Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

DRWolfe
Thu Jun 17, 2004 7:39 am
#326

Wow. This thread jumped over 200 message overnight! Too much to read.

This has been mentioned before, possibly in this thread (like I said, too much to read to see), but here's an idea that was thrown out by someone (forgot who, sorry) that seemed like a good one to me.

Illegal items should not be on the bazaar or on regular vendors. We all agree on that. That means people who want their weapons and armor sliced will have to buy it "stock" and get it modified. No more stocking sliced goods on vendors. This is a good thing.

However, spice is a different story. Smugglers are the method of getting spice from the supplier to the pushers. So, someone mentioned giving Smugglers (or even Merchants, though it's a criminal vendor, so I thought the criminals would place them) the ability to place spice vendors. I say they can only be placed in Player City Cantinas. This would represent the pusher, the guy who comes up to you at the bar and says, "Hey, you wanna buy some deathsticks?"

This may seem like no change from putting it on a regular vendor, but it really is.

1) It gives more usefulness to Player City Cantinas.
2) Only Spice can be sold on these vendors, and they will be the only place to get the stuff other than directly from the Smugglers.
3) Possibly something can be put in to simulate "raids" on the illegal activities. Maybe the Crackdown can be extended to these vendors so that on a VERY low chance per day, if the spice vendor is stocked at all, Stormtroopers "raid" the cantina and arrest the vendor, removing it and all of it's contents. Maybe they could land outside of town and travel to the cantina. If they're stopped, no arrest. This would make it risky to load the vendor up with a lot of spice for fear of losing it all. This adds a bit of content.

Along with this, empty vendors should only appear to the owner and not to other players, especially the slice vendors. This allows the owner to restock the vendor, but doesn't clutter the area with empty vendors.

Comments?



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

DRWolfe
Thu Jun 17, 2004 7:42 am
#327



RhettSarlin wrote:

"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! websilk

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




I think one of the "components" would be the raw spice (of whatever type) and other components and the "crafting" would represent the refining of the raw spice and packaging it for use. That would fit just fine.



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

KodaVeers
Thu Jun 17, 2004 7:43 am
#328






Geevo wrote:

The idea of 'all old sliced items becoming contraband' ...


If it is possible, I think that a player that logs in after revamp (first log) should get the opportunity to 'revert' their weapon (or armor)back to pre-slice conditions ... with the condition that those items are not able to be sliced again.


If they choose to revert (one chance only) ... then it is not contraband, and no longer has the increased stats from the slice.


BUT NOT ABLE TO BE SLICED AGAIN ... EVER!!





The perfect example of abuse to our skills....."What..no chance in punishment!!! Sweet slice everything i got" "What..i could loose everything now if I get caught....get fined..!!!Quick make em all normal again"


Consequences are great aren't they!! It would be rediculous to do this. if you dont wanna get caught...get rid of the evidence...





"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
neinnunb
Thu Jun 17, 2004 7:45 am
#329





GreenMarine wrote:



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.





I pretty much love everything that you wrote Green, except what I have quoted which I am a little bit concerned. Let me explain.


There are many cities on planets that are currently empty and deserted. I know that may have to do with the current population but here is my concern: Right now in Mos Espa we have a very high concentration of Imperial Troopers who scan you on a frequent rate, while at other cities the scans are either very low or no troopers at all. What this does it make people just avoid going to cities like Mos Espa. It makes for an unbalanced concentration of population across cities.


The scans need to be either equal in all the cities or have the scan frequency rate change over time (possibly with GCW ravamp?). This will encourage people to not settle into a big pile like they currently do in Bestine, Theed and Coronet.


Also, medical centers are already unused and it is a shame. I would much rather you nurf medical droids to be lower than the bonus of a medical center. This will encourage people to visit medical centers and player hospitals to get "better treatment"... this is both logical and a way to make people congregate. If I am wounded, I know there will be a medic or doctor in the medical center... not in front of a starport! Medical centers should be more like safe zones for someone to get medical treatment, not be harassed for contraband. Would much rather see contraband scanning in cantinas and starports.


I would love for the scanning frequency to increase. Anything that will put me in a situation where I have to be careful where I walk through is good.. just as long as we cant simply walk around the scanning bottle necks. This game needs more challenge.




