Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

slugeater
Thu Jun 17, 2004 4:45 am
#313


All right, getting out of retirement for this one post.

Everybody assumes having sliced equipment is granted. That's where you err. The Empire issues standard weapons to its troops. Rebels aren't even supposed to have standard equipment and do with what they can, certainly not top of the line sliced equipment.


Some rich people will be able to afford to buy sliced items, AND to try to bypass the police in using it. I don't care if I don't slice a lot of weapons/armor for money, I did so at a time because smugglers had two ways of earning money:


  • Destroy missions, but I didn't choose pistoleer, if I had wanted a full fledged combat character and wanted to do only combat, I'd have chosen something else.

  • Slicing, spices: more smuggler-ish, ok, let's go with that since there's nothing else.

Sliced equipment is supposed to be highly expensive, highly illegal, and difficult to find. The present, everybody having sliced equipment, is the anomaly, not the future.


*goes back to his tent*




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.

Landorin
Thu Jun 17, 2004 4:53 am
#314

GreenMarine, why not going even further with penalties? If you get catched with stuff such as highly illegal, why not losing a rank? That way, if you lose enough ranks, you are subject to scan again. But since losing a rank means losing a LOT of FP this is probably too unbalanced (or you had to add an extra class which is even higher than "highly illegal" just for rank losing).
Janai
Thu Jun 17, 2004 6:14 am
#315

I sincerely hope that since the risks of making, trafficking, and holding illegal spices is going to have such severe consequences, that they will be made into something worth taking the risk for. As it is, spices are a lame duck. They are an item of last resort right now, no one uses them.It is easier and more worthwhile to find a chef who makes these magical foodstuffs that are more powerful than anabolic steroids and don't have the nasty side effects either. If a plate of canapes can turn you into a raging bull, concider what a spice similar to PCP would do...come on!


Perhaps this is going to be handled in the combat re-balance but please do something.
Ace2
Thu Jun 17, 2004 6:36 am
#316

bah, they should just reduce the ******* SP times already, about 99.99% of the players wants this but for some reason they didnt do what they promised.





Ravenn Warrior
Master Shipwright
Coronet: 710 -5100
+20 Weapons/Engines/Chassis Exp
GForce Industries for all your component needs
RaithStarwind
Thu Jun 17, 2004 6:46 am
#317


GreenMarine, you are the kind of scruffy looking nerfherder I can get behind. ^_^


The new ideas you post are absolutely wonderful! THIS is the kind of proposals we should have seen and had a chance to discuss. Even if a lot of the issues have to be changed for functionality I am glad to see we have a developer who gives us positive feedback to our templates.


I know you mentioned spices would be discussed later, but since it relates to 'borrowing' a little from the delivery missions I thought I would bring it up. After gaining enough Reputation with a criminal faction will a smuggler be able to buy the spice/materials right from the NPCs without having to skim off the top of thier delivery missions?


Also, with reguards to the bounty hunters. With 'visibility' does this means all players (Smugglers, Musicians, Medics) have the chance of becoming 'visible' on the terminals and thus having Player Bounty Hunters hunt them down?


If so I think this is great!


People may argue that this forces neutral players to become involved in PVP but that is not true. If they do not want to get involved they simply shouldnt use contraband items. This is the same choice people make by staying neutral, covert, or overt. Faction players take the risk of being detected and forced into a PVP situation, but they understand this up front. You get better combat missions by being covert over neutral and you get better(sortof) perks by being overt over covert. Illegal items could be the same way. If you want the nice stuff you have to be willing to take that risk. How cananyone justify stealing and using illegal itemswithout the risk of being caught. ^_^


Finally when we get to discussing the Underworld Tree could we concider a modifier for the smuggler if he steals from his delivery mission. For example. Say You deliver 50 narcostims to a cantina. If you steal 1 narcostim you have a small(but enough to make it risky) percentage chance of being caught and marked 'visible'. If you steal 25 you have a larger percentage chance. Something in Underworld could lower this percentage and give the smuggler a chance to trust in his luck instead of automatically knowing he will be marked as visible. That way when you see a smuggler dodging that tracking droid you know he got greedy. ^_^


Again a wonderful discussion proposal! And that is very high praise since it comes from me. ^_^

Message Edited by RaithStarwind on 06-17-2004 09:54 AM



Raith Starwind.
Master Image Designer and Master Smuggler of Coronet. (Starsider)
Do not meddle in the affairs of Image Designers, for they are subtle and quick to make you an eyesore. ^_^
KodaVeers
Thu Jun 17, 2004 6:57 am
#318






Suboshi wrote:



1) What (and I know this is coming later) constitutes "highly illegal"? If we're talking about drugs pretty much, then confiscating those may be fine. That's a reasonable penalty in addition to being attacked. If highly illegal includes sliced weapons or armor though and there is a possibility of those being confiscated should the player in question lose the fight... that could be a problem.





