Smuggler Archive

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

Ssith-rin
Sat Jun 26, 2004 6:10 am
#326

I seems to me that you appear to have everything in hand, if only we didn't have to wait so long. Well I have now been a Smuggler for 6 months solid and no plans on dropping it, I believe I can wait the several more months to perfect our revamp.


Good work GreenMarine



Ssith-rin

Master Smuggler (FOREVER)
Smuggling since Christmas 2003
How I long for the day to smuggle something...anything...at all
SpinningCloud
Sat Jun 26, 2004 6:56 am
#327

JTGAlpha,


The problem with steps 1-3 is that it's just plain boring and involves no skill or creative thinking on the players part.


You might as well just be told you're going to pass or fail when you take a mission since the entire process is chance each step of the way.


There needs to be some way for the player to actually affect the success/failure of the mission otherwise you might as well accumulate all your server-side rolls at the beginning and not waste your time on the rest.




Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

RBliels
Sat Jun 26, 2004 8:04 am
#328


I like the idea of the Normal vs. Critical missions.


I think the key to the success of the Smuggler revamp lies in the nature of the contraband that we will be smuggling. It has to be good stuff. There needs to be incentive for us to rip off our suppliers (e.g., we can get more money selling to the community that we could completing our missions). The contraband should be items that ONLY a smuggler can get, and it has hold value to the community.Different types of schematics for which the crafted items would then be illegal, weapons, and pets that can't be found in the wild that you could sell to a creature handler are some examples.


As a player moves up the smuggling branch they would have the ability to smuggle more valuable contraband. Also, the benefits of having such contraband need to outweigh any punishment. The contraband doesn't need be as rare and a valuable as an AV-21 powerplant,but makingthe items onlyavailablefrom smugglers will go a long way towards making this a viable and valuable profession.


Regarding punishments, you could make them random. Sometimes you would get fined, sometimes you would lose faction points, sometimes you would get attacked. I don't know that I like the idea of having the items confiscated unless you can control which items can be confiscated. Having a sliced krayt weapon taken away would not be good. Also, the punishment should be contingent upon the type of contraband and the amount of contraband a player has.



Nabeel

Ahazi Server
JTGAlpha
Sat Jun 26, 2004 10:10 am
#329

Hey...it's not my idea. I'm just passing it along for Solo.


But personally, your point is valid but complexity can be added. this is just a simple bare bones version to build off of. A constructive suggestion of a framework to go by.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

SpinningCloud
Sat Jun 26, 2004 3:00 pm
#330

Yeah, I'm not trying to get on anyone's case...just don't want what we get to be a simple electronic dice roll...


A few ideas to put some skill and tactics into the hands of the players;


1. High fp with criminal factions should give the smuggler map markers for the local security forces. Obviously you need criminal fp for that local so Jaba fp isn't going to help you find out where the Corsec patrols are.

2. Proximity to patrols should trigger any electronic rolls so that we can actually try and avoid them by using other players as spies and informants.

3. Having your Smuggler title showing should increase your chance of detection.

4. Spamming smuggler type words like 'spice' and 'slice' should increase your chance of detection.

5. Smuggler should, for a price or perhaps a successful slice, be able to board interpanetary flights at player towns to avoid patrols at starports. Perhaps if you do this then you're dropped 'nearby' your destination city...like as far away as 3km.

6. Use of 'disguise kits' should lower your chance of detection. Same use should 'confuse' a BH droid as well.

7. Performing a slice or transfering spice or banned items between players while in the 'vicinity' of patrolsshould increase your chance of detection as well.


Basically we need a whole plethora of methods/actions/nonactionsto avoiding detection so that we can decide how much time and credits to spend on the effort and take our destiny into our own hands.





Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

RellikCro
Sat Jun 26, 2004 11:03 pm
#331

I am in orange


First, sorry for not being on the forums last couple of days... my job at times gets very busy and takes up alot of my time In the last 3 days I got a totaly of 12 hours of sleep I think lol





Ternque01 wrote:
I am in sun yellow.




silversaber wrote:








HOTDOG wrote:
I wrote:
"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?"