                          .=+.             ------------------
\`--._,'.::.`._.--'/ _/ May the CU \
Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'

RhettSarlin
Thu Jun 17, 2004 7:50 am
#330






DRWolfe wrote:

I think one of the "components" would be the raw spice (of whatever type) and other components and the "crafting" would represent the refining of the raw spice and packaging it for use. That would fit just fine.




yes, that i'd be just fine with though even there, refined spice should be whats already being smuggled, the finished product ready for use....


but raw spice would work too, especially if with your underworld knowledge you were able to make the glitterstim more potent through "experimentation"...


i just felt the need to make sure we didnt go down the wroooooong track here




_________________________________________________________________


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*
DRWolfe
Thu Jun 17, 2004 8:08 am
#331



RhettSarlin wrote:


DRWolfe wrote:

I think one of the "components" would be the raw spice (of whatever type) and other components and the "crafting" would represent the refining of the raw spice and packaging it for use. That would fit just fine.

yes, that i'd be just fine with though even there, refined spice should be whats already being smuggled, the finished product ready for use....

but raw spice would work too, especially if with your underworld knowledge you were able to make the glitterstim more potent through "experimentation"...

i just felt the need to make sure we didnt go down the wroooooong track here




Actually, raw spice and refined spice are both smuggled. Glitterstim is illegal refined or not. Smugglers leave Kessel (or somewhere where someone has a stash they got from Kessel) with raw spice and smuggle it to the people who refine it. They refine it and either sell it there or have the refined product smuggled to other planets to be sold. SWG doesn't have a profession who would do the refining, so it falls to smugglers to do so. Therefore, we smuggle raw spice (the mission stuff), refine it ourselves (because there's nobody else to do it), then smuggle it to the pushers (see my post about spice vendors above). It's not quite there, but close enough considering the game's mechanics and the devs desire to leave NPCs out of the loop as much as possible.



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

Ipseck
Thu Jun 17, 2004 8:14 am
#332

at the request of ryutek I'm posting a link to this GCW thread where we discussed why having a robust legal system was important and what could be done to make it more robust.

Why a robust legal system is important for everyone

Also, if we could drag Jest3r into this discussion, that would be awesome.. that guy has some great insights and would be a valuable contributor to this whole process. I would even go so far as to say his input is neccessary because of the implications that this has on the whole GCW system.





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
Ryutek
Thu Jun 17, 2004 8:16 am
#333

There seems to be a lot of opposition to penalties for illegal items (no big surprise to me, I've seen this for so long it isn't even funny).



I would like to refer you to a couple of posts (purely reference, as the issue has been debated before).



The first one is a Letter to Those Who do Not Understand the Smuggler's Position.



The Second is a Thread by Ipseck that asked the Community what they thought. Unfortunately I cannot remember where it was, but Ipseck has said he would look into it and post it, and I will also update this message when he does so that the link is here as well.





Now, some people may have a hard time understanding these threads, or may just not want to go read them all. Let me sum them up for you.



1) We cannot Smuggle without penalties for illegal items, period. There is no way around this. This means we cannot do what we are supposed to do.



2) The Player Base is under a misconception that illegal items in this game are items that are required. This is NOT the case. Sliced items are not required, although they do make the job easier.



3) The Player Base will adapt. If you have been here since launch then you have seen so many changes, as well as so many threats of leaving / cancelling / etc., that you realize this game will continue to survive and the Players will continue to play.





Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Ryutek
Thu Jun 17, 2004 8:17 am
#334

Well, since the links to the threads are right next to each other, I won't update my post


Thanks Ipseck.



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
KincaideStrangeways
Thu Jun 17, 2004 8:27 am
#335


Star Wars Galaxies
Smuggler Discussion
Spices
Version 2.0


This is also posted as its own thread. I posted this here since the devs are actually active in this thread. I hope they like it.


Overview

This topic covers the problems with the games current drug trade and with a few changes I hope to improve the role of spices in the game. The way spices are done now are too rigid and self limiting. You have 2 uber spices and nothing else is worth selling. These changes are meant to bring spice use closer to the way real drugs work.


The Suggestion

Currently Spices force a downtime on you whenever you take them ... The downtime was meant to show there was a downside to using drugs. It's not a realistic effect. You can make spices more dangerous while at the same time removing the silly forced downtime. I also suggest making downtime more meaningful by extending your downtime when you do stop spicing. This would give drugs the addiction factor... people will want to keep spicing to avoid the downtime. On top of this I propose making each successive use of a spice without a downtime less effective until the player goes through the accumulated downtime. I propose changing spices so one or two are not the most uber in the game. It kills the demand for anything else. I also will work in a way to stack different spices but make it dangerous to do so.


The Details

A. Downtime

1. Remove the forced downtime. Oh the downtime still exists but it can be prevented by re-spicing. As long as you’re spicing you will not experience the downtime.

2. Spices become less effective as you use them until you have quit and gone through the complete downtime.

3. The downtime is cumulative. Each spicing you do with out going through a complete downtime makes the eventual downtime longer.

