Smuggler Archive
Thread: Harsh Contraband Punishment Systems, Respecting Player's Gamestyles, and the Smuggler Revamp
ThisIsStupid wrote:
These are nice ideas, but again they are too open to exploit. Now I can work with a smuggler and always get my goods effectively sliced for free and the smuggler can always get paid by always stealing the items. This can be done over and over with no downside to either party.
Not trying to be too hard on you, just trying to punch holes in the idea so that it can be improved.
I'm glad that you brought that up.
Perhaps if you are using the Smuggler's Datapad in a slicing situation, the weapon will be sliced in this window. Regardless if the weapon is stolen, it will always remain in the datapad, where it's owner will always get it back.
If the smuggler steals it, you would get your tip back, and the smuggler would get the payout from selling the item, but how about this.
If a smuggler steals something from a trade window, he/she will only get the reward for it three Earth days from that point in time and will suffer an increase in BH visibility. A smuggler can only be in the process of trying to steal only one item at a time. The downside is that the smuggler cannot just go around stealing things at will. They will only be able to run off with an item every three days at maximum. If killed by a BH in that span of three days, the smuggler does not get the payout.
I don't think there should be a downside for a customer being ripped off by a smuggler, but the smuggler will have to deal with increased visibility and the risk of not being able to collect their reward for stealing the item. Overall, a fun system.
The only dumb part about my idea is how can a smuggler steal an item that never even leaves the hands of its owner. In truth, the smuggler is stealing a representation of that item and selling it on the black market. This kinda bothers me, but I think a good solution can be come up with.
BTW, thanks for the feedback guys and gals. This might be a real nice workable system.
Message Edited by Ternque01 on 02-05-2005 07:07 PM
SmugglinZane wrote:
I have to agree with you Axob. The only way for smuggling to be meaningful and player interactive if for what's in game to have value within a contraband/tariff system.
A straight trade of goods for transport is really open to exploitation though. I like the NPC interaction thing, but maybe there should be some sort of ticket or unslicable locked container to prevent stolen goods. If people are opened up to this sort of griefing I think some very unsavory types of people will pick up Smuggler to try and exploit it.