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


My response:
This would in NO WAY eliminate the sliced weapon market it might reduce it but I HIGHLY doubt it. All it would accomplish is that sliced weapons would not be available on legitimate vendors- as they should not be. Example: You can go to K-Mart and buy a gun because it is legal to own a gun- but you cannot go to K-Mart and by a silencer (kinda like a power up, no? ) because silencers are illegal.

This has been discussed positively by the community on these forums for a while now. Personally I disagree with not allowing contrabrand to be sold on vendors at all (having black market vendors/NPCs in cantinas or the like is the answer to me) but some smugglers felt we should only be able to deal these things hand to hand so that is why I asked the question in the manner that I did.


Sounds all well and shady, and adds to the illegal feel, but its still not practical. Do you really think a Smuggler is just going to stand around selling spice or sliced items while everyone else is just stocking thier venders? Its one of those sounds great-but-works horrably features. having black market venders in cantinas would sound good, that is if you had access to a Cantina to put a Vender in. That would work well for those Smugglers in a PA City, but the ones not in a PA would be kinda screwed.



No matter what you do to prevent the sale of illegal items people will find a way around it if they want them- example: People will buy silencer kits and put them together since Selling silencers is illegal and not the PARTS to make one.


I highlighted "if they want them" because that is the main key here. If GM follows through with people being penalized for carrying sliced items, and you put making them almost impossible to find on top of that, those items must really be ultra good stuff, or people just wont bother. Alota good that will do us then.


Listen man, you are correct in that it would be a pain to get spices off of only smugglers or other players, but if a player needed some spice and decided to scan every place he went for a "shady" character to buy them from, that is 1000 X's cooler than going to a vending machine. Pretty soon only merchants will be able to own vendors. Merchants will soon be operating "stores", selling goods for other players. At the very least, illegal goods shouldn't be sellable on the bazaar or in "respectable" merchant stores. I like the idea of going to a cantina and buying them off criminal vendor NPC's.


Perhaps we could add some of these "shady" bazaar terminals in "shaddy" places like Jabba's palace or some reclusive NPC cities. Although I do like this idea of keeping them off all vendor's... specially presliced weapons as I believe that hurts the smuggler profession more then helps. I am just concerned what it might do for the economics of the game.... I am by no means an expert in that area.



We just ask for this because it aids immersion.


Immersion is great....untill it sucks the fun out of the game and players find ways around the restrictive rules that enforced immersion. The Devs found that out the hard way with Jedi.


I see your point, but spices on the public bazaar during a time of harsh imperial oppression?


Playing the devils advocate, wouldnt this be about the same as having overt rebels running thru clearly imperial controlled cities without even so much as a squadran of highly trained stromtroops breaking them up? I mean you look up into the sky, you see the imperial ships, you are walking in a clearly occupied territory and yet..... no imperial troops fighting back. That really kills imersion.


But, yes, I do think being able to just buy illegal items off of any bazaar terminal is kinda imersion killing... maybe make it so you could only buy them off of Mos Eisley terms



Silversaber wrote:

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 Guards aggro 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.


My response:
Yes. I do know what TEF stands for, I did mean Aggro, thanks.
I know you would love to be able to stand in the open and shout that you are slicing and then slice a whole set of armor right there in front of a squad of Troopers. It's very convienient- But it is HARDLY immersive and you can't tell me you feel like you are doing something illegal when you do it that way.


Whoa, I never said I did that! And im not defending those that do! I am just saying, putting this"feature" in just to try to cut down of the players that do spam, would be ineffective and end up as another useless annoyance in the game for us. You want to have the Guards aggro on those that Yell these services, fine by me. But making it so that I have to run outa the city just so I can slice, that is an annoyance I can do without thank ye.


I think a smuggler could modify a weapon in public without being noticed. If a smuggler were to shout that he'll break the law for money... um.. yea.. that's not cool. Even if we had NPC cops that started a scan when they hear the words spice, sliced, etc., the player base would make up new names for them, lol. Where did the words spice and and slice come from in the first place? I bet if you just made slicing in public places increase your Infamy, it would be (1) less annoying than having to go outside of town and (2) penalize in a PvE manner those who publicly slice in bulk. Make the exception cantinas or other "shady" publice places.