4. Spices should be revamped so there is at least one uber spice for each HAM group.

5. Downtime is longer while offline. Meaning your downtime takes a lot longer to clear if you are not logged in. This is to help prevent the spice all night and sleep it off syndrome. (When I mean a lot longer I mean in the order of a day or two.) Essentially the timer will progress at a much slower rate. (There needs to be a serious counter slowdown to prevent the spice all you want then sleep it off overnight effect but not to completely stop the counter so as not to hurt the casual player who only plays a couple of times a week.)

6. Downtime can be reduced by visiting a medical center.

7. Doctors can create medicines to help speed up the downtime counter. Once the pack has been applied the counter will decrease at an improved rate. However, only doctors can administer them and they are only effective while in the medical center. (Essentially Rehab.) Once a player leaves the medical center the timer returns to normal speed.


B. Spices

1. Spices should be revamped so any particular spice only affects one out of the nine ham bars.

2. The crafter would make the individual spices and sell them. They could experiment on Power, Duration, Amount and Mutability. (Mutability determines the likely hood of suffering bad effects when the end user mixes them.)

3. Add drug kits to the game. The end user would buy portable drug kits that would allow them to do various things with the spices they have purchased. The kits would also be able to hold multiple doses of prepared spice cocktails and each kit would only take up one inventory slot. (Just like a crate but these may be used like food is during combat.)

4. Allow persons to mix and match spices. Using a drug kit a person may mix different spices into a cocktail, concentrate dosage or weaken dosage.


C. Overdosing and Drug Poisoning

1. Persons who create cocktails or concentrate dosage risk overdosing or poisoning themselves and suffering ill effects while the spices are in effect. Each additional spice added to the original spice increases this risk.

2. Doctors can create medicines to counteract the overdosing or drug poisoning. However, they may only be administered by a doctor of sufficient rank and only within a medical center. Droids, Camps do not count.

3. A player may be incapacitated by a spice overdose. This would be a good use for the mind bar after the combat revamp. I don't advocate being killed by it because the combination of losing buffs, having to clone, and then suffering item decay due to a spice death would blow blue whale.

4. A player may suffer a psychotic episode by taking extreme spice cocktails. I could see it having effects like doing random emotes, performing various commands, garbling text, weird color effects on screen etc…

5. A player may suffer a drug poisoning by overdosing or taking an extreme cocktail. This would cause a mind wound damage over time effect (DOT).


D. Medications

1. Rehabilitation packs – Created by doctors to speed up the downtime counters of spicers withdrawing from spice use. These may only be crafted and administered by doctors of the appropriate skill and are only effective while the target is within the medical center.

2. Drug poisoning stims – Created by doctors and combat medics to help cure ill effects caused by overdosing/drug poisoning. These may only be crafted and administered by a doctor or combat medic. Doctor versions are more effective but may only be used in a medical center whereas combat medic versions are weaker but able to be used anywhere outside of combat.

3. I try not to get into specific time lengths or effectiveness because there is no way to really know what’s acceptable until it’s been tested. That said, I am thinking along the lines of the same length of time it takes entertainers to heal bf.

4. These stims and packs would have ratings and effectiveness similar to current stims and wound packs. They would be crafted in a similar manner by the respective professions.


E. Other things

1. I never liked the idea of the imperials scanning for spices and sliced goods. The imperials have better things to do like look for rebels (I have some ideas for this but that’s another post). I would love however for law enforcement NPC’s to be setup in the larger towns and if you’re openly sporting questionable items or if you’re spicing within sight of one, they can stop you and scan you for illegal goods. This could open the door later for a possible Law Enforcement faction idea that would allow players to get involved with enforcing laws within SWG. (But that’s another topic.)

2. Lets see some NPC’s take spices. Players aren’t the only drug users.

3. How about a line of spices for pets. There could be ill effects made for them for overdosing like going incapacitated, attacking its owner not responding to commands etc…


Conclusion

These changes should make spices more useful, more versatile and also give a true downside that’s lacking with current spice use. Currently I almost never spice except when I'm in immediate danger and then I only use one type of spice. Buffs last like 5 times longer and have no downside plus they are much more powerful. I don’t get why spices are so gimped when food and buffs are so much more powerful. In reality spices are supposed to be the ultra-powerful method of mind and body alteration not meds or food. The downside is they can screw you up royally.
Daker-Naritus
Thu Jun 17, 2004 8:34 am
#336






RaithStarwind wrote:



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. ^_^





I think that those that are arguing this sort of thing are SERIOUSLY underestimating the number of players who have no desire to PvP. Look at the server numbers posted by the devs a month or so ago...only 5% orless of all players are running around overt, meaning that only 5% of the player population on any given night is probably pvping. Additionally from what I remember (someone can correct me on this if I am wrong) only around 50% of the server populations have declared a side.


