Smuggler Archive

Thread: Revamp Discussion: Contraband/Missions PART 2 (Solutions)

Rueger_Karde
Wed Jun 23, 2004 4:25 pm
#261


That sounds fair.. it gives all players the ability to play the fullest but gives those that like to take the added risk of PvP something more to look forward to for the extra risk involved.

It also solves the ability for PvE type players to take a few of the high risk and try it out and see what they think without getting "locked" into a playstyle.


I cant believe you said that. LOL dont get me wrong, Im glad you did. Im just suprised is all.


Now to push the envelope (which is my job lol)


What do you think about better loot. GM mentioned the higher risk involving some better loot.



"People are wondering what will happen to Afghanistan when were finished fighting there. Im sure there are plans to rebuild the country, and a lot of times with rebuilding comes a name change. These are some possible name changes the government has been mulling over: Halfghanistan, Pothole-istan, Jenniferanistan, @ssbackwardstan, Bye-bye-Talibanstan, @ss-Kicked-istan."
— Jay Leno
RellikCro
Wed Jun 23, 2004 4:30 pm
#262






HOTDOG wrote:



Summary 1: The main issue is the possibility of "involuntary PvP" or a player gaining a bounty who wants to be a smuggler but not participate in PvP.


Solution: The solution I like most is to have the mission suppliers offer two types of mission for each skill level. The punishments for failing or cheating a mission then become:


  • Normal Mission: You lose NPC faction with that supplier. You lose a small amount of GCW faction if the supplier belongs toa faction. You could possibly be ambushed by thugs from that supplier.
  • CriticalMission: Harsher versions of the above + you gain visibility.


This is SOLID. Splitting the types of missions by consequence is the best way to keep PvP and PvE seperate. The only thing I would add is to also have missions from the recruiters that give even more visibility when you succeed (this is to reflect the Empire hiring out a BH to get you for being so good at being a Rebel and vice versa.



The rewards for critical missions would be somewhat higher than normal missions. Also, some types of illegal cargo would only be available via critical missions. The RISK is possible PvP as well as other penalties. The REWARD is rare components (if you cheat the supplier) or better cash.



This has been a thorn in a couple of peoples sides in this thread, eh?


What we have to remember here is the majority of players are not pure PvE or PvP- they are most likely PvE who MIGHT dabble in PvP from time to time just to experience a change in game play. So arguing one side ismore favorablethan the other is like chasing our tails BUT...

We also have to acknowledge that PvP is harder and carries a greater chance for humiliation than PvE so rewarding them the same is not fair.

If a PvE'er completes a PvP mission they should be rewarded accordingly. It's not that anyone is saying one is better than the other but PvP is DEFINITELYharder.


I really like that explanation, it is respectful Thanks


That said-

It would be cool if the missions were given where you had to deliver some locked containers but you had no idea what was inside and you aren't supposed to know- If you slice the container open the missions is counted as a failure- or skim as the person you're delivering it to would suspect you took something from the container because it is open.

These containers might have cool items like a Geo Pistol or rare art but they might also have a crappy old CDEF in there as well-


My feedback on this is only that currently you NEED to slice containers to get Slice 1. Possible solutions is to make normal containers and military containers or simply remove the requirement to sliced containers to level to slice 1 and make it so you need to slice mission terms instead or something.


I also want to state that I am TOTALLY AGAINST PC BOUNTY HUNTERS- WE DON'T HAVE PC CRAFTERS WE CAN BUY FROM- WE DON'T HAVE PC SQUAD LEADERS THAT TAKE US INTO BATTLE- AND WE DON'T HAVE PC SMUGGLERS THAT WILL SLICE FOR US- WE DO NOT WANT OR NEED PC BHs WHEN WE HAVE MORE THAN ENOUGH PLAYERS THAT ARE WILLING TO PLAY CAT AND MOUSE WITH THEM.


Your totaly agains PC or NPC? A little confused.