That's the price we pay as smugglers, and the price our clients pay for wearing and using illegal goods. It's a PERFECT way of life for the smuggler...




"We are the people that can find whatever you may need, If you got the money honey, we got your disease" GNR

To those of you who feel ripped off by NGE, here you go. "You bought an apple, you ate that apple, you enjoyed that apple. Now you've been given a lemon. Eat it, chuck it, squeeze it over a pancake. The choice is yours." As explained by "Coldreboot"


Kodda Veers Master Smuggler Kodda Veers Master Bounty Hunter
KodaVeers
Thu Jun 17, 2004 7:00 am
#319






Thunderheart wrote:


Its WAY early to be talking about this stuff, but one of the discussions during the Fan Fest was a kind of "Smuggler's Slicing Gambit"for the Jedi terminals. The idea was that smuggler's would have a percentage chance to remove a Jedi's name from a terminal. If the Smuggler was successful, the Jedi's name would be removed from the terminal, but if the Smuggler failed, they would both end up on the terminal. Everyone liked that idea very much








That's a great idea. That Jedi better have some credits on him/her...alot of credits...




"We are the people that can find whatever you may need, If you got the money honey, we got your disease" GNR

To those of you who feel ripped off by NGE, here you go. "You bought an apple, you ate that apple, you enjoyed that apple. Now you've been given a lemon. Eat it, chuck it, squeeze it over a pancake. The choice is yours." As explained by "Coldreboot"


Kodda Veers Master Smuggler Kodda Veers Master Bounty Hunter
Nerj
Thu Jun 17, 2004 7:14 am
#320






HalasterTheBlack wrote:





JTGAlpha wrote:

Yes, but they're not supposed to have this stuff this easily anyway. It's SUPPOSED to be hard. It's supposed to be illadvised to carry illegal weapons and large quantities of drugs through an airport. We exist to provide those services because they ARE illegal and illegal is what we do. But if there's no punishment for having them then what's the point of them being illegal, hence what's the point of having us? They can't have their cake and eat it too. Not anymore. They're going to have to just live with it. I CAN have this attitude because I've been at their beck and call since launch with little in the way of Smuggling to go with it. I've sucked it up this long. It's their turn. My money is just as good as theirs. I want my profession to MEAN something and that's going to mean things have to be ILLEGAL else why would you need a SMUGGLER for it in the first place? If you think I'm just going to go, "Oh, poor players are inconvenienced at Starports," and go back to being a slice/spice (what spice?haha) whore, you're out of your mind. That's not fair either. No one says that they'll get caught all the time. Or that they'll get scanned all the time. Or that they won't EVER be able to take their stuff through the starport. Like I said, they're more than welcome to roll the dice and take their chances.






If you make the game hard / annoying / frustrating enough,people willstop playing.


Cries for nerfs are happening in a lot of forums. Same sentiment everywhere- "we've had it bad for a long time now so nerf everyone else so WE can be more UBER!". If everyone's buffnerfs everyone else... /sigh


I fail to comprehend why seemingly intelligent people can't strive for a win-win instead of a win-lose (that, in a game, turns into a lose-lose every time)...







Cries for NERF come from those who see people having and easier time with the game. If those that DO get an easier shot have some penalty for it then there will be less of a call for a NERF.


Example: Sliced Armor -- In a PvP contest an Uber player attacks an unsliced Armor player. ST do a scan and behold a criminal is using illegal goods and join in the fight against the sliced Armor player. Advantage negated.


Same with weapons and the possiblity of spice. One may have to stay away from cities when under the influence or carrying spice.


DEAD-EYE formula product should also have these restrictions.




Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

KodaVeers
Thu Jun 17, 2004 7:18 am
#321






DavidHarper wrote:

I think that smuggler should be more for the Rebel and Neutral Player than for the Imperial Player. If your neutral Smuggleing Spices and things are the sort of missions you should be doing, if you are Rebel then you should be Smuggleing things like Ship Components/Warheads/Bacta to the Rebel Fleets.






This is why we need nuetral factions for smugglers...and even BH. They both work for the highest bidder....



