Smuggler Archive

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

IndySWG
Mon Jun 21, 2004 11:51 pm
#27




GreenMarine wrote:

Summary 3: The third major issue was that smugglers are worried that increased punishments for using illegal items, like spices and sliced gear, will cause a depression in their markets.


Solution: Actually, I disagree with this premise. I don't think there will be a market depression. On the contrary, if I do my job right, there will be a market increase. If spices become reasonably competitive with chef food, or complement chef food in some way, more players will buy them. Similarly, we should be able to modify slicing but also retain its value.








Two things here: I think that if Spices are brough inline with chef foods - a downer effect but no filling is a nice compensation and makes the risk/reward somewhat appparent ... you'll puke uncontrolably with lowered stats for a bit ... but you can get a nice lil boost for 5 minutes on top of your chef foods. But since you used the word "punishment" above let me just say it:


I know the idea of player base wide visibility is no longer a serious thought ... but whatever "punishments" a player has to risk should be worth the use of spice compared to chef buffs which have no "risk".


And... sinceyou brought it up ... ...


Have a look at this post if you missed it (it was burried among the PvP/PvE shouting match that you skimmed through ) regarding an idea for Merchant / Smuggler interaction and a way to give contraband an illeagal feel with no balance / play-style hinderances (will need slight alteration - but not much - since visibility is going away).


Makeing the Underworld Profitable!








GreenMarine wrote:



The rewards for critical missions would be somewhat higher than normal missions. Also, some types of illegal cargo would only be available via critical missions. The RISK is possible PvP as well as other penalties. The REWARD is rare components (if you cheat the supplier) or better cash.






This sounds well and good (and somewhat used to looking over my shoulder for BHs from playing Jedi I'm sure I'll give the PVP missions a go once or twice) ... but ...


This is still penalizing the player who choses non-PvP playstyles. "Well if you dont wanna play PvP you can't do the really cool missions" ... I mean...this isn't destroying a player base...it's a mission....and you've limited access to the really good ones to only those who PvP. You guys made the game of "optional PvP" ... you have to stick with it.


We need to come up with some significant PvE risk worthy of the same high level PvP Missions. Perhaps PvE'ers could have a high end mission which risks an experience debt (like the new jedi system).





Korin Sterling - Master Smuggler / Master Musician - Ashla's Wing Part: [1][2]
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Perfection ... it's not just a state of being ... it's a destination!

fareone
Mon Jun 21, 2004 11:52 pm
#28

summary2>>solution : i thinkwe have to loose money fp and death.. must be all..it makes more risk for missions(pay must be good..its very very important) if pay like 80-100k credits risk must be high....about stormtroopers and rebelcom. they must be very strong(like nova troopers)and nowayto kill one of them(just for smuggler missions they are ganna spawn and than they go back space stations )..we are smuggler and we have to learn how to escape from problems( i never use any shot for escape all time for kill..if my enemy strong, ill learn how to use panic shot..and run)..and low level smuggler thinks i think if u dont have someskills dont get these missions ..get same skills and than do it(min panicshot u need for escape)

summary3: in RL somecounties have limit to carry drags riht? it can be like that for exemple if u have 1 muon in ur inventory no ticket, but if u have more..ticket or jail.



got Ofio( lowca)... opef ofio( lowca)
Darkov
Tue Jun 22, 2004 1:44 am
#29







Summary 1: The key argument was over the impact of "visibility" punishments for ripping off suppliers or failing smuggling missions. There is a portion of the player base that desires PvP and a portion that does not. The main issue is the possibility of "involuntary PvP" or a player gaining a bounty who wants to be a smuggler but not participate in PvP.


Solution: The solution I like most is to have the mission suppliers offer two types of mission for each skill level. The punishments for failing or cheating a mission then become:


  • Normal Mission: You lose NPC faction with that supplier. You lose a small amount of GCW faction if the supplier belongs toa faction. You could possibly be ambushed by thugs from that supplier.

  • CriticalMission: Harsher versions of the above + you gain visibility.

The rewards for critical missions would be somewhat higher than normal missions. Also, some types of illegal cargo would only be available via critical missions. The RISK is possible PvP as well as other penalties. The REWARD is rare components (if you cheat the supplier) or better cash.


Summary 3: The third major issue was that smugglers are worried that increased punishments for using illegal items, like spices and sliced gear, will cause a depression in their markets.

