Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

hasibert
Thu Jun 17, 2004 12:08 am
#261

Jedis and Contraband:


The jedi mind trick should have a big chance of failure (depending on the jedi level), so jedis will accumulate additinonal visibility through the contraband checks. Lightsabers (and possibly other jedi items) will be banned. This will force jedis more into hiding, it will be more risky for them (risk vs. reward, jedis are stronger so it's more difficult) and will also let some jedis think about also playing a normal char, thus help to decrease the jedi population.




Character Names:

Janom Mosak on Gorath | Eve'line Mosak on Starsider

SWG :: Database |[The German SWG Fanpage]|
DjHotpocket
Thu Jun 17, 2004 12:08 am
#262

Wow. Just.....wow.

Sweet Jeebus, things may just be looking up for us smugglers.

Since launch day when I decided to become a smuggler, I've wanted a bounty on my head. I want to have to be looking over my shoulder every time I enter a cantina or step off a shuttle. I want to be a bit nervous when that bounty hunter is standing next to me in the buff line. Is he after me? Who's paying my bounty? Can I escape from this?

The mere thought gives me chills.

Hopefully in one of these revamps spices themselves will be made to be more useful, both recreationally and physically. Perhaps once buffs are changed people will NEED to use spices for that extra boost. Experimentation hopefully will come into play as well. Smuggler A's spice may have a greater effect on the users stats with a much harsher crash, while smuggler B's spice may have a bit less of a stat boost but with a much mellower downer.

Use and trade of spice must be a clandestine operation as well. People shouldn't be spamming in Coronet starport, selling crates of Muon Gold. Thats like sitting on the steps of a police station doing bong hits. There should be repercussions .The mention of spice, even in a casual conversation should bring down a squad of stormtroopers(or Corsec, Fed-Dub, etc.).

All in all, I WANT to be a criminal. I want to be the guy you come to when you need something "morally questionable" done. If the attention we've been getting lately bears fruit, I'll be a happy smuggler indeed



Arrak Orlett (Master Smuggler/Master Pistoleer/Master TKA)

"First comes smiles, then lies. Last is gunfire." - Roland Deschain of Gilead
"Hhhwhattttttt?" - Lil' Jon
MrRiflemaker
Thu Jun 17, 2004 12:08 am
#263


On the Subject of Smugglers, I had written a little way for smuggler missions to work out and it would also include bounty Hunters. I had written it in the Revamp Discussion topic: http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=95411&page=2


Then later I stated a way in which if you were had a mission and had a bounty on you, because you were discovered and you kill that Player Bounty Hunter, than the bounty on you becomes even higher and as you kill these player bounties and complete the mission, you get smuggler points in which you can go to an underground section for smugglers which is an a unkown spot that only people who have the smuggler profession have that POI.


Once you have smuggler points you can talk to an NPC to buy a weak henchmen for a small amount of points or an item corresponding to the number of points you have:


1. If you have a large amount of smuggler points than you can either get 2 medium type henchmen or one

strong henchman , or a medium type weapon.


2. If you have a good amount of points you can buy 2 Strong hennchman or a strong weapon.


3. If you have a TON of points you can buy either 10 henchman or an UBER STRONG WEAPON that is a blaster.


Now once you have a high number STRONG henchman such as 10 of them you are able to recieve one of those big floating fortresses like Jabba has or just a fortress on land on any planet except Tattooine because of Jabbas presence. These fortress are only allowed ONE per planet, because it should be in a remotely unkown secret spot that only smugglers know and becauseit would just make things unbalanced. These fortresses can be destroyed by Player Bounty Hunters, but mind you a smuggler can leave a number of henchmen behind to defend if he decides to take a couple with him alonga mission or something.


The actuall point of gaining a fortress is, the actuall bonuses you get. The bonus gained is an 80% chance of getting a better slice on armor and weapons. Also to create more powerful spices. These significantly enhanced weapons would than have to be smuggled in as cargo and may not be sold on vendors or player vendors, must be sold outside of the city because retrieval of any weapon in city filled with the Empires goons will cause big trouble and if you want to stay away from bounties. The way this can happen is, any player can put up an option on there head that would say "Need Weapon/Armor" (it would work just like the profession tag).


