Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

RellikCro
Thu Jun 17, 2004 1:03 am
#300






Tonteth wrote:





Smuggler_Caylin wrote:



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.


Did a smuggler, or another person hold a gun to the other player's head forcing them to use a sliced weapon, or spice? Didn't think so. It was consentual.


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.


You could always do it the way Invest is set up. Problem solved.


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.


Once again, did you or someone else hold a gun to that smuggler's head, forcing them to take the mission? The easiest work around would be low level missions are NPC based if failed, and PC based for the higher level ones.












No Tonteh, you are taking away someones playstyle by what you are saying. We have been told by the devs upto this point that both PvE and PvP have their parts in this game... in fact it was advertised that the game would be for the casual gamers, social gamers, and powergamers. As a casual gamer that happens to play quite a bit per week I find any system that puts me into a scenario where I can be confronted by another player as being not only unconsentual but goes directly against what we have been promised since before beta.


If you want to PvP they make it very simple and extremely easy to switch back and forth between PvP and PvE. Simply go overt and your now in PvP mode, go covert (or stay neutral) and you are now in PvE mode. Injecting PvP into a PvE mode is unconsentual no matter what the user decided to do. They devs have a responsiblity to make sure the players have a clear and very noticable distinction between PvP and PvE and should never have to worry about PvP while in PvE mode. Doing otherwise is taking away from my playstyle and forcing yours onto me.


I will not PvP, I have no interest in PvP. Yes I have tried it, dont like it, could care less for it. But I respect those that do in fact like it and want it. I have always supported Overt's and their playstyle. I simply ask that you also respect ours, do not force your playstyle on us. You have lots of ways to engaged in PvP, leave our gameplay how it is and purely PvE.





Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
Rogue135
Thu Jun 17, 2004 1:09 am
#301






RellikCro wrote:





Tonteth wrote:





Smuggler_Caylin wrote:



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.


Did a smuggler, or another person hold a gun to the other player's head forcing them to use a sliced weapon, or spice? Didn't think so. It was consentual.


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.


You could always do it the way Invest is set up. Problem solved.


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.


Once again, did you or someone else hold a gun to that smuggler's head, forcing them to take the mission? The easiest work around would be low level missions are NPC based if failed, and PC based for the higher level ones.












No Tonteh, you are taking away someones playstyle by what you are saying. We have been told by the devs upto this point that both PvE and PvP have their parts in this game... in fact it was advertised that the game would be for the casual gamers, social gamers, and powergamers. As a casual gamer that happens to play quite a bit per week I find any system that puts me into a scenario where I can be confronted by another player as being not only unconsentual but goes directly against what we have been promised since before beta.


If you want to PvP they make it very simple and extremely easy to switch back and forth between PvP and PvE. Simply go overt and your now in PvP mode, go covert (or stay neutral) and you are now in PvE mode. Injecting PvP into a PvE mode is unconsentual no matter what the user decided to do. They devs have a responsiblity to make sure the players have a clear and very noticable distinction between PvP and PvE and should never have to worry about PvP while in PvE mode. Doing otherwise is taking away from my playstyle and forcing yours onto me.


I will not PvP, I have no interest in PvP. Yes I have tried it, dont like it, could care less for it. But I respect those that do in fact like it and want it. I have always supported Overt's and their playstyle. I simply ask that you also respect ours, do not force your playstyle on us. You have lots of ways to engaged in PvP, leave our gameplay how it is and purely PvE.






What he said...




--------------
I've got a bad feeling about this."
DiscoJason
Thu Jun 17, 2004 1:22 am
#302

As a Bounty Hunter, I love the idea of getting more people to hunt down. Good job on that, GreenMarine. Now, when you're done with this, get cracking on Ranger so I can have a hard decision to leave BH to return to the first profession I mastered (well, besides Scout to get up to Ranger).
KruddMan
Thu Jun 17, 2004 1:28 am
#303

Didn't read the whole thread, just the begining.


It sounds pretty neat, but I am not a PVPer and would very muchnot like to be hunted by player bounty hunters.