What about normal players scanned with illegal items? For now, it seems reasonable that we don't add visibility for normal players. That's too much to ask of the player base as a whole. Later, we could possibly add a level of illegality above Highly Illegal (say, Military Class) that gains visibility. It seems wise to leave this area open for future discuss, but not include it in a revamp.



This was the only thing that saddend me about this post. I was really hoping that the player base would be able to rack up Infamy and Visibility as well- not only for us but because the BHs have wanted it for a long time-


Plus I thought it would be easier to add a "HAM" bar (or whatever they decided to add) for Infamy and Visibility for the whole playerbase than it would just to monitor a profession where people are diving in and out of it or dabbling in it.


I can understand what we are asking of the player base to some extent but couldn't we just make all the things that they normally do "Banned" and keep the Highly illegal stuff to things that were PvP accessible anyway- like jedi stuff- glitterstim- and pulling special deliveries for the GCW?


I am also infavor for this, adding new "military" class items that carry infamy and/or visiblity.


Summary 2: The second major issue revolved around the punishments for being caught with contraband:


  1. Some players feel that dying isn't enough of a punishment.
  2. Some players recommended a faction hit.
  3. Some players feel that storm troopers are too weak.
  4. Players don't like that only storm troopers scan.




I believe it was Caylin who first suggested timesinks as punishments and I think he is right. A type of jail time was also suggested with a person "poofing" into a room for 5 minutes by somebody else- I think that's okay but I still like the idea of not being able to do any illegal acts for about 30-60 minutes if you get killed by a BH or while on a mission.

That means if you own sliced equipment you cannot equip it.

If you have spice you cannot take it.

If you are a smuggler you cannot slice/craft spice or run a mission.

Also you should definitely have a tef with that faction and loose a very big amount of faction with them as well (if they are thug types).

Couple this with a good stiff fine and that should keep players from exploiting skims and bounties.


I like a few of these ideas but now I am thinking about the casual player that might only get on for couple hours a week and does not do "dant solo hunts" for credits. If we make it too harsh it could actually ruin the game for some players and we do not want to do that either. Perhaps picking one or two items and focusing on those and building up a good solution that includes them but I think all of the items together would be too harsh IMO.


Storm Troopers ARE too weak. and the problems you mentioned with farming prove it.

I LOVED the idea that STs would call someone in to handle the situation for two reasons:


1) It allows me as a smuggler a second to prepare for flight or fight-

ST: "Okay we got a live one here- Send in a B Squad"

Me: "Oh **edit**! I'm BUSTED- I gotta get outta here!"


2) It calls in a squad of troops strong enough to handle me or whoever I am with.



My suggestions:

*When that squad of troops is called in they should be of that planets security net( Cor Sec, Fed Dub, etc.)- The Imps are trying to focus their best men on the GCW. They might have a squad or two in a city but mostly they coordinate with the security services that are already there to make sure laws are followed tothe Emporer's demands.


*These troops need to be Elite and come in numbers of 5 or more. Whatever strength the game dictates I can handle- it needs to kick it up a notch or two above that because I SHOULDN'T be able to handle them. I'm talking Night Sister tough. The playerbase should complain about how tough these characters are- to which the Devs should reply-"They are working as they are intended". Then we will see people asking to have illegal goods smuggled.


Remember that before our revamp the combat revamp is coming so we have no solid base of what NPC strenght will be like at that time but yes I do agree it should be challanging no matter how the combat revamp goes.


*Have a couple of these guys scan people too! Hell it couldn't hurt.



Summary 3: The third major issue was that smugglers are worried that increased punishments for using illegal items, like spices and sliced gear, will cause a depression in their markets.


Solution: Actually, I disagree with this premise. I don't think there will be a market depression. On the contrary, if I do my job right, there will be a market increase. If spices become reasonably competitive with chef food, or complement chef food in some way, more players will buy them. Similarly, we should be able to modify slicing but also retain its value.


This is an issue I need to think about more before I develop a complete opinion.



I agree. People will always want their stuff sliced and to pop a spice- they will either pay us to move it for them or they will travel around the choke points (which would be a timesink for them so back to us again:smileywink. If we don't make the system tough enough then NO ONE WILL ADHERE TO IT. We need to push the envelope so much that the players ask us to pull it back. Only then do we pull it back- a little.