"We are the people that can find whatever you may need, If you got the money honey, we got your disease" GNR

To those of you who feel ripped off by NGE, here you go. "You bought an apple, you ate that apple, you enjoyed that apple. Now you've been given a lemon. Eat it, chuck it, squeeze it over a pancake. The choice is yours." As explained by "Coldreboot"


Kodda Veers Master Smuggler Kodda Veers Master Bounty Hunter
Nerj
Thu Jun 17, 2004 7:23 am
#322






Daker-Naritus wrote:




Ah wrong. Absolutely wrong.


There is a BIG difference between items like guns and armor that you use ever single second of every single day and other items that you only occassionally need (maybe once or twice a month).


What I am saying is to NOT increase the penalties on the everyday items, and to bring down the house down (as in huge regiments of storm troopers) on the occassional items.


The net result is: You will not need a smuggler every single day, and smuggler will not be your "gun squire" (running along side you with your gun like in indentured servant). BUT, you may need a smuggler 1-2 times a month to smuggle something for you. With over classes of people, and less than 5% of players being smugglers, chances are that 1-2 times a month per person will provide smugglers with a steady stream of things to do.


Whatare thoseitems that you will need 1-2 times a month? I have no idea. That is why we are having this discussion is to propose ideas. If you don't like my ideas, at least try to propose something different.





Ah! you mean like Doctor Buffs? Those are NOT ONLY every day but every 3 hours




Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

RhettSarlin
Thu Jun 17, 2004 7:33 am
#323


"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."


WHOA! BZZT BZZT BZZT! HOLD THE PHONE! DANGER WILL ROBINSON, DANGER!


dont have time to read all posts in this thread, so i hope i'm not just repeating what someone else said, but....


glitterstim is found ONE place in the galaxy, on kessel. you want to potentially make it CRAFTABLE? i know it might be good for the player economy, but it SUCKS for continuity!


better solution - if you're going to include glitterstim at all, have only master smugglers get those missions, and only occasionally....have them be able to "skim some off the top" once in a while, but if they do it too often or take too much then their visibility increases BIGtime. also a good idea would be to have a "trust" system implemented, where the highest level missions like glitterstim smuggling you only get if you've earned the trust of a crimelord by successfully fulfilling missions for them for quite some time....and if you suddenly just skip out on a whole high level mission like glitterstim smuggling and dont even return the glitterstim to the mission giver, then their trust in you plummets and you cant get good missions from them because they dont like you....and i dont like you either...you better just watch yourself...i've got the death sentence in twelve systems!!!!


anyway....


*disappears




_________________________________________________________________


Artisan 4/4/0/3, Novice Tailor, MASTER CARBINEER!(why are you laughing???), Medic 4/4/4/4, Scout 4/0/0/0, Freelance Pilot 2/3/3/2
Carbineer Forever
"DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DI-" *dies*
RhettSarlin
Thu Jun 17, 2004 7:35 am
#324

uh...wow...how'd i do a TRIPLE post? you have my apologies, i dont know what just happened...



_________________________________________________________________


Artisan 4/4/0/3, Novice Tailor, MASTER CARBINEER!(why are you laughing???), Medic 4/4/4/4, Scout 4/0/0/0, Freelance Pilot 2/3/3/2
Carbineer Forever
"DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DI-" *dies*
Nerj
Thu Jun 17, 2004 7:36 am
#325






Daker-Naritus wrote:





Jhovial wrote:


That is wrong. I will simply stop using slices and spices (truthfully I already have just for that reason) to aviod the delays.

You have to be joking? What delay? 10 seconds? 20 seconds? Seriously if that is so much time wasted, you must toss your computer out the window everytime you miss the shuttle and have to wait 5 minutes, or god forbid, 10 minutes.


Aye. I am not a happy camper when I miss the shuttle.


Honestly I think were dealing with a rare case when we are dealing with your arguments. If you already stopped using sliced weapons because a potential delay they could cause that rarely happens and takes next to 0 time, then what smugglers want is really not for you. I really have to think that you are truely the exception and not the rule and should be one of the people that is a fine, dont use our services.


Speaking of rare cases try this one: What happens when I need to travel, but can't find a smuggler? If you force everyone to use smugglers whenever they want to transport common items like guns and armor, what happens the 90% of the time you con't find a smuggler who isn't busy?














You are assuming that SCANNING will be at EVERY STARPORT ALL THE TIME!!!! This should not be the case, they should move around to different locations at different times, based on player activity. if large amounts of players are using Coronet then are LARGE number of scans should be going on. While, there is little to none going on in Tyrenna.


This will have the benefit of Moving people around and liven up Ghost towns that exists currently. Plus, grouping will be needed more.




Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Page 25 of 95