Smuggler Archive

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

Shrendyc
Fri Aug 06, 2004 3:30 pm
#469






Smuggler_Caylin wrote:

Speaking of him...


http://forums.station.sony.com/swg/view_profile?user.id=58312


Check his date last visited... and that's all I can say right now...






Shows him as online right now, 8/6/04 at 5:32 PM central time. In case people were wondering.



"Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction. "
eitario
Fri Aug 06, 2004 3:32 pm
#470






GreenMarine wrote:

See this link for part 1:


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=96114


Part 1 reached over 1200 posts in less than a week. Clearly the smuggler & bounty hunter professions care deeply about the design of any kind of smuggling system. I'm really happy with the level of response. A lot of people who don't normally post are chiming in with their opinion and, in general, the discussion has been civil.


I want to try and distill the discussion down and start to find solutions. Here were the three big issues that turned into long discussions.


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.


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.


Summary 2: The second major issue revolved around the punishments for being caught with contraband:


  1. Some players feel that dying isn't enough of a punishment.

  2. Some players recommended a faction hit.

  3. Some players feel that storm troopers are too weak.

  4. Players don't like that only storm troopers scan.

Solution: The solution obviously has several parts. We need to discuss more what the punishments should be. There are a few types of punishment that we can draw from:



  • Loss of GCW faction.

  • Loss of NPC faction.

  • Combat & risk of death.

  • Confiscation of the illegal goods.

One possibility might be to make it so that the scanning NPC isn't the NPC that attacks. Instead he "calls for backup" and the backup is relative to the player's level. This brings up the possibility of a group of players using a low level smuggler to spawn lower level faction targets. Thesolution to stopping faction farming of scan spawned NPCs is to prevent them from giving GCW faction. There are many other legitimate ways to gain faction. Even if it seems inconsistant, it does make somesense that the Rebels aren't necessarily going to reward a player for killing troopers just doing their job.


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


It seems that we should make more factions other than Imperial scan. Why can't the Rebels scan in a Rebel controlled territory? They aren't going to like spice abuse much either. Rebel commanders could then have some immunity from scans in their home regions. Naboo's Royal Security Force (a neutral faction) might also scan and have their own forces to deal with violators.


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.







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.






i love the ideas about mission but the one aspect of all of this that bothers me most is It seems that we should make more factions other than Imperial scan. Why can't the Rebels scan in a Rebel controlled territory? They aren't going to like spice abuse much either. Rebel commanders could then have some immunity from scans in their home regions.

sure established government forces should perform scans to but Rebel npc's shouldnt be doing scan outside of the Rebel outbost, Leia is hiding out after an attack on yavin, why would Rebels be running around in any city doing police work when their man power should be at a premium anyway. just to be clear if I were in anchorhead i'd expect to be confronted or the rebel outpost, if its a rebel sympathetic city it then the local forces should scan not Rebel NPC's, and the should still be some fear of retribution by the scanning npc against imperials and rebs should go by pretty much un scathed in those citys.


as far as being caught with contraband i think it would be better to lose it if you get scanned but you have options available before the actual scan, i.e. just as some people choose to run or fight imp npcs before the scan is done. if you do get in that situation how about also some "cool" points with that faction and a bonus for the hassle for getting away.



There's a quote about the original design of Galaxies that says it was too much like living the life of Uncle Owen and not enough like the life of Luke or Han Solo.
eitario
Fri Aug 06, 2004 3:36 pm
#471






Beliblisrevenge wrote:
what about

-crafting a smuggle bag ( with % of protect for scanning ) for master smuggler
or change underworld tree (1.skillbox 25% protect bag and so on)
only 2 charges , the same for ships then craftable

-increase the scannings for non smuggler ( for what we have over 90% protect ?)and punish more powerful(who has fear from the empire ?)

-scliceable ship parts ( JtL )

-experimentation on spice crafting

-make delayshot like before nerf ( maybe with 5 secs than 10 sec )

-special smuggel missions with bounty if you failed

-faction smuggle missions ( jabba , lady valarian or so)





i like these, the first 2 themost



There's a quote about the original design of Galaxies that says it was too much like living the life of Uncle Owen and not enough like the life of Luke or Han Solo.
Malgg
Fri Aug 06, 2004 4:16 pm
#472



majorslappy wrote:
Malagg,
How about instead of you just getting your DE-10 confiscated, you are given a mission to retrieve it using your smuggling skills?