I personaly still feel making already established devices and abilities too harsh would be a problem for any PC Bounties but new "miiltary" type items could definately fit into the PC Bounty system.


Also I would hate to work on this revamp for months and get a good solution down to have it goto the general playerbase and they pretty much just veto the whole deal.










Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
RellikCro
Wed Jun 23, 2004 4:44 pm
#263

I am in orange




GamerProX wrote:






RellikCro wrote:





GamerProX wrote:



To be honest, sense a *vast* amount of players in the game want Jedi, and the BH Missions that come with them, most of the people complaining against PvP are just doing so to get a free pass in the game. I mean come on, yeah, let me do everything I want in the game with no RISK. That would be lots of fun.


A large group might, but not everyone. I for one will not worry about it. That is an advance non-starter profession and thus can have options that might not agree with the general playerbase like PvP. Just like the GCW is an option to the general gameplay. This has been beaten, to death, and the dev's have made it clear that pve and pvp will both be in the revamp. We are now working on solutions.


BH in general, is a PvP Profession, you dont pick up BH just to hunt broken NPC Marks for 30min and get 20k for it. You Pick up BH cause your hoping and hoping for Player Bounties, cause Player Bounties are 100 times more fun, NOT cause we like killing players, but cause YOUR NOT A NPC! You have a mind of your own, youcan plan and think, you can try to out smart us, you can hire help, almost limitless.


While alot of BH's might want PC bounties I know several that do not and play BH for the PvE experience of it.


Oh is that so? What insane people are you dealing with that would enjoy spending 30min a day to try and finishone BH Mission, that will give them 22k as a reward, no loot, and a 50/50 chance of being broken, to start the whole thing over again. I have never, from day one, known a BH who enjoyed these missions. And I started being a BH from the 2ed day of the game, and have only Mastered 3 Professions, Scout, Marksman, and Bounty Hunter with that Char.


"Insane" or not, just because they do not agree with your views does not make their views unvalid. Just makes them different.


Its not being Uber or Owning someoneso dont Label me!!


You guys cannot see, cause you dont understand that you have the power right now to take something away from BH community we have wanted from day one, and you have the power to give it. By even thinking about a BH NPC, your gonna have BH players freaking out, but you dont understand that and thats the problem.


I do not think anyone is taking away anything from the BH community. Right now the BH community does not have PC Marks simply because SOE wont force PvP onto the playerbases for many reasons one of them due to griefing, the other huge one is per what GM posted about the idealogical reasons (I think he said idealogical... could be wrong). In fact if you have been reading the posts you will realize we are trying to work out a way to GIVE Bh's the very thing the majority of BH Community wants and that is PC Marks but with those that want to participate in taht playstyle.


Trying to force those that wish not to participate in something is not the way to get what you want. Trying to come up with viable solutions that include both types of play is.


I would like to ask you pesonally what you think of my above proposal about military missions.


Fine, sure. I dont care. I personally dont think there is any forcing in the PvP, Smugglers can stay away from the stuff that would give them a Bounty on their head, cause Jedi can avoid it, I *know* Smugglers can. So I dont see how this is forced, I see more of just having a fit just cause you can (Not you personally, in general) Im not trying to be offend anyway, but I have seen so many cool ideas get killed cause of this type of thing.


Then work on solutions instead of going in circles with the same debate always. Respect that there are many different type of players and find a solution that mees their needs.. really is that simple


I want you to ask yourself, after the newness of these "Smuggler" missions is gone, are you still gonna find smuggling and stealing items from Jabba and then dealing with some NPC afterword still "fun" after 6 months, or find it more of a chore you have to do?