If I was being hunted by NPC bounty hunters that showed up in random encounters in space or on the ground, it'd be a lot more appealing.
KruddMan
Thu Jun 17, 2004 1:35 am
#304

And you can't say "well don't be a smuggler if you dont' want to pvp" 'cause eh, no. It's not like joining a faction or becoming a Jedi. Smugglers aren't an uber-class and the best thing we could do against BH is run away... which is an okay thing for a smuggler to do, but I'd rather be running away from an NPC than some guy camping the same spot waiting for me to try to complete my mission again.
Saabotage
Thu Jun 17, 2004 1:38 am
#305

Their is an easy awnser to consentual pvp, if a smuggler wants to remain off of the bH terminals he could easily "Pay" the "proper authorities" off, also it would add alittle content to make the pve only smuggler or smugglers in general, have to discover "what authorities" were after him. and then pay one of them off :-P. That way theirs a monetary consiquence to being a bad smuggler. Also for the other classes we could do the same thing for them, and "pay the authorities off", with alittle skimmed off for us. Say that a BH gets the mission, the smuggler would be notified via an email.and be given a certain amount of time to bribe the right person, and if sucessful the BH would get an emial stating that "mr. Smuggler was found dead out side of a death stick factory", and instantly lose the mission. doing thiswould do 2 things it would 1. give the smuggler a reason to "be good" and 2. It would giev the BH an incentive to find the smuggler as soon as possible.

Also as our visability goes the bounties should get bigger!!


And i think that smugglers with a imfamous amount of visablity should be made todo different political/illegal quests to get their names cleared


Also i still like buying faction, i would hope this too would be expanded, maybe made cheaper todo so the war could start up again. And for goodness sakes remove the 500 faction cap!



br>I would rather be exposed to the inconveniences attending to much Liberty then to those attending too small a degree of it. Thomas Jefferson 1791
Smugglie = Smuggler + Lie
Liberty Or Death
RellikCro
Thu Jun 17, 2004 1:59 am
#306






Saabotage wrote:

Their is an easy awnser to consentual pvp, if a smuggler wants to remain off of the bH terminals he could easily "Pay" the "proper authorities" off, also it would add alittle content to make the pve only smuggler or smugglers in general, have to discover "what authorities" were after him. and then pay one of them off :-P. That way theirs a monetary consiquence to being a bad smuggler. Also for the other classes we could do the same thing for them, and "pay the authorities off", with alittle skimmed off for us. Say that a BH gets the mission, the smuggler would be notified via an email.and be given a certain amount of time to bribe the right person, and if sucessful the BH would get an emial stating that "mr. Smuggler was found dead out side of a death stick factory", and instantly lose the mission. doing thiswould do 2 things it would 1. give the smuggler a reason to "be good" and 2. It would giev the BH an incentive to find the smuggler as soon as possible.

Also as our visability goes the bounties should get bigger!!


And i think that smugglers with a imfamous amount of visablity should be made todo different political/illegal quests to get their names cleared


Also i still like buying faction, i would hope this too would be expanded, maybe made cheaper todo so the war could start up again. And for goodness sakes remove the 500 faction cap!






While I agree to some of your ideas the end result is still unconsentual PvP. You failed to respect my playstyle, a playstyle I been playing since day 1 (ok day 2, was anyone able to log in day 1?) and you now just want to disrespect it and toss it out the window. I have not gone imperial nor rebel, I do not get involved in the PvP aspect of the game. I do spend large amounts of time socializing and enjoying the various parks around the galaxy. But according to your and others post I should now stop who I enjoy playing or in others words just change my profession altogether, simply because of lack of respect for how I and alot of others enjoy the game.


It continually amazes me that I have yet to find a single PvE'er that does not respect PvP playstyle and supports the Overt aspect of the game as much as they can but yet I find very few PvP'ers that have the same dedication and respect to our playstyle.


If your above proposal made it so we, as the smuggler, got an email and then were told we had to either talk to so and so in so and so city to pay our fine (or for like neutral visit jabba perhaps) by a certain date a bounty would be placed on our heads. And that time was reasonable, say 2 weeks (there are those in my very guild that do not get on but once every week and half) and then the bounty AND visiblity was earased I would go for it, but I do not speak for rest of the PvE community. There has to be a very clear cut seperation between PvP and PvE and the ability to easily avoid PvP. That is the whole reason behind the overt/covert status... I mean seriously to be correct any Imperial would be "overt" all the time but the devs have said many times they will not force unconsentual PvP upon the playerbase so they came up with overt/covert status which seems to be working quite well as I have never had to be forced into a PvP situation and I have enjoyed this game extremely alot since it started.





Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
Ezis
Thu Jun 17, 2004 3:28 am
#307

just my 2 pennies on the bounty term slices


logically one would assume that if you can access the terminals to remove a name, one would be able to add a name as well, but with a higher risk of getting caught. the reason i mention this is i'd like to have a bh track me down and find himself looking at my vk coming right at his face... i'd also like to be able to add the idiots in the game that have no point in being online besides to call other people morons and such...


ok, that was my 2 pennies



Ezis Johns
Corbantis's First Jedi Pirate
Captain of the TIE: Oppressor "OMGWTFUGotPWNED"
Captain of the VT-49 Decimator "OMGWTFIGotPWNED"
My lightsaber is bigger than yours!
(gggggggggggggggggggggggggggggggggxnnntnnnnnn<

Ezis
Thu Jun 17, 2004 3:37 am
#308

if you don't want the risk of being attacked by a bounty hunter, DON'T DO THE MISSIONS. they never once said you had to do the missions to get xp, although i'd like to see the smuggler missions go along with the underworld negotiations line, that line is dead and useless. difficulty also has quite a bit to go along with visibility, don't you think the easier missions would be easier to complete without gaining visibility???



Ezis Johns
Corbantis's First Jedi Pirate
Captain of the TIE: Oppressor "OMGWTFUGotPWNED"
Captain of the VT-49 Decimator "OMGWTFIGotPWNED"
My lightsaber is bigger than yours!
(gggggggggggggggggggggggggggggggggxnnntnnnnnn<

Sc0rPs
Thu Jun 17, 2004 4:20 am
#309

Hi Green!


I like those concepts so far, one thing is the visibility. Now as it is every BH that grabs the mission on player keeps it. I'm not sure how hard or easy this is but I think the mission should be available to every BH across the galaxy but only one gets to collect! Once the smug has been deathblowed by any BH a system message (or something along that line) should basically inform the rest of the hunters the mark has been slained. At that point the smuggler should be reset to 0 visibility.


hehe hope that made sense.



Where's the Star Wars!?

GCW Wish List!


Proof the Empire is the good guys!

Colonel Galdwin
jseames
Thu Jun 17, 2004 4:22 am
#310

Just to clarify a misconception I've seen a couple of people mention, the difference between overt and covert is not PvP and PvE. No matter what your status with either faction, the simple fact is that if you're part of a faction, you're consenting to PvP, as was stated many times by the devs. You can still easily get a TEF and become open to attack from the opposite faction. The only way to stay completely out of the PvP environment is to remain neutral. Overt is full out PvP mode, covert is limited PvP, and neutral is solely PvE. I know this isn't exactly the issue of debate, but it just personally bugs me when people are misinformed or mistaken about these sorts of things. Just a little pet peeve.


As for the issue of visibility, I'd assume that you'd probably have to fail a few missions or keep a fairly large amount of pay/goods (the latter being an action youwillfully take and should rightfully be considered opening yourself up for PvP) to end up getting a bounty placed on your head. Perhaps if you happen to fail a mission, you have the opportunity to return to your employer (if an underworld figure, as I can't see the Alliance hiring out bounty hunters should missions be available from them, as I previously mentioned . . . you'd simply take a faction hit, ideally) to pay them off (an idea previously mentioned). After all, they could care less if their shipment actually made it or not as long as they got theirpayment or compensation for the lost goods if they were the intended recipient. After all, Han didn't get a bounty on his head until after a certain amount of time passed and he didn't pay off his debt to Jabba, which was the result of lost goods he was transporting. As someone stated before, the timeframe could start from immediately after the mission is failed for a period of about a week or two. This should give someone ample time to try to find some work to raise the money they need to pay off their debt in the event that they're short the credits at the time. An email could be sent to them immediately after the mission failure informing them of their situation. This sort of thing would allow those who want to avoid PvP the opportunity to do so while still facing a penalty of a different sort. This would still allow the smuggler who wishes to avoid PvP to still be able to progress reasonably quickly in the profession.


Also, in this situation, even a smuggler who wanted to aquire the unique crafting items by skimming a shipment and still avoid PvP could do so by simply paying the mission giver the entire expected pay (since the pay they receive from the goods' recipient is proportional to what they actually deliver) and their visibility would not increase. They would, in effect, be buying the goods just as any other individual would. The only difference is that those who don't mind risking a possible PvP encounter would be able to get them for free if they wished to take that risk.