Solution: Actually, I disagree with this premise. I don't think there will be a market depression. On the contrary, if I do my job right, there will be a market increase. If spices become reasonably competitive with chef food, or complement chef food in some way, more players will buy them. Similarly, we should be able to modify slicing but also retain its value.







First, spices need to be significantly better than they are, if it's illegal it should be worth the effort to purchase it and get hold of it. Maybe to the extent that it's harder to make (obviously we have to steal components from out missions) and the kick should worth people hunting down a good vendor to find it, not just seeing it on the bazaar for 6k, but seeing it on an obscure vendor for 300k... or something like that. High risk, high reward.


Secondly, I think the mission proposal is fine, but I'm concerned that any Smuggler who wants to experience the game to the full and do the PvP missions is going to have to pick up atleast one complete Elite combat profession, if that is the case, then we should be looking to make the Smuggler's combat skills and possibly requirements more generic, ie Any one of the four Brawler skill trees, and any one of the three Marksman skill trees, and then the Smuggler skills work with any melee or ranged weapon. So we don't have to be Smuggler/TKA/Pistoleer, but could be Smuggler/Swordsman/Carbineer, or just have the choice of one of the other Elite combat professions without wasting too many additional skill points. More a Jack-Of-All Trades character.
Osrim
Tue Jun 22, 2004 1:49 am
#30

I'm in red




GreenMarine wrote:


The RISK is possible PvP as well as other penalties. The REWARD is rare components (if you cheat the supplier) or better cash.


What about normal players scanned with illegal items? For now, it seems reasonable that we don't add visibility for normal players. That's too much to ask of the player base as a whole. Later, we could possibly add a level of illegality above Highly Illegal (say, Military Class) that gains visibility. It seems wise to leave this area open for future discuss, but not include it in a revamp.


I disagree. Non-smugglers should be able to gain visibility for useing illegal items, it will give all players a choice, do i want to use that more powerful gun and risk getting on the terminals, or should i play it safe? Smugglers shouldn't be the only ones punished for breaking the law.If spices and slices are made fairly powerful all dedicated pvp players will have them and i don't think they will mind a BH coming after them (especiallywith the state of BH at the moment,It will also add more to the BH game, i know a lot of players who would love to get a bounty on them so the can take on any bounty hunters that come their way .

Rewards could include the ranking idea i mentioned in the other thread, you beat more bh's than other players and get ranked amongst the top in your server you get rewarded.

Summary 3: The third major issue was that smugglers are worried that increased punishments for using illegal items, like spices and sliced gear, will cause a depression in their markets.


Solution: Actually, I disagree with this premise. I don't think there will be a market depression. On the contrary, if I do my job right, there will be a market increase. If spices become reasonably competitive with chef food, or complement chef food in some way, more players will buy them. Similarly, we should be able to modify slicing but also retain its value.


This is an issue I need to think about more before I develop a complete opinion.



If you let non-smuggler characters gain visibility, smugglers get more market share as players pay them to slice them off terminals, (this skill would be fairly limited otherwise, only customers would be jedi and you (hopefully) plan on keeping them rare...) and new smuggler items that help players avoid gaining visibility.







At this point, we know the arguments from every side in the debate. There have been enough posts for us to understand the views involved. In this thread, let's talk about possible solutions and compromises. Instead of perpetuating the debate on PvP vs. PvE, look for ways that the two views can be reconciled. This is the next key in effective game design for massively multiplayer games.








RellikCro
Tue Jun 22, 2004 1:50 am
#31






Vampirerobot wrote:

I like this quite a bit.


If I might suggest:


The two-tiered PvP/PvE option for all things Smuggler can be expanded to other things Smugglers do beyond just missions.


Let the Critical Missions offer components to boost spice beyond their normal effectiveness (like Bioengineered Chef food) that essentially creates "Critical Spice". The act of creating "Critical Spice" adds visibility/infamy as does getting caught with it on your person.


Critical Missions could also offer special slicing tools allowing Smugglers to execute "Critical Slices". These would be somewhat better than standard slices (some sort of percent bonus for using the special tool) and the Smuggler's visibility/infamy would increase upon using the tool.


That way you expand the Smuggler experience to all aspects, and a "Critical Smuggler" can lead a very exciting and dangerous (and profitable) existence.







I like alot of what I have seen so far, some very good ideas. I do have a comment about this post, which does tie into other posts but this one really caught my eye for some reason.