I have played this game since day 2 (had it since day 1 and got a char made but got kicked off soon after) and I have never, ever, not even once been bored.... ever. I love playing this game, I love going into caves, I love exploring the planets, I love doing some of the cooler quests, I love hunting down Black Sun, I love going to our cities cantina and sitting around for hours listening to the music and talking amongst our entertainers and other players, I love working on my character and developing him into his own personatlity, I love gathering resources and harvesting animals while hunting and then trading them in at the local market, I love decorating my house and upgrading it now and then or redecoring it because I got tired of how it looked.... basically to boil it down I love RolePlaying my character in SWG and being all he can be. I doubt I will ever get bored.... so no... I have zero chance I will get bored of smuggler in the next 6 months or 6 years. I tend to stay with a game a very long time and enjoy it, I just got rid of my 3 UO accounts since 97' this very year... and that was not because I was bored of it (and I was a "trammie") but becuase I was playing 40+ hours a week in swg and just did not have the time anymore.


I will till you hands down that doing Faction Missions...suck. Killing NPC's day in and day out is so annoying and just stupid I get bored out of my skull. Thats gonna happen to you too, you know it will. Sooner or later you will get sick of fighting Jabbs people, it wont be fun, it wont be exciting, but just like with faction, you have to do it to get your stuff.


No, do not make the assumption that our playstyles are the same, they are in fact very different Read above for further clarification.


Thats why Player Bounties would never get old, cause it would always be something new, he might find you in theed, coronet, at the Death Watch Bunker, anywhere, and anything could happen, you could out run him, nail a low blow and last ditch, pay him off, who knows, its almost limitless.


I have and always will respect your wishes for PC Bounties and we are working VERY hard on a solution to meet those wishes


I will read your idea tho, its fine cause it seems GM has made up his mind anyway and like you said, its over. Hopefully you can sneak in something for your Professios revamp so it wont get old after 6months. Take the DE's revamp for example. They were so against Droid Commander coming into the game that it got removed, but now, they are asking the Devs for it again. They screwed up the Revamp, on their own, im glad they finally got some of the basic cool stuff, but they wont be making Combat Droids (their dream) anytime soon. I dont want that to happen to Smuggler.



I think GM's idea for Low/High riskMissions was great! But they *STILL* complain, they want PvP removed fully. Get your awsome stuff for no risk. Forget the movies, Han vs Boba, lets not do that, lets have it be a stupid NPC you can trick your way out of. Maybe im ranking, I dont know, but I have a passion here cause Player Bounties would keep me with SWG and away from WoW, its so closeI can taste it. But I have to depend on *you* and thats not a very comfortable place to be, no more than some awsome feature for Smuggler resting on the views of BH's....and BH's are complaining about that feature cause they dont like dealing with the "possible" Smuggler stealing an item, or who knows what.


Again read my proposal and please post what you think.


I still think people who wear sliced stuff, use it, should have to deal with PvP, I dont have the answer cause I cant understand the views of people who are so against any form of PvP. I have to leave it in your hands and hope you do whats right.


I think those that wear military sliced armor and use military sliced weapons should.

Message Edited by GamerProX on 06-22-2004 06:07 PM


Message Edited by GamerProX on 06-22-2004 06:07 PM











Im in Red


But anyway, steping out of your revamp, to let you talk about it. I wont post anymore PvP/PvE stuff. I dont want to draw focus away. Sorry, just got a Passion Player Bounties.


Perhaps you can join us in discussion good solutions?

Message Edited by GamerProX on 06-23-2004 01:13 AM








Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
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RellikCro
Wed Jun 23, 2004 4:49 pm
#264






nindustrial wrote:








RellikCro wrote:


What do you think of my idea of different loot (focused more for PvP combat like... perhaps introduce special stat boosters specifically for GCW, faction, and PvP related items) and military type loot (extremely high illegal) like per haps very high end slices and spices? Or spices without downer affect?


In this proposal it would also induce visibilty to the gen playerbase for those items also.

Message Edited by RellikCro on 06-22-2004 03:59 PM





Now, I don't know if I'm slightly mis-understanding your proposal here, but I would like to point out that if you're talking about attaching only PvP focused loot to go with PvP missions, I don't think it's a very equitable solution.