I like that idea, make ya hide before you slice /r



We are trying to add some thrill to our profession and since there is nothing we can do about you advertising your services in the open I was asking if something could be done when you are CAUGHT IN THE ACT OF BREAKING THE LAW. I happen to think having to run outside the city not to get caught breaking the law is immersive AND fun. Perhaps we disagree but isn't making contrabrand FEEL like it's really illegal a big part of what this revamp is about?

Might be immersive and fun for you, but im betting that after a month of having this in, practically every Smuggler playing thier trade in the game would like to meet you just to kick your nuts in for suggesting this. It would end up to be a very irritating annoyance that would just stack with all the other irritating annoyances in the game put in for "Immersion".


I wrote:
"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-"


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


Idunno- I think we have met a healthy middle- We will have Infamy and Visibility to seperate PvE from PvP- We have agreed that Loots will be the same (so you don't have to perform a PvP mission to get needed components) but in smaller increments for the PvE missions. There will also be a Cash increase for the PvP missions because PvP is harder (NOT BETTER) than PvE. We have even had the suggestion that the PvP missions might have loot that would most likely suit a PvPer and vice versa for PvE'ers.

It all sounds good to me.


Sigh. Whatever.























Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
RellikCro
Sat Jun 26, 2004 11:07 pm
#332






silversaber wrote:






Ternque01 wrote:

How about this idea to resolve public sale on illegal contraband?


Remove illegal items from the public bazaar and normal player vendors. In their place put a special public bazaar in major city cantinas and special player vendors in player city cantinas/casinos. These would sell sliced gear and spices.


Also institue a rise in smuggler Infamy for slicing or trading spices in public. The exception would be in cantinas and other "shady" areas.


Don't ban public sale of illegal items, just drag it to where it belongs.


Overall, I do see implementing this ideas to be a pain in the butt, and I think the player base has alot of "time sinks" as it is. I think I might have to back up not implementing them. However, it would be nice that when aplayer goes to a cantina for a dance or music that they can pick up "a few essentials", lol.






Hmm. I have no realobjections on this. It is mearly moving the activity to its proper places, not trying to restrict altogether. In fact, I truely like this proposal. Those wanting to sell ther slicing skill would not have to shout since those that need the service would be in the same room. It would add to cantinas usefullness too.

Message Edited by silversaber on 06-24-2004 03:50 PM





I like this idea also



Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
RellikCro
Sat Jun 26, 2004 11:10 pm
#333






Duckfat wrote:





Ternque01 wrote:

How about this idea to resolve public sale on illegal contraband?


Remove illegal items from the public bazaar and normal player vendors. In their place put a special public bazaar in major city cantinas and special player vendors in player city cantinas/casinos. These would sell sliced gear and spices.


Also institue a rise in smuggler Infamy for slicing or trading spices in public. The exception would be in cantinas and other "shady" areas.


Don't ban public sale of illegal items, just drag it to where it belongs.


Overall, I do see implementing this ideas to be a pain in the butt, and I think the player base has alot of "time sinks" as it is. I think I might have to back up not implementing them. However, it would be nice that when aplayer goes to a cantina for a dance or music that they can pick up "a few essentials", lol.






Then what will happen to my unadvertised way out of the way black market vendors in my house?






I was under the impression that smugglers that had a vendor would still maybe be able to have them? I take it as "normal" means non-smuggler vendors. But I could of misread it.



Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
RellikCro
Sat Jun 26, 2004 11:15 pm
#334






Vampirerobot wrote:

About Contraband on Vendors:


I don't really like the idea of Smugglers leaving their banned/illegal goods in a vendor for just anybody to pick up, and I've been in favor of preventing contraband from being placed on the bazaar or vendors and instead having it be an in-person only exchange.


However, I was thinking about the Sidekick that GM brought up. What if we could stock our Sidekick with contraband to sell, and have them sell it for us? It would be a lot like the Merchant Barking Droids, except they could serve as portable vendors. I would only allow them to be on when you are logged in, but it would be very cool to tell your sidekick to wait in the Cantina and do some business while you went to take care of something. It would also maintain immersion as it is a trusted associate that is selling some of your stock rather than a vending machine.