Two of my friends are in a Rebel PA that does nothing but PvP. Do you know what the PA members do every night? They shuttle port hop all night long looking for overt people to spar with. Out of the thousands of people on each server every night, people have to search out other declared factional players to fight.


The simple fact is that a BUNCH of people, an overwhelming majority, choose not to regularally engage in PvP. If all of these people who do not wish to PvP "simply don't use contraband items" what exactly are smugglers going to be smuggling for them? There won't be anyone left using contraband items, and smugglers will both (1) be ruining the slicing/spice market and (2) not creating a PC smuggling market. There will be nothing left.


Also, your argument that people consent to PvP by simplyaligning witha side is silly. This is Star Wars, and is all about Rebels v. Imperials.You can't have star wars ifthe only option for aligning with a side isPvP...no one would do it. Just because I like beating on Stormtroopers and role playing a rebel DOES NOT mean I want to be forced to PvP. That is EXACTLY why the devs put in covert status...factionally aligned players that cannot be attacked until they actually consent to PvP by engaging in it and gaining a TEF. If the devs intended people to be forced to PvP by declaring a side, there would be no covert status.



There needs to be a new, creative class of PC items for smugglers to move for people that doesn't include weapons and armor.


GerrinBiH
Thu Jun 17, 2004 8:45 am
#337



My comments in green:





GreenMarine wrote:


This is the second in a series of posts on a smuggler revamp. The goal of these posts is to discuss ideas that can be integrated into a final profession revamp proposal.


In this thread we're going to talk about the contraband system and the idea of smuggling missions. These two issues will be discussed together, because they affect each other.


I've thought about and written down my own conception of how a contraband system update and a new type of smuggling mission would work. These ideas aren't necessarily refined or complete. I want to create a debate through which we can work out a reasonable approach to improving the smuggler profession.


Everything here is debatable, so feel free to question, discuss, or add any ideas you have.


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.






  • (This new system will be discussed later.)

I think that being attacked outright for "Quasi-legal" goods may be a bit harsh. Perhaps a player caught with these types of items should be given the option of paying a tax (fine). The player can always refuse, in which case, they will be attacked. There is no visibility impact.



Players caught with "banned" items should also be given the option of paying a fine (higher than that for quasi-legal items). Again, the player can refuse and take their chances by fighting. There would be a slight visibility increase in either case.



Players caught with "highly illegal" items would be attacked outright, and their visibility would increase whether or not they are able to get out alive. (The transport restriction would still apply.)



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



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



Not sure I like this idea. On some level it would make sense for both Rebels and Imperials caught with highly illegal items to lose faction (maybe even rank in VERY severe cases). In any case, the punishment must be the same across both factions.



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



This, I think, is fine as long as it only applies to quasi-legal items. After all, this stuff isn't exactly illegal to posess... Just frowned upon. Be aware, though... There's going to be a lot of public outcry when you start takingabilities away from players and making them the sole domain of a single profession. Are you sure you are ready to make these kinds of unpopular decisions for the benefit of the game?



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



I agree with this.Just (as stated otherwhere in this thread) make sure the combat balance does not assume that all players will be carrying sliced gear.



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.



It has been stated that this isn't feasible due to server/lag cnsiderations. Has this changed?



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.



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.


I like this idea. Just make sure that there is a time delay between attempts or some other safeguard to prevent XP farming.


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.



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 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.



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.



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.



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.



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.



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.



Don't limit the smuggled cargo to just components for smuggler crafted goods. They should include components that can be used by other crafters as well (weapon- and armorsmiths for example). Perhaps any item created using these components automatically gets flagged as highly illegal.



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.



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.



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.











The best thing about this preliminary design document is that it shows that someone has at least been reading this forum.














Bairn Josca
Master Smuggler/Master Teras Kasi
President, BiH Shipping
A BiH Corporation Subsidiary

"Don't look at me like that... Her mouth said 'get lost,' but her lekku said 'come here big boy.'"
Ryutek
Thu Jun 17, 2004 8:49 am
#338






GerrinBiH wrote:


This, I think, is fine as long as it only applies to quasi-legal items. After all, this stuff isn't exactly illegal to posess... Just frowned upon. Be aware, though... There's going to be a lot of public outcry when you start takingabilities away from players and making them the sole domain of a single profession. Are you sure you are ready to make these kinds of unpopular decisions for the benefit of the game?







I just cannot agree on this point. We have skillpoints for a reason, to get skills. If you want to be a Smuggler then get the skills to be a Smuggler, do not give them out as perks for joining a faction and / or gaining rank.


Depending on what is determined to actually be quasi-legal, however, I can be persuaded to give in and accept this as long as the penalties for Highly Illegal items are Very Severe.



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
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