Here's why:


I am mainly a PvE player, have never tried PvP; however, I'm not completely opposed to the play-style. As a result, I would most likely be interested in running the Critical Missions that risk being hunted by a PC BH, because I believe that would be a very fun prospect. I havelittle to interest in participating in the GCW though. As a result, if I want to choose Critical Missionsbecause of the PC BHs, I do not want to be stuck with GCW and general PvP geared items.


Your ideas are good, though. The change I would make (or maybe I misunderstood and this is sort of what you intended along), is to provide some sort of loot option whenchoosing a Critical Mission; this way, I can still recieve the PvE rewards if I wish while being able to be involved with PC BHs at the same time. The GCW and PvP geared loot idea for Critical Missions would still be available for those who do regularly participate in those aspects.


What do you think of that?







Another poster, sorry can not remember who , suggested making the loot the same but only in different quanities. Also making "military" type loot for critical missions only to give that mission type something extra for the added risk and to keep ppl going after those missions to keep our BH's with plenty of Bounties.


But I was not saying that all loot had to be PvP oriented if that is what you thought




Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
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RellikCro
Wed Jun 23, 2004 4:54 pm
#265






Vampirerobot wrote:





nindustrial wrote:








RellikCro wrote:


What do you think of my idea of different loot (focused more for PvP combat like... perhaps introduce special stat boosters specifically for GCW, faction, and PvP related items) and military type loot (extremely high illegal) like per haps very high end slices and spices? Or spices without downer affect?


In this proposal it would also induce visibilty to the gen playerbase for those items also.

Message Edited by RellikCro on 06-22-2004 03:59 PM





Now, I don't know if I'm slightly mis-understanding your proposal here, but I would like to point out that if you're talking about attaching only PvP focused loot to go with PvP missions, I don't think it's a very equitable solution.

Here's why:


I am mainly a PvE player, have never tried PvP; however, I'm not completely opposed to the play-style. As a result, I would most likely be interested in running the Critical Missions that risk being hunted by a PC BH, because I believe that would be a very fun prospect. I havelittle to interest in participating in the GCW though. As a result, if I want to choose Critical Missionsbecause of the PC BHs, I do not want to be stuck with GCW and general PvP geared items.






Exactly. Everybody needs to step back and think about this for a minute. Being hunted by a Player Bounty Hunter once in a while is not the same as being Overt and subject to attack by anyone at any time. I expect nearly every Smuggler to be intrigued by the possibility of being Bountied, and to try it out the Critical Missions at least once if not on a regular basis.


This system should be designed so that Smugglers can choose their level of Risk/Reward however they choose to define it. PvE risk is obviously determined by Mission Difficulty level, and "PvP" risk is determined by the visibility gain associated with your actions.


But in order to have that choice, we have to develop both the penalties for visibility (Player Bounties) and the process for gaining it (Critical Missions). So set aside the PvE/PvP debate and let's talk about how visibility and Bounties should work.


And like I said above, specialized "niche" rewards for "PvP" missions are not appropriate. The people who will be running these missions are not PKers or even hardcore PvPers. Think about it, it's a Smuggler who says "Gee, I'd like to try out those Critical Missions and maybe get hunted by a Bounty Hunter if I get enough visibility." The rewards should simply be desirable items and payment commensurate with the risk involved.


Specifically, here is my suggestion for "Critical Rewards":


  • Focus the rewards for Critical Missions (which increase visibility) on the visibility risk/reward system (not PvP).

  • Grant "Critical Slicing Tools" that grant a slicing bonus, but increase Visibility when used.

  • Grant "Critical Spice Additives" that allow the creation of superior spice (like BE Chef food) but increases visibility when used or traded to another player.

  • Grant a "visibilty decrease" as a reward.

  • Grant "Tracking Decoys" to throw off Bounty Hunters tracking droids.

  • And of course grant the traditional money/loot/etc in a greater amount than in non-Critical missions.