Merchants shouldn't be able to sell shady goods, that is our territory. But at the same time we shouldn't be stepping on their toes and getting permanent vendors as part of our profession.






I see all your points, my concern is that right now a bot "Sidekick" battery only lasts an hour... so I would have to constantly go back and recharge him/her plus with the bugs currently in the game they sometimes auto store. Not to mention you can only have one pet out at a time.... only a few of my concerns on this.



Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
WesBelden
Sun Jun 27, 2004 12:10 am
#335






SpinningCloud wrote:

JTGAlpha,


The problem with steps 1-3 is that it's just plain boring and involves no skill or creative thinking on the players part.


You might as well just be told you're going to pass or fail when you take a mission since the entire process is chance each step of the way.


There needs to be some way for the player to actually affect the success/failure of the mission otherwise you might as well accumulate all your server-side rolls at the beginning and not waste your time on the rest.






There's been many many ideas made that can be drawn on to provide alternatives for steps 1-3, I think it's the separate notoriety levels for each planet and the fact that it's the regional governors using their own troops to enforce the laws that's the key points to that post. Those I really like. Remember the best document we'll get at the end of all this will likely be comprised of bits and pieces of other documents and ideas. Just because that's in the post doesn't mean it's written in stone that that's the way things have to be implemented in order for the other ideas to be included.



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
JWing
Sun Jun 27, 2004 4:49 pm
#336


So I go on vacation for 2 weeks, AND get married to boot!!


And this is what I come back to!!!


/salute GM, your ARE strong with the force......



Congrats once again to the Smuggler Community. They make me proud to be a part of them since day 1.


/bow deeply

Message Edited by JWing on 06-27-2004 06:51 PM



SYBOOTH...A Zombie stole my PANTS !!
________________Jorras Thri v lvl 31 Imperial Medic

Virrago - (9/21/2006)
[Stating that the subpar smuggling system would be pushed to LIVE]
"...and to clarify.... It would require another publish (in other words not chapter 3)"
Smugglers History - Written by the DEV'sv Imperial Holo-ReportvMerchant ~ Talus -2310 36 -2164
Bankotsu
Mon Jun 28, 2004 1:42 pm
#337

In terms of the critical smuggler missions. Wouldn't it be nice if the contents of the container is unknown. This would add a little more spice to the critical mission, I think of it as the content is critical only for the guy who is asking you to do the smuggling.


Then this would allow a range of items to be in the container from critical components for glitterstim for example, to possibly exotic schematic for pistols, to the more mundane items like a complete rebel transmission. So, there is a risk that you're opening up that container to get something not worth while, but in turn raising your visibility dramatically. Kind of the risk vs reward concept. But basically, it would take an all or nothing approach to the critical missions, you win big, or you could lose big.


I want to think of the criticalsmuggler missions kind of like the movie "The Transporter" where the buyer really didn't want the smuggler to know the content of what was being transported. Take this for example, if you were transporting say the secret plans for the Death Star for the imperials, and you poped open the container, wouldn't that just mark you for death by the imps? Because now you know something you're not supposed to know. Same thing for the rebels, cause let's face it, those guys are scum too.


This might be a way to add in GCW content for smugglers.
DND_Cas
Mon Jun 28, 2004 3:19 pm
#338






Mackle wrote:


It is hard for me to believe thateven current posts regarding PvP vs. PvE somehow manage to bring Caella into them.









Me and Cae never agreed on alot (and we still don't) but in this she had a point. A PvP'ers playstyle is not adverse to doing PvE content whereas the reverse is not true.


So I'd say to GM that if he wants to exclude PvE'ers from certain content, and by his own admission he is (because he know they're playstyle is not compatable), then can he tell us what content he is going to exclude from PvP'ers and the method by which he is going to do it.


Imo no proffession should be made that excludes one playstyle or another from any of its content. Whilecertain playstyles may graviatate towards certain professions that doesn't mean theyshould be designed to exclude one playstyle or another (one of my biggest gripes with ranger actually). To clarify designing a skillset that will appeal to certain playstyles is one thing - designing asystem that excludes playstyles isa bad idea.






Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
Page 26 of 58