Once that "Need Weapon/Armor" option you choose that is attached to you it would show you up on a Smuggler Terminal which is in the Smugglers fortress. That Smuggler can than be able to see that person is on his terminal and needs an extra enhanced weapon or Spice. You would send a tell( /t )and tell him to be 300 meters outside a city so you cant be seen within the cities. The danger of a person doing this is they got no underworld skills and can be hunted by a Bounty Hunter so before doing this you need a smuggler to give you a little skill for 30 min which would allow you to have that "NEED WEAPON / ARMOR" option with little danger. While having that attachment on you and a smuggler than sends you a tell you are also responsible for having a bounty on your head even though your chances were reduced with the skill enhancement that the smuggler gave you. The skill enhancement reduces the chance a lot, you would end up with a 10% chance of getting a bounty on you.


With a Fortress, the owner of it whos a smuggler can higher other smugglers with him creating his own Faction/PA in a way. They can defend the fortress with the NPC henchman or help smuggle the enhanced items. The only person who can make the enhanced item is still the owner of the fortress. No other person canenhance the items. Your smugglers members under you if they join you can take on the missions and if they dont complete the mission and try to take the item or sliced weapon it just returns to the person who sliced it.


This is the Idea I had in mind to enhance the smuggler profession.

JeffIncredible
Thu Jun 17, 2004 12:09 am
#264

Two real quick observations/predictions.


In regards to the NPC's, my speeder is a lot faster than them so there's no reason I can't just hop on my bike and fly off leaving them in the dust. Maybe you can get some kind of tef (just to bh's?).


Secondly in regards to the bottlenecking (starports etc..) I can already tell you now that people will attempt to use the bike warp "tactic/bug" to circumvent these bottlenecks. Is there a way to ensure that won't be successful?



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

Ex-Triple Threat |o|o|o|O
JohnHackworth
Thu Jun 17, 2004 12:09 am
#265

Greenmarine,


Finally, a light at the end of the tunnel! I am very encouraged to see this kind of effort finally being put forth!


Comments:

1) I would agree with some of the other comments regarding Quasi-Legal items. Is there a way to allow the player to choose between a fine and being attacked? (I.e., a dialogue box indicating that you've been fined, which you can choose to refuse to pay, resulting in an attack.) This would let lower-level smugglers or players have a choice between death or taxes.


2) I'm sure hoping that there is going to be code in JTL to allow the bounty system to extend into space. I'll be happy to meet up with that Bounty Hunter in my tricked-out X-wing!


3) I would also hope (I haven't seen the Jedi visibility stuff yet, hence my ignorance here...) that if the Smuggler defeats the Bounty Hunter who has his ticket, either on the ground or in space, that the Smuggler's visibility drops, and hence will drop off of the BH terminal (assuming his visibility isn't super-high.)


Overall, I think your vision matches very well with what we have been hoping for in our revamp. At last, we'll be able to smuggle, and it will have ramifications! And, I think the visibility system extending into normal play adds a great deal of flavor to the profession. What self-respecting smuggler doesn't want to be able to say, "I've got the death sentence in twelve systems!"

The ability to "cheat" the missions at a cost of visibility also adds a lot of flavor, and allows the player to assume as much risk as he/she is willing to bear. If you're a triple-master or have a hot ship, of course you're going to be willing to live more on the edge than someone just starting out.


Cheers,

-Hack



===========================================
Cerrandan Oloovai, Master Smuggler, TKM, Master Pistoleer
Privateer 4/4/4/3
Master Smuggler since 8/03 On strike 2/21/05
snorbarnet
Thu Jun 17, 2004 12:10 am
#266

GreenMarine, I love you and I want to have your baby.



Jarood Vox - Scoundrel for hire

ouselyd
Thu Jun 17, 2004 12:15 am
#267

This is very very good news...


The only sad thing is that most of the "old school" smugglers are either not smuggling anymore or quit the game due to frustration. If only they had put something together like this a few monts ago.


I was a master smuggler for 9 months, then got fed up BTW.

Aesh
Thu Jun 17, 2004 12:16 am
#268

/faith_restored


Amazing how easily I can be turned



********************************************************
In rememberance of Morph!
********************************************************
DRWolfe
Thu Jun 17, 2004 12:17 am
#269

Well, I really don't have much to say about these concepts except "very nice". I don't believe there is anything in there I would disagree with, it all looks great.

I especially like spice being crafted from "spice components" rather than harvested materials. Gets almost to the way spice should be. I'm sure one of these components would be the "raw" spice that is combined with other components to make the usable spice.

I do agree with Shrendyc in that there should be a way for smugglers to get spice components without holding back some cargo that is supposed to be delivered. This is for those who want to be "honest" smugglers with a reputation of always delivering as promised. Maybe payment for some missions could be spice components instead of cash.