This way Smugglers can determine for themselves how deep into the visibility (or what I have called "Infamy" in the past) system they want to go, choosing to perform Critical Missions or not, and to use Critical Smuggling Items or not. If you want to lead the life of a constantly Bountied Smuggler, so be it. If not you can play it a little safer and keep your visibility low, but still have access to all the Critical Stuff (just in a lower volume). And maybe you occasionally get Bountied and have a lot of fun being chased around the Galaxy.


I think Smuggler Bounties themselves should be a lot more involved than they currently are with Jedi, but that's for another thread I imagine.






If I understood all this correct it seems to be a very good proposal. It actually incorperates alot of what I was suggesting but just different wording and in a different concept (not always good at putting ideas down on paper).




Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
RellikCro
Wed Jun 23, 2004 5:00 pm
#266






Vampirerobot wrote:





Smuggler_Caylin wrote:

If they were linked, it would be too easy for the PVE players finding themselves with a PVP consequence.


If they are seperate and able to be operated on seperatly, then there is no reason for concern.


Infamy (or a law abiding faction)is just something I've always seen as an easily placed faction on our character info. We could monitor it and adjust it within a PVE environment.







I'm picking up what you're putting down. However, I maintain that thinking of this as a PvE-PvP thing is a bad idea and unhealthy for the future of the profession. We need to acknowledge the difference between PvP and a Bounty. I'm in a faction but I'm covert all the time and don't PvP, I don't have stun armor, or stun weapons, I don't go around buffed all the time (I'm rarely buffed), I roleplay and I go for style over functionality (I wear a padded armor chestplate). But I still think it would be awesome to have a Bounty Hunter come after me, so long as I have the Smuggler abilities to escape the Bounty somehow. I certainly don't expect a Bounty to be a straight up PvP fight. I expect it to be very very different, and characterizing a Bounty as PvP is in my view terribly counterproductive to making the whole process fun. Don't jump ship on us this early in the game.


This shouldn't be about "PvE players" and "PvP players". It's about Smugglers.







The distinction is very clear PvP simply means Player Vs Player, regardless if it is onetime or 1000 times. I like all the suggestions and I have offered many great ideas and supported many more ideas and solutions, so lets not start to go backwards by suggesting that their is not a distinction between the two... because when emotion starts clouding our judgement then we are not going to make very good suggestions. Lets keep working towards a great solution for all players regardless of how they want to play.



Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
RellikCro
Wed Jun 23, 2004 5:08 pm
#267






Vampirerobot wrote:





JediArashi wrote:

I agree with what yourtrying to doVampirerobot, and I think that little story is quite nice in detailing a potential Smuggler vs. BH encounter. However, it does leave out the encounter itself. If you failed in bribing the Jabba henchman just as the BH pulls up in his swoopbike, then what? Well, then it's a PvP encounter.


It could be just as fancy, you could describe using Smuggler DF skills to escape the BH for a short time, there are plenty of eloquent ways to describe the potential, but I'm not sure that is the place for this discussion. We are talking nuts and bolts here because that's what we need to have done before we can experience your story-driven consequence. Putting it in a nice wrapping won't help us flesh out what will work and not work in the system here.


-Arashi

Bloodfin







Point taken. But without vision what good are nuts and bolts? If you tell people that to be a Smuggler you have to PvP (or worse, tell them that to be a Smuggler they have to get ganked by Bounty Hunters constantly) you're going to get a negative reaction and no progress can be made. Because the nuts and bolts aren't in place yet, this is the time to talk vision.


So here are some questions you guys can answer:



  1. Assuming you are a Master Smugglerwho plays 1 hour a day and say 2 hours a day on weekends (casual player?), how often would you expect to get Bountied for your activities? What is too often? What is not often enough?

  2. Once Bountied, what percentage of the time would you expect to get away without a fight?

  3. If the Bounty Hunter catches up with you, what percentage of those fights would you expect to win?

And it's okay to answer "Never" to the first question.







1. I play 40+ hours a week, Never, the very first one, never Sorry but you asked for personal input.

2. zero

3. Only if the bounty stripped nakid, threw down his weapons and stood there while I pounded on him for 20 minutes.



Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
RellikCro
Wed Jun 23, 2004 5:11 pm
#268






Rueger_Karde wrote:


That sounds fair.. it gives all players the ability to play the fullest but gives those that like to take the added risk of PvP something more to look forward to for the extra risk involved.