If you make it so you have to take "Critical missions" to be able to keep up in crafting or slicing then you are further punishing those that do not wish to participate in that kind of play. If you were out and about and wanted a slice or spice... would you not seek the best of the best? So you are taking alot from those that do not wish to take the critical missions in this area. I agree that some better goods or credits should be done but not to the point where you are hampering the other side again. It should be a reward not a punishment.


A solution could be like 1.5 times the normal credits offered or in the case of goods towards spice maybe make it so those that do the critical missions could have a possiblity to loot containers with multiple usesage. Like chefs that have 18 usage brandy and some that have 8 usage.... normal missions wont have any lootable "advance containers" to allow a "better value" to those purchasing the items but both mission types of players could still make the same spice. This should also apply to slicing. Now this jar thing was just thrown in there for filler but you get my idea.


The thing to remember is we want to reward those that take the higher "risk" missions NOT punish those that choose not to take them.




Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
sbob
Tue Jun 22, 2004 1:50 am
#32

Just some ideas was having as sneak on from work. I sadly dont get paid to read forums so cant sit and read all the previous posts so if what I say has been said before am sorry.


Bounty system - With the two types and as some have said the ease at times of avoiding the AI BH mobs maybe work in some system where if the BH fails several times it gets pushed up a level to a Player mission. It could be if say you have 5 AI bounties on your head and none of them were colected that they up the stakes and go to a PC. Also maybe if you have bounties out on you then the 'level' of missions that you can take is lowered since you cant be trusted to do the good stuff. Down side is that players will prob suck up and take an AI death to clear themselves but sure that some limited decay could be put in on the level restriction so that cant just build up and get to just before a PC hunter and then take one for the team and go back to getting the good missions. Maybe have some tiered level of missions that are out for you say 1-10 with 1-5 being NPC hunters then whne hit 6-9 you show up aling the 4 investigation trees for players missions and 10 you hit the MBH level. Maybe once you take a BH death it lowers you by 2 or 3 levels and maybe have a level drop a day that you dont do something to get up on the list (laying low so to speak).


Smugling items - As it seems want the smugler to do actual smugling and all maybe have a way that a smugler can make a one use locked container (smuglers box?) and they can sell it to players. It can hold limited number of goods and block a scan depending on its quality/level of creator. Each shuttle ride takes a use if it has something in the box and each scan that it blocks takes a use and once its uses gone becomes just a dead container. Would help with the idea of smuglers helping move and for those who dont trust the smugler to carry it for them they can just get a box from them. Also is another item that smuglers can make and sell.


Scans - The idea of locational based scans if can be done would be great IMHO. It allows for later changing the 'zones of control' and thus what can be considered illegal in that zone. For instance diffrent items could have diffrent levels of illegality based on where you are and who is scanning. Base it on the items not the person unless somehow have it check the players faction not rank or affiliciation. Also if set it up with the zones it allows the ability to have the GCW change the zones and thus what was legal or quasi-legal could become banned or you rmilitary only.





Sulic - Something
Beti - Something else
Nhoa - Master freeloader

Armor vendor in Kor Mesa outside Coronet -219, -3348

FrankLee
Tue Jun 22, 2004 1:52 am
#33

A post with some solid teeth, some meaningful information. Excellent!

The critical/noncritical mission choice seems like a sound way of dealing with the PvP/PvE nature of the penalty portion.

As for 'illegal' goods and non Imperial factions, of course other factions should scan in their dominant areas. It would add greatly to the game if you had a few zones of Imp control, a few of Rebel control, and a few other and uncontrolled areas. The rebellion should have different (but as important) items as contraband. I suggested this long ago, before the Imperial Crackdown... but what about:

Medical Components
Certain Resources
Munitions Components
Various Meats or an arbitrary Organic resource

The scarcity of wartime supplies can justify all sorts of 'contraband' materials depending on the zone of control. The Rebs may be in terribly short supply of wound packs, and require search-and-seizure of any woundpacks of the B or higher type... maybe buff packs above C as well. Maybe they're short on rations, and need any meat of a given quality or better. Maybe they need a certain type of munition or weapon and will confiscate them on sight. Hell, maybe they need speeder bikes.

Having 2 (or more) lists would really help define a kind of set of 'working rules' between the Empire and the Rebellion, and it give smugglers a niche to operate in. Maybe the lists are generated or rotated on an infrequent but random basis, and a smuggler skill is in ferreting out the most recent list of 'blacklist' supplies. Having a rotating list would also tend to make crafters have some reliance on smugglers, as if it turned out to be a vital resource for their trade goods, they'd need us to help them get by the scans.



