you choose to align yourself with a criminal faction, you can go overt/covert to battle other factionally aligned players/smugglers. These players could defend their boses casinos.


Player cities/towns can align their town with a criminal faction. They pay a fee for "protection" to the faction and recieve copious random spawns of their faction's thugs in their town.


This is way more than the drop in the bucket that smuggling mission terminals are. They devs would just need to create other criminal themeparks for the Valarians, etc. and would need the new art resources to make casinos. They could tweak the existing player faction/combat system of the GCW, and alter the missions that already exist in-game to support the ideas that I have listed. This is awesome, please input your support and suggestions.





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Ternque01
Wed Nov 10, 2004 10:56 am
#23

/bump for idea suggestions



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Ternque01
Sat Nov 20, 2004 11:50 am
#24

Take a look people!



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
WillburWright
Sat Nov 20, 2004 11:54 am
#25

***** Stamp of approval



Ternque01
Sat Nov 20, 2004 12:10 pm
#26

Yea, I like Geevo's idea to make the intro quest to becoming a smuggler 5 to 10 times longer than Jabba's. I really like that. Incorporating other themeparks such as the Rebel one, will help this quest to be longer, without much artwork being added to the game.


To accomodate for his wish for player crime factions to work together, I changed it.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
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