It also solves the ability for PvE type players to take a few of the high risk and try it out and see what they think without getting "locked" into a playstyle.


I cant believe you said that. LOL dont get me wrong, Im glad you did. Im just suprised is all.


Now to push the envelope (which is my job lol)


What do you think about better loot. GM mentioned the higher risk involving some better loot.






I am really trying to find a good solution and as long as ppl realize I (and others) may not play as you (and others) I am very open to discussing solutions


I have been supporting that the riskier missions could contain the new "military" type look GM hinted at... which could then in turn carry visiblity to the general playerbase also. I seriously think this would give the PC BH's more then enough PC Marks to keep then quite busy.... I could be wrong though.



Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
Aramathin
Wed Jun 23, 2004 6:00 pm
#269







Solution: The solution obviously has several parts. We need to discuss more what the punishments should be. There are a few types of punishment that we can draw from:



  • Loss of GCW faction.

  • Loss of NPC faction.

  • Combat & risk of death.

  • Confiscation of the illegal goods.






I still have misgivings about the way Imperials are treated in the discussion. If a high official in our military or government is caught, they have a chance of losing rank, pay, or their position entirely - they are often held to a higher standard as an example due to their visibility. Imperial scofflaws should at least suffer the loss of 1 rank per level of good confiscated - a demotion. This can also be applied to the rebellion for being too "visible'. Being able to ignore the law just because you are a sergeant just isnt right...




Aramathin
12 point Master Armorsmith (and Weaponsmith/Artisan/Politician by NGE)
Ace Freelance pilot
--------------------------------------
On Tatooine at 5100, 5125 in Mos Drakon, 1.5 km from the Krayt graveyard
Ahazi's longest running armorsmith - Making R.I.S./BH and other armors.
Katryna - Elder jedi, Rebel Colonel
Stevyn - Spy, true faction unknown
Vampirerobot
Wed Jun 23, 2004 6:18 pm
#270






RellikCro wrote:


It is cool and I support you fully to be able to have that experience. But all the fiction writing wont change my mind on finding a great solution for all players.


We seem to be getting back to the old PvE/PvP debate again instead of focusing on a good solution...






The point was not to change your mind,it was to say that different people are comfortable with different levels of PvP, and while it is important to have a PvE option, let's not make the mistake of thinking that every person who prefers PvE is rabidly against Bounties.


There is a range in all things, and it is important to explore those ranges. So yes, let's end the debate by exploring how Player Bounties would work to make them interesting and fun for the greatest number of people.



Kelsin Redgrave
Master Smuggler, Master Gunfighter
Starsider
RellikCro
Wed Jun 23, 2004 6:36 pm
#271






Vampirerobot wrote:





RellikCro wrote:


It is cool and I support you fully to be able to have that experience. But all the fiction writing wont change my mind on finding a great solution for all players.


We seem to be getting back to the old PvE/PvP debate again instead of focusing on a good solution...






The point was not to change your mind,it was to say that different people are comfortable with different levels of PvP, and while it is important to have a PvE option, let's not make the mistake of thinking that every person who prefers PvE is rabidly against Bounties.


There is a range in all things, and it is important to explore those ranges. So yes, let's end the debate by exploring how Player Bounties would work to make them interesting and fun for the greatest number of people.






I completely agree, in fact many of the pve'ers have said they might or would try the visibility missions but wanted to retain pve only solutions also. And that is what 95% of the solutions provided are doing



Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
HOTDOG
Wed Jun 23, 2004 8:58 pm
#272

I think we are pretty close to agreement on everything here so far GreenMarine but what I was wondering was:

1) Were you thinking of adding some tools in Underworld for us to use to keep track of our "reputation" and to kind of check on the bounty hunters that are coming after us?
I had an idea called GRAPEVINE that went something like:

Grapevine:
This ability keeps you in contact with what is going on in the underworld as far as your reputation. Works like diagnose does for medic- Grape vine informs you of your infamy/visibility level and lists the bounties you have earned.
At UW III it tells you if there is a bounty on your head and how much it is for.
At UW IV it tells you who (if anyone) has taken the bounty and what planet they are on.
At Master it tells you if a bounty hunter that is after you is in your immediate area (this is NOT a passive action).