FrankLee
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Darkov
Tue Jun 22, 2004 1:57 am
#34

Just one thing, nothing stops people who don't want to do PvP doing the cool missions.. they just have to limit the number they do inside a certain time period, assuming visibility fades over time, then they do one mission a day, instead of five a day like something risking PvP.
RellikCro
Tue Jun 22, 2004 2:10 am
#35

I am in yellow




Osrim wrote:
I'm in red




GreenMarine wrote:


The RISK is possible PvP as well as other penalties. The REWARD is rare components (if you cheat the supplier) or better cash.


What about normal players scanned with illegal items? For now, it seems reasonable that we don't add visibility for normal players. That's too much to ask of the player base as a whole. Later, we could possibly add a level of illegality above Highly Illegal (say, Military Class) that gains visibility. It seems wise to leave this area open for future discuss, but not include it in a revamp.


I disagree. Non-smugglers should be able to gain visibility for useing illegal items, it will give all players a choice, do i want to use that more powerful gun and risk getting on the terminals, or should i play it safe? Smugglers shouldn't be the only ones punished for breaking the law.If spices and slices are made fairly powerful all dedicated pvp players will have them and i don't think they will mind a BH coming after them (especiallywith the state of BH at the moment,It will also add more to the BH game, i know a lot of players who would love to get a bounty on them so the can take on any bounty hunters that come their way .

Rewards could include the ranking idea i mentioned in the other thread, you beat more bh's than other players and get ranked amongst the top in your server you get rewarded.


You are assuming the general populace would even care about a ranking. GCW offers a ranking structure in both factions yet less then 1% are overt and I believe it was less then 10% were even in factions at all. Not to mention it took 1200 posts just to figure out that the smugglers were split on the idea of PC BH's. I think we need to concentrate on the smuggler revamp and get it down good instead of trying to bite off way more then we could ever chew and run the possiblity of a huge backlash like whenever PC BH Marks on the general populice is brought up in the BH forums.


I do how ever like the idea of possibliy adding in new "extreme high illegal" items into the game (not existing ones which have now become commonplace) to add in the eliment of playerbase PC BH marks. It is much easier to add in a new item and explain the consequences then to take an already existing item and try to change how it is used in the life of the game. This is just a filler example, but lets say the devs add in new "anti-downer" stim (again just a filler mind ya) that counteracts the effects of a spice hit BUT is extremely illegal and if caught will gain you visibility. Now means it is new it could be easy to impliment it into PC BH Mark system without the playerbase thinking your stealing something from them... which is very bad for a game.

Summary 3: The third major issue was that smugglers are worried that increased punishments for using illegal items, like spices and sliced gear, will cause a depression in their markets.


Solution: Actually, I disagree with this premise. I don't think there will be a market depression. On the contrary, if I do my job right, there will be a market increase. If spices become reasonably competitive with chef food, or complement chef food in some way, more players will buy them. Similarly, we should be able to modify slicing but also retain its value.


This is an issue I need to think about more before I develop a complete opinion.



If you let non-smuggler characters gain visibility, smugglers get more market share as players pay them to slice them off terminals, (this skill would be fairly limited otherwise, only customers would be jedi and you (hopefully) plan on keeping them rare...) and new smuggler items that help players avoid gaining visibility.


I have not come up with a solution that would be beneficial to all players yet on this idea.








At this point, we know the arguments from every side in the debate. There have been enough posts for us to understand the views involved. In this thread, let's talk about possible solutions and compromises. Instead of perpetuating the debate on PvP vs. PvE, look for ways that the two views can be reconciled. This is the next key in effective game design for massively multiplayer games.


Completely agree, time to move on and come up with solutions that benefit all players.














Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
sbob
Tue Jun 22, 2004 2:15 am
#36

Another thing about the 2 missions insted of making it where you only get the cool stuff on the critical missions make those missions be larger shipments than could get from the non critical missions. For example Smugler A takes a non critical mission and has a crate of 10 ACME Spice to deliver. They can pocket it or not but they get the 10 at most. Now Smugler B comes up and wants to take a critical one they get a crate of 100 of the same ACME Spice. Bit more of a risk but the pay out in skimming is much higher for the Critical.