I do not agree so much with LeBob in making Smugglers dependent on other professions for spice components. We're not dependent on other professions to make spice now, why make it so? We do have a dependency on other professions for slicing tools, and I don't see that changing, though we have to wait on the slicing concept document to see.



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

VinBlanc
Thu Jun 17, 2004 12:18 am
#270

I personally am very disappointed with these suggestions. How am I now meant to chose whether or not to go back to my first professon of smuggler or stay as my current profession bounty hunter?




With regards to contraband, I would like to know what sort of items constitutes each level.


I think there will again be a fuss raised about Imperial evasion. I know there are many arguments for and against Imperials having some form of evasion, but as long as it stays only at the lowest level of contraband goods I don't mind too much. But if an Imperial does evade a scan due to rank I think they should be made overt as they have been recognised and acknowleged by their comrades.


All in all it looks good. Now GM can you get one of your colleagues to head over to the GCW board and do something similar.



Dooleev - semi-retired
Cyneev
Vyle

Slice and Spice Shops - All Closed
Ster
Thu Jun 17, 2004 12:21 am
#271

Man this guy is good! When is he coming over to the commando profession again?



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
3D4D
Thu Jun 17, 2004 12:21 am
#272

I just thought of a major problem that wasn't addressed in the last crackdown.


Galaxy Bazzar Terminals


Currently the Bazzar can hold practicly any Item. Contraband should not be capable of being placed on the bazzars after the Smuggler revamp. Instead players should have to visit a black market to buy illegal items. This black market could be exactly like the current bazzar, but the terminals would be hidden in NPC cities such as Mos Eisley.Also smugglers could have a natural ability to find these terminals while other players would be unable to find them without the help of a smuggler.



/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
Smuggler_Caylin
Thu Jun 17, 2004 12:23 am
#273



Contraband


Concept


The game’s contraband system will be changed to include a greater number of illegal items, a range of legality levels, and increased penalties for being found with illegal items.


Legal Ranges & Punishment


Items will now have a range of legality. The following legal ranges will be implemented.




      Quasi-legal. A player caught with quasi-legal goods will be attacked.


      Banned. A player caught with banned goods will be attacked. The player’s visibility will increase slightly for each violation.


      Highly Illegal. A player caught with highly illegal goods will be attacked, the goods confiscated (if the attacked player is defeated), and the player’s visibility will increase. Highly illegal objects cannot be transported via the standard travel system by anyone other than a smuggler. The player must use the new smuggler travel system in order to move highly illegal goods. (This new system will be discussed later.)


      This highly Illegal part sounds *awesome* Now, what happens when an item is confiscated? Is there a chance to get it back? Is feign death going to have an effect on whether or not they take the item? I'm excited about this.


Illegal objects will display their legality in the examine properties list.


Great


A faction aligned player who is caught with contraband will lose a percentage of faction appropriate to the degree of the crime.


Sounds Great.


Imperial aligned players will now only be immune to scans regarding quasi-legal goods if they have the rank of corporal or better.


Imperial immunity to scans is a big sore-spot. I don't know if I care for them to be immune even here as that still insures 100% success without picking up smuggler. A high chance at success I don't mind on just quasi-legal items, but I do not believe there should be immunity in any way, for any player. Hopefully droid storage immunity will also be addressed?


Old sliced weapons and armor will be converted to have the legality level of "banned."


Cool.


Scan Frequency


Contraband scan frequency will be somewhat increased. Scan bottlenecks will be introduced at various locations in major cities, such as starport entries and medical centers.


Great! Though I will continue to dream of being hauled in for an 'extensive search' when I board a shuttle.


Contraband Visibility


The game's "visibility" system will be expanded. Any player can now accumulate small amounts of visibility for a contraband infraction. The amount of visibility will be dependent on the severity of the infraction.


Isn't this too close to pvp without consent? Carrying an illegal item and being punished by an NPC is one thing, getting hunted down by a bounty hunter in a PVP situation is another.


Smugglers may attempt to find out or reduce the visibility of any player by slicing a bounty hunter terminal. Failure to successfully slice the terminal will result in the smuggler being immediately added to the terminal. Clamps cannot be used in this form of slicing. (This will be a new type of slicing, not wire cutting.) More information on this is available in the slicing section.


This I honestly don't care for. The mental imagery of bounty hunters hiring smugglers to get themselves on terminals for easy investigation xp is not something I care to see. It's bad enough with Jedi farming themselves out I don't want to see smugglers going down the same road. This is why I've always supported the Counterfeit ID idea, as it does not rely on the smuggler, but the usage of the item by the jedi in order to gradually decrease their visibility while raising the risk of the smuggler who made it.


