Smuggler Archive
Thread: The Lack of Announced Player Based Smuggling Missions
SpinningCloud wrote:
Nick, you know me at least I think from my post history.
What they're planning is good...good enough to keep me around should it be implimented by end of July latest.
Keeping me around means I'll be right in there fighting for what we all know NEEDS to be done...player-player smuggling.
I hope that all of us would keep that effort up, even after getting what it looks like they may give us.
SpinningCloud wrote:
[snip]
I have the same concerns you do Nick...that they'll think all is well and leave things as they stand.
It needs to be clear that we do NEED player to player smuggling. That IS the interaction that will make smuggling and make it part of the GCW and not our own private mini-game.
100% correct ![]()
I know everyone's on the same page.
However, I think a lot of people, especiall the ones that came along in mid '04 are in shock with the "OMG they're revamping us! And look at this cool stuff!" and they think I'm trying to argue to take it away if we don't get P2P Smuggling. Which isn't the case.
Give us what they posted then add to it with cool things like Fake IDs, the POB ship things, combat stuff, and other cool tricks as well as Player to Player Smuggling contracts ![]()
Message Edited by NickHeel on 03-11-2005 10:56 PM
The way I look at it, the concept docs are a great start, and it's probably wisest to get all that stuff in the game while we work on a way to involve player-based smuggling. I'd certainly hope that once they've spent the big effort of getting smuggling up and running they'll be willing to spend the lesser effort to come back to add more in a relatively quick timespan.
Message Edited by NickHeel on 03-11-2005 04:19 PM
Message Edited by Rhu on 03-12-2005 04:19 AM
Rhu wrote:.......Okay, so let's not create situations where players are involuntarily inconvenienced as possible matters for player smuggling.Instead, we can focus on coming up with areas where players make concious decisions to get themselves in trouble. I'm just coming up with this scenario off the top of my head, here, and I know I've seen proposals along these lines before, but:............
If this experience you just described could be HALFWAY fulfilled... I would weep openly for a day.
BRILLIANT POST!!!
-rl
Also, let me begin by saying that I think the proposed changes are excellent (especially the slicing interface.) While it's not exactly what we've been hoping and praying for, it's a start and that's something. But with that being said:
I honestly thing, given a few tweaks (tweak perhaps being an understatement) this proposed Smuggling experience COULD, become more interactive.
Personally, I've always felt that the idea of us moving people's sliced weapons and personal spice around was a little small-potatoes to be considered "P2P Smuggling." It would be a start, no doubt, but i always invisioned more. And what always came to me was either taxed-resources or high-end loot, like Kryat Pearls being moved off Tat.
Anyway, Tiggs mentioned that there would be a multitude of Smuggled goods we would be moving for our contacts. Imagine if you will that some of these goods would constiture VERY exclusive, high-quality crafting resources. We're talking military-grade, unspawnable, resources. These resources would be highly desirable by most crafters, but in extremely limited supply (I'm not a crafter, but say 200max units per shipment).
In addition to adding these resources as Smugglable goods, we refine the duties of our Smuggling contacts. For us Smugglers, they would be our gateway to receiving missions. For other players, they could act as mini NPC-bazaars, basically an Underworld goods Fence. (with the apparent elimination of our Spice-tree, the Fence title is up for grabs.) Anyway, a portion of the goods we are contracted to deliver would then appear on this Fence's listing, and would be available for purchase by crafters looking for a resource edge.
Of course, not all crafters use the same materials. And if the desired resources could not be found on the Fence's listing, many crafters would probably contract with Smugglers to find and deliver their desired resources.
Let me give you an example:
My friend the Weaponsmith is looking to make an even more powerful Geo blaster for his client. He thinks by using a small amount of Military-Grade (MG) Copper he can increase the performance of the weapons. He goes to the local Fence to see if there is any MG Copper in supply, but alas there is none listed. So my friend the Weaponsmith asks me if I can poke around and deliver some MG Copper (with of course an upfront monatary deposit for my trouble). I scour the galaxy, from one Contact to the next to see if anyone is shipping MG Copper. Finally I find one and take the job. Now it's time for my decision. Do i complete my task, delivering the MG Copper to the appropriate location where the Fence can sell it to my Weaponsmith friend? Or, do i pocket it myself, eliminate the Fence middleman (accepting my deadbeat points) and sell it directly to the Weaponsmith for a much larger profit?