2) Would we have some techniques like Vampirerobot suggested (slicing terminals to make it look like we were somewhere we were not)- or would seeing an Image Designer be a way to cut down on "visibility"?

I imagine we would discuss evasive abilities/attacks when we get to the Dirty Fighting line but UW contacts could help a lot when it comes to having multiple BHs on your tail.

3) Are you thinking of banning contrabrand from the bazaar/vendors? If so (and we do hope so) would you replace them with black market vendors/NPCs or not replace them at all?

4) Is there a way to get a short TEF for slicing in the "sight" of security forces?
This is an idea that some have mentioned on the forum for the last month and everyone liked it- basicly you would get a TEF to security personel when you were "busted" slicing in front of the starport (you guessed it- this is a direct attack on the overcrowding/spamming of coronet that totally RUINS immersion).

All these things kinda fall under the contrabrand discussion so I thought I would ask- especially since the PvP/PvE discussion seems to be somewhat resolved-

Message Edited by HOTDOG on 06-23-2004 09:00 PM






TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
silversaber
Wed Jun 23, 2004 10:31 pm
#273








HOTDOG wrote:
I think we are pretty close to agreement on everything here so far GreenMarine but what I was wondering was:

1) Were you thinking of adding some tools in Underworld for us to use to keep track of our "reputation" and to kind of check on the bounty hunters that are coming after us?
I had an idea called GRAPEVINE that went something like:

Grapevine:
This ability keeps you in contact with what is going on in the underworld as far as your reputation. Works like diagnose does for medic- Grape vine informs you of your infamy/visibility level and lists the bounties you have earned.
At UW III it tells you if there is a bounty on your head and how much it is for.
At UW IV it tells you who (if anyone) has taken the bounty and what planet they are on.
At Master it tells you if a bounty hunter that is after you is in your immediate area (this is NOT a passive action).

2) Would we have some techniques like Vampirerobot suggested (slicing terminals to make it look like we were somewhere we were not)- or would seeing an Image Designer be a way to cut down on "visibility"?

I imagine we would discuss evasive abilities/attacks when we get to the Dirty Fighting line but UW contacts could help a lot when it comes to having multiple BHs on your tail.

3) Are you thinking of banning contrabrand from the bazaar/vendors? If so (and we do hope so) would you replace them with black market vendors/NPCs or not replace them at all?


Wonderful, lets not only make sliced weapons unappealing to most of the players, but also reduce/eliminate the marketswhere we can sell them. Wow, that will help the Smugglers economically. Yea.



4) Is there a way to get a short TEF for slicing in the "sight" of security forces?
This is an idea that some have mentioned on the forum for the last month and everyone liked it- basicly you would get a TEF to security personel when you were "busted" slicing in front of the starport (you guessed it- this is a direct attack on the overcrowding/spamming of coronet that totally RUINS immersion).


Um, do you know what TEF stands for? It stands for Temporary Enemy Flag. It is used ONLY in the GCW for making Coverts attackable by Overts temporarily. Now, you may have ment to say, make the Guardsaggro us when we slice something (not have Overt GCW players attack us), I still disagree with this. Having to go out into the boondocks every time I slice something would become tedius very quickly, especially if I aggro a guard passing my house. It will NOT get rid of your irritation of Smugglers spamming in a city, since they will continue to do so, and then run a short way out of the city with thier customer to do the slice. Real fun.



All these things kinda fall under the contrabrand discussion so I thought I would ask- especially since the PvP/PvE discussion seems to be somewhat resolved-


Resolved? heck no. Argued until blue in the face, and finally giving up because its a no-win situation? Yes.


Message Edited by HOTDOG on 06-23-2004 09:00 PM





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