Smuggling Missions


Concept


Various criminal organizations throughout the galaxy have found financial success in moving illegal substances and goods from one place to another. The vehicles of these transfers are the smugglers, men and women who store their morality along side coffers full of questionable goods. The smugglers are brave and often brash individuals who risk their lives for monetary gain on a daily basis.


The smuggler revamp will introduce new missions to simulate the smuggling underworld.


Are we going to make all smugglers strictly criminals? Or are we going to allow them to have a 'cause'? For example, I smuggle materials for the Alliance as I believe in their cause. I never lay aside my morality in an RP sense. The idea of having to surrender my GCW faction to actually become a real smuggler is not an appealing thought.


Basic System


Smuggling Missions are received from various underworld bosses, called ‘suppliers’. Jabba, Lady Valarian, and other key criminal characters, as well as new characters, will offer smuggling missions. Smuggling missions are only offered to smuggler characters. The difficulty of the mission will scale to the average tier level of the smuggler’s skills.


At its core, a smuggling mission is similar to a delivery mission. The player is given a crate of illegal goods to move to another contact. The player must then return the payment for the goods to the source of the mission.


Ex: Jabba gives the player a crate of 50 narcostims to deliver to a cantina in Mos Eisley. After the player delivers the narcostims, she receives a payment of 12,000 credits. The player then returns to Jabba and delivers 8,000 credits, pocketing 4,000 as payment for the job.


There are no skill boxes specific to smuggling missions, but the smuggler’s skills in scan avoidance and slicing will come into play.


So how does a smuggler figure out how difficult these missions will be? Will a novice smuggler be able to take the same missions as a Master? I'm not quite comfortable with that.


Cargo Legality


Smuggling mission cargo is highly illegal. Any non-smuggler caught carrying a crate of any item to be delivered from a smuggling mission will be attacked and have the cargo confiscated.


Due to the illegality of the cargo, the authorities may occasionally hear about a particular supplier’s intent to move goods. Smugglers on a smuggler mission may encounter attacks from planetary or Imperial authorities, depending on the difficulty of the mission. Killing these enemies is not necessary to complete the mission.


Sweet!


The target for a smuggling mission will only wait so long to receive the delivery. If the player does not deliver the goods within a reasonable amount of time (dependent on mission difficulty), the mission will be lost and the player will receive some visibility.


This makes me wonder about the possibility of making our missions give out an XP type required for progression. If that happens, you are again having PVP without direct consent by the player, in order to progress up the skill tree. Interlocking XP progression with PvP is not a great idea for those smugglers who chose neutral for a reason.


Withholding Cargo


The player may choose to withhold part of the delivery. In the above example, the player may choose to only deliver 30 of the narcostims to the contact in Mos Eisley. If the player chooses to withhold cargo, s/he will only be paid a portion of the actual delivery fee. The amount of the payment will be directly proportional to the amount delivered.


In order to split a container of mission supplies, the smuggler must successfully slice the container’s locking mechanism.


Great to hear about this, I've been pointing to this for a long time, in order to increase the novice container availability. Thank you for listening!


The player may also choose to withhold part of the money to be paid to the supplier. For example, the player might deliver all 50 narcostims, but only pay Jabba 6,000 credits.


Withholding cargo or pay will result in the smuggler earning a small bit of visibility. Thus, a smuggler who chooses to defy the crime lords who supply her with jobs faces the possibility of execution at the hands of a hired Bounty Hunter.


The more difficult the smuggling mission, the greater the visibility gained for cheating.


Sounds great.


Cargo Contents


Smuggling mission cargo often contains items that are components for smuggler crafting. Narcostims, for example, might be a component used in the creation of the spice, Glitterstim. Thus, a smuggler will need to occasionally withhold some of the cargo from a mission if they wish to enter the spice business.


In the interests of the player economy and current game balance, spices will remain craftable. Now, however, smugglers will "assemble" various components into spice packages, instead of chemically brewing them. Experimentation will be added...more details later in the spices discussion.


I'm very interested in this.


Smuggling cargo may also include crates of low or mid level spices. The player may choose to withhold these spices and resell them to other players if they wish.


Alrighty.


Space Integration


There will be elements of smuggler missions involving space zones & space gameplay, but I can't discuss many space details. The player may have to pick up or deliver goods in space. Players without JTL will not be required to go to space. This is an "after space ships" feature.


Okey-dokey







The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

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