As a programmer, I realize how difficult that would be to impliment....but it would be acceptable.



Orion Randrick - Master Smuggler/Teras Kasi Novice/Rifleman
Wandering the galaxy homeless since 6/27/03
smugglerkatan
Fri Aug 06, 2004 4:31 pm
#473

08-06-2004 02:56 PM


greenmarine you are our only hope



Nevel Katan
Gungeun
Fri Aug 06, 2004 11:03 pm
#474

I didnt read the whole thread yet, but heres an idea.


When you Smuggler something, you get a Smugglers Ranking.


And Smugglers will compete for the top ranking, but they will have to make Scaning for Contraband higher and happen more often.


Just a thought.



FONT-FAMILY: Papyrus\"> Fizzek Decimator
FONT-FAMILY: Papyrus\">
FONT-FAMILY: Papyrus\">-SWG Sucks, only forums are fun-
FONT-FAMILY: Papyrus\">If you see this, im not playing Joint Ops

Krondore
Sat Aug 14, 2004 7:17 am
#475


Hey, I think that what you said were great ideas, in fact, I really like the one about the spices. As where it stand right now, I am a smuggler (working on spices) the only problem with spices is that they just aren't good enough at the moment. They don't compete with foods or buffs really in any way. Plus the down time seriously hinders people from using them. I offer free spice to people and they turn it down lol. I think that since there is downtime the spices should easily rival chef food. Or be even better. I have no problem with the down time after spice. I just think that istead of a complete opposite effect of the spice it should be a half or a quarter of what the spice actually does. Ex. Neutron Pixie. When it is used it is great! but when the down time hits it is almost instand death! Most people are left with 1health. For those with enough Health to have some left it still isn't very much. And in cases where you are fighting a Krayt Dragon which can take upwards of 20 min or more the Pixie is useless cause it lasts only about 9 min. Now for all of those who have read this, Thanks! I can sometimes be long winded Hehe hope you take some of my statements into consideration. Later

Krondore
Krondore
Sat Aug 14, 2004 7:28 am
#476

Hey, me again, hehe. Just forgot to mention... Along with smuggler I think that there should be a little more of a battle boost. Possibly some smuggler only weapons. Could be a Jagged Vibro Knuckler, or some Light Stun Pistol or something. I realize those are made up. But my point is that you need unarmed 4 along with pistol 4 for smuggler. Therefore smuggler should utalize those a little more. Although where it stands right now if there were a "Jagged Vibro Knuckler" and if it was better then the normal Vibro Knuckler then the TK would be almost unstopable. Anyway the point is that along with smuggler you pretty much need another combat prof. And with the loads of points that go into smuggler you can pretty much only do one other Prof. Say Teras Kasi or Pistoleer. Then you don't really have enough points to do anything else really. Say something with Weaponsmith or anthing like that. I know that this was a bit off topic, but I couldn't find any other place to post a message like this, and I don't have hours to spend searching the forums for something that directly relates to this. But once again, thanks for listening.

Krondore
JTGAlpha
Mon Aug 16, 2004 7:05 pm
#477

You guys are so cute. THinkin' GM still reads this thread. awww...





Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

snuggler
Mon Aug 16, 2004 7:33 pm
#478






Beliblisrevenge wrote:
what about

-crafting a smuggle bag ( with % of protect for scanning ) for master smuggler
or change underworld tree (1.skillbox 25% protect bag and so on)
only 2 charges , the same for ships then craftable

*snipped the rest*



I like this...In fact, there was a bug (may still be there!)where you could slice backpacks whichgave me an idea:


Smugglers could slicebackpacks (not craft them though) for effectiveness using the standard range for effectivenesslike smugglers get on armor. A 35% effective slice gives you a 35% bonus on your roll toevade ascan? A 45% encumbrance slice opens up 4 more spaces