Should a smuggler who wishes to avoid all PvP accidently gain a little visibility (and again, it is implied that just one instance of gaining small amounts of visibility wouldn't necessarily result in a bounty), if a decay rate is included they can simply lay low for a short time and have the visibility reduced. If they're the impatient, they could always hire out another smuggler (thereby incurring another monetary "penalty" of sorts) to lower their visibility via terminal slicing and choose not to do it themselves. Naturally, the proposal for this route is for a slight change in that particular smuggler ability to only put the smuggler doing the slicing to be immediately added to the terminal, and not the person who they're acting on the behalf of. After all, it's the smuggler doing the slicing that's in the direct wrong in that situation and the other person could simply be considered as disavowing any knowledge of the smuggler performing that task, making it appear as if it was simply of the smugglers own accord. Sure, the smuggler who wants to avoid all PvP would basically be restricted from using this skill since there is the risk of being immediately added to the terminal, but this doesn't limit their ability to progress in the profession, it just excludes them from a single slicing ability.


As for the potential for everyone else gaining visibility, yes, they should be properly informed which decisions may lead them toward obtaining a bounty on their head. Like someone pointed out previously, though, this could easily be done via new loading screens, the players reading the patch notes, and perhaps even an in game email describing that particular new feature and giving proper warning. If people choose to completely ignore all three of those sources of information, then the fault then lies with them.
slugeater
Thu Jun 17, 2004 4:39 am
#311

All



Sluggy Devlya
Master Smuggler-Politician
Avian City-Talus-Chilastra

Best way to deal with the tall guys is to give them incentives to lick the ground. And dont look down on me that way youre not THAT taller.

Kai_Skywalker
Thu Jun 17, 2004 4:40 am
#312

A great start to the smuggler revamp discussion, well done Greenmarine. I hope this kind of discussion/process will be expanded into other areas as time goes by, after all this is probably unique in this genre of gaming.

Some quick comments on the proposed contraband/smuggling ideas:
I LOVE the new level's of illegality (quasi-legal, banned, highly illegal). I think the idea of the more risk = more visibility is a great one. Hopefully with the combat re-balance players won't have to rely so heavily on sliced weapons and/or armour but your ideas for the visibility system should still be implemented, if you don't like the punishment then don't take the risk. I do however like the idea put forth by other players of varying the punishment from city to city, eg being scanned in Mos Eisley would result in less visibility than say being scanned in Theed. I also like the idea of giving mayors a similar system to implement levels of punishment in player cities. This will serve to spread the player population around, decreasing the load on the Coronet and Theed servers and possibly increasing the credit sink via the travel system.

I would like to hear your ideas on how to address the issues Caylin highlighted though. I too don't want to see smugglers blatantly slicing BH terminals to help their BH friends or make some easy money. One suggestion I would like to make is whilst there is a bounty on your head the level of smuggler missions you can take is severely hampered, after all why would Jabba give you an important mission if the chances are you are going to be killed by a bounty hunter (and fail the mission) before the job can be done.

Regarding the comment about losing faction if/when caught with contraband.
Is this statement intended to apply to the faction the contraband came from (eg a smuggling mission for Jabba) or the player's GCW faction?
If it is the former then I don't have problem with it. However if it is the latter then some things need to be considered.
As pointed out by someone else in this thread, beggars can not be choosers and with that in mind why would the Rebels punish anyone for carrying contraband? Case in point; the two most (in)famous smugglers in SW lore, Solo and Calrissian, were made Generals in the Rebel Alliance. Without smugglers the rebels wouldn't have weapons, armour, medical supplies even defectors (no one to smuggle them off-world). In the case of non-smugglers who may be carrying sliced weapons, armour and maybe even spice I again ask why would the Alliance turn such people away?

When it comes to Imperial players my initial reaction would be keep the faction point punishment after all they do get a small immunity based on rank anyway and they are also meant to get access to better faction perks that should offset the dependancy on sliced items (or at least they should eventually). On the other hand, getting fined and getting some visibility as punishment could be severe enough without losing faction points as well.

In conclusion I don't think any rebel aligned player should lose rebel faction for being caught with contraband and in the interests of fairness the same should apply to Imperial alligned players. Unless of course I totally mis-read the statement and you meant Rebel players will lose Imperial faction and vice versa but then isn't that a moot point?



---------------
You are wise beyond your years, a sage for the ages, the master's master. That's why your Star Wars type is Yoda. Which character are you?

Read this and remember it is just a game...

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