To me, the only question mark for development would be creating these Underworld Fences. I don't know of our NCP Contacts could be coded to act as mini-bazaars (though I suppose it's similar to the options Faction Recruiters already have). Beyond that, it's simply a matter of making some of our potental Smuggled goods be very-high-end resources and we're set. Since there would be very few of these resource types and in a very limited supply, i don't see us stepping on the Miner's toes (especially since everything is done with harvesters anyway.) And best of all, i think we'd actually feel like we're working for players by utilizing the NPC Smuggling system. We'd be wanted and needed and a valued part of the dynamic economy. And we'd start making some serious creds too
Anyway, let me know what you think. If this is a possible way to impliment P2P Smuggling within the environment they've just proposed. If this should be developed further, posted somewhere else, or just the ramblings of a mad man at 2am
Orcajum wrote:
Ok, I'm going to appologize right from the beginning if this is jumbled and messy or makes little sense and because i'm sure i'll be babbling soon. I'm tired, it's 2am, but I have to get this idea out before it goes south on me. If it doesn't make sense or someone sees problems with my logic or concepts, let me know or ask for clarification or something.
Also, let me begin by saying that I think the proposed changes are excellent (especially the slicing interface.) While it's not exactly what we've been hoping and praying for, it's a start and that's something. But with that being said:
I honestly thing, given a few tweaks (tweak perhaps being an understatement) this proposed Smuggling experience COULD, become more interactive.
Personally, I've always felt that the idea of us moving people's sliced weapons and personal spice around was a little small-potatoes to be considered "P2P Smuggling." It would be a start, no doubt, but i always invisioned more. And what always came to me was either taxed-resources or high-end loot, like Kryat Pearls being moved off Tat.
Anyway, Tiggs mentioned that there would be a multitude of Smuggled goods we would be moving for our contacts. Imagine if you will that some of these goods would constiture VERY exclusive, high-quality crafting resources. We're talking military-grade, unspawnable, resources. These resources would be highly desirable by most crafters, but in extremely limited supply (I'm not a crafter, but say 200max units per shipment).
In addition to adding these resources as Smugglable goods, we refine the duties of our Smuggling contacts. For us Smugglers, they would be our gateway to receiving missions. For other players, they could act as mini NPC-bazaars, basically an Underworld goods Fence. (with the apparent elimination of our Spice-tree, the Fence title is up for grabs.) Anyway, a portion of the goods we are contracted to deliver would then appear on this Fence's listing, and would be available for purchase by crafters looking for a resource edge.
Of course, not all crafters use the same materials. And if the desired resources could not be found on the Fence's listing, many crafters would probably contract with Smugglers to find and deliver their desired resources.
Let me give you an example:
My friend the Weaponsmith is looking to make an even more powerful Geo blaster for his client. He thinks by using a small amount of Military-Grade (MG) Copper he can increase the performance of the weapons. He goes to the local Fence to see if there is any MG Copper in supply, but alas there is none listed. So my friend the Weaponsmith asks me if I can poke around and deliver some MG Copper (with of course an upfront monatary deposit for my trouble). I scour the galaxy, from one Contact to the next to see if anyone is shipping MG Copper. Finally I find one and take the job. Now it's time for my decision. Do i complete my task, delivering the MG Copper to the appropriate location where the Fence can sell it to my Weaponsmith friend? Or, do i pocket it myself, eliminate the Fence middleman (accepting my deadbeat points) and sell it directly to the Weaponsmith for a much larger profit?
To me, the only question mark for development would be creating these Underworld Fences. I don't know of our NCP Contacts could be coded to act as mini-bazaars (though I suppose it's similar to the options Faction Recruiters already have). Beyond that, it's simply a matter of making some of our potental Smuggled goods be very-high-end resources and we're set. Since there would be very few of these resource types and in a very limited supply, i don't see us stepping on the Miner's toes (especially since everything is done with harvesters anyway.) And best of all, i think we'd actually feel like we're working for players by utilizing the NPC Smuggling system. We'd be wanted and needed and a valued part of the dynamic economy. And we'd start making some serious creds too
Anyway, let me know what you think. If this is a possible way to impliment P2P Smuggling within the environment they've just proposed. If this should be developed further, posted somewhere else, or just the ramblings of a mad man at 2am
I like this idea, and by keeping the amounts of material available low, it will only be used in the single crafted weaponsm not large factory runs (where the resources mined by everyone with spare lots goes).
The only thing I'm not sure if is having non-smugglers use the contacts as a mini-bizaar, it might be better to keep the contacts smuggler only, and have the crafter come straight to the pc smuggler to ask whats available on the black martket.
Is there any scope for this within the Smuggler upgrade? if not, will there be scope for this in the future, as part of another publish or expansion? I must ask these questions, because they will be the first and foremost on the lips of every Smuggler."
Still waiting for a response on this.