Also maybe have part of the smugler tree skills have to do with 'cutting the product' ya know taking some of the good stuff and replace with filler so they look to be delivering the full shipment but get a little for themselves. Make it automatic based on level (like 5%-25% from novice to master) and you can take your cut or go for more and get extra. So in the above say Smugler A was a novice and can skim 5% they get nothing (they are too new and shipment too small). But if they were a master could still walk out with 2 of their own (remeber this is SWG always round down against the player Now same thing for the crtical a novice with the critical could walk out with 5 skimmed and a master 25. That is all without increasing the visability factor as its part of a player skill. Now if they wanted to skim more then they get the visability from the extra that is taken. This way the payoff for a mission is not just in credits but you also get some of the components or spice that players want.





Sulic - Something
Beti - Something else
Nhoa - Master freeloader

Armor vendor in Kor Mesa outside Coronet -219, -3348

RellikCro
Tue Jun 22, 2004 2:18 am
#37






Darkov wrote:

Just one thing, nothing stops people who don't want to do PvP doing the cool missions.. they just have to limit the number they do inside a certain time period, assuming visibility fades over time, then they do one mission a day, instead of five a day like something risking PvP.






Now, just to clarify somethings. Are we sure it auto decays yet? If it does auto decay then I can defiantly see this working by just limiting the amount of critical missions you do also.


Second question, does your visiblity only go up if you fail a mission or get caught or does it go up regardless? So if you do 5 succesful critical missions for Jabba and were never caught has your visiblity gone up? Reason I ask is I had an idea where those that do not wish to participate in PvP could take critical missions and as long as they do not fail in that mission they do not gain PC BH vissibility but just bad faction from other NPC's if they are smuggling against them. Now if they do fail they get visiblity but, going by if it does auto-decay, they would be able to say "I am just not good enough smuggler to continue for a bit Jabba, I wish not to dishonor you and force you to take a bounty on me", and they lay low for 24 hours from anymore critical missions.


This would have the advantage of not punishing PvE'ers from the good loot and still have consequences if you want to push the envelope.



Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
RellikCro
Tue Jun 22, 2004 2:22 am
#38






sbob wrote:

Another thing about the 2 missions insted of making it where you only get the cool stuff on the critical missions make those missions be larger shipments than could get from the non critical missions. For example Smugler A takes a non critical mission and has a crate of 10 ACME Spice to deliver. They can pocket it or not but they get the 10 at most. Now Smugler B comes up and wants to take a critical one they get a crate of 100 of the same ACME Spice. Bit more of a risk but the pay out in skimming is much higher for the Critical.

Also maybe have part of the smugler tree skills have to do with 'cutting the product' ya know taking some of the good stuff and replace with filler so they look to be delivering the full shipment but get a little for themselves. Make it automatic based on level (like 5%-25% from novice to master) and you can take your cut or go for more and get extra. So in the above say Smugler A was a novice and can skim 5% they get nothing (they are too new and shipment too small). But if they were a master could still walk out with 2 of their own (remeber this is SWG always round down against the player Now same thing for the crtical a novice with the critical could walk out with 5 skimmed and a master 25. That is all without increasing the visability factor as its part of a player skill. Now if they wanted to skim more then they get the visability from the extra that is taken. This way the payoff for a mission is not just in credits but you also get some of the components or spice that players want.








If I read this right, the reward would be pretty much idenical for each mission type but the amount of reward is based on which mission type you did. The critical mission gives you drastically more room to "cut" like you said 25 items instead of just 10. This is a great idea because it does not leave the PvE'er out of the good stuff just not as much of it.



Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
Krogchoi
Tue Jun 22, 2004 2:43 am
#39

"This also means that high level smugglers would be dealing with security forces tougher than your average Stormtrooper."

Wrong imo. As an exemple, I am playing a Master weaponsmith/smuggler (0/4/0/4 in smuggler, just for spice and slice), ie, not the fighter type of smuggler at all. I can not defeat a stormtrooper allready, not even talking about a squad.

What makes the whole thing exiting is NOT the possibility of getting attacked by NPCs, but to become visible to BHs. Visibility should be the main "danger" of the missions, not the threat of a certain death coming from NPCs.

Also confiscating goods is fine as long as it is mission items. There should be NO WAY that personal weapons or armor should ever be confiscated by NPCs.



---
Baaron Samedi - Master Weaponsmith / Smuggler (Lowca server)
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