Smuggler Archive
Thread: Revamp Discussion: Contraband & Smuggling Missions
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
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.
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