Smuggler Archive
Thread: Poll: Contraband on Vendors
Robren911 wrote:
Slicing in in reality simply weapon enhancement. if you sincerely want to make it illegal and remove it from vendors, go all the way. have all items confiscated when found in a search. Be it a 500 credit bracer or a 5 million credit weapon. Sinply removing sliced weapons from vendors if a bad solution to what isn't a problem in the first place. It's like cutting off your nose because you have the sniffles..
I think most of us would like to see a C option with some middle ground.
Now that IS the problem. Slicing is considered an enhancement and nothing more. I feel like I've typed that before...
I DO sincerely want to go all the way- but you have to realize, YOU say the player base will be up in arms if we take sliced material/spice off of vendors but you don't think they will mind when their "5 million credit weapon" is confiscated?
Is this the logic I'm dealing with?
Listen,
You wanna do this right? Here is the reciepe...
Give the Smuggler the ability to sell contraband on a black market vendor if he gets the prerequisists for it (at least business 3 of the Artisan Prof). Anything beyond that is his business.
Take the contraband off of any other vendors.
Put out Heavy fines and punishments on sliced weapons.
Confiscate anything over a crate of spice (trust me, there will be considerably LESS uproar over this than a 5 million credit weapon).
Put that in live and let it simmer for 3 weeks.
Enjoy.
As for all the smart assed Merchants that will sell dice labled "Muon"- LET THEM. They still have to hand deliver everything they sell anyway- you wanna RP like that then my hats off to ya.
In fact I will deliver the goods for ya if you wanna avoid any stiff penalties that might come you handlingsmuggler goods.
Hurlobacca wrote:
Nice spin move, you could give Karl Rove a run for his money. It's pure folly to assume that all Merchants place adherence to the law above pursuit of wealth. It's certainly not that way in the real world and I dont think it's that way in the SWG world either. I find it absolutely ironic that smugglers cite the illegality of sliced weapons as justification for removing them from Merchant's vendors as well as their availability being an impediment to their ability to immerse themselves in the role of Smuggler. Well here's a news flash for ya; smugglers are criminals who flout the laws in pursuit of the almighty credit, so it's absolutely hilarious to hear supposedly dedicated smugglers citing illegality as justification for removing sliced items from vendors. If you wanna sell sliced weapons from vendors like I do then just pick up the skills to place a vendor and you're in business.
jbezorg wrote:
HunterCotC wrote:
***Message Edited: Forgot to vote for B!***
Great post below! Iam a Master Merchant / Master Smuggler that slices on average a month, 900 pieces of armor that I craft. I think that it's just plain goofy that I couldn't place those pieces of armor on a vendor.
Message Edited by HunterCotC on 02-21-2005 03:02 PM
I don't know... maybe something about being illegal or something.... I find it just plain goofy that a player would get fined for having a small amount of contraband on them but vendors stocking 100's of contraband items...crates of the stuff even... are immune.
Hurlobacca is right. We should not invade on the Merchants turf by getting vendors. In his own words;
"Those who hold this view want to take a skill away from a class that has already invested their skill points on those abilities (Artisan/Merchant) and be given the ability to place vendors without investing any skill points. Yeah right. Keep dreaming."
Likewise, shouldn't it be smugglers who wheel and deal in illegal goods? Isn't that why smugglers have the underground tree? Should not his own justification on why we should not have vendors apply to the sale of illegal goods by Merchants? It's very much like taking Artisan and Merchant to get a vendor and then dumping it and keeping it before that was fixed. I retract my vote for B and vote for A. It looks like a heavy handed rule is needed. Paraphrasing Hurlobacca;
Vendors should not be able to sell illegal goods. Those who hold this view want to take a skill away from a profession (smuggler) that has already invested their skill points on those abilities (Underground) and be given the ability tosell contrabandwithout investing any skill points.
Merchants have not spent the points to deal in illegal goods.
Message Edited by jbezorg on 02-21-2005 01:28 PM
It really boils down to the one fact. We have spent the points to sell illegal goodsand you haven't. How you choose to justify it makes no differance but if you feel the need for justification, here's one.
The Underground Skill tree is the ability and the contacts [needed] to keep you out of the slammer. Sure it possible for Mr. Milktoast to try to sell 100 kilos ofmuon on the street for the almighty credit. How does he know he's not selling to an undercover cop? Queue in the underground tree.
RE: "Well here's a news flash for ya; smugglers are criminals who flout the laws in pursuit of the almighty credit, so it's absolutely hilarious to hear supposedly dedicated smugglers citing illegality as justification for removing sliced items from vendors"
Ever hear of an anonymous tip? Cops on the take?I have the contacts to do so. Where are yours?
Course, if you want to keep your butt out of the slammer, you might want to get the skills.
Message Edited by jbezorg on 03-25-2005 02:39 PM
TomoRainer wrote:
QFMFE! That's like the heart of the manifesto right there.
I remember that sig, by the way, good to see you around again.
Damn those rich merchants back were they came from!
B
I am not a merchant, and I don't want to have to afk macro spam just to sell things I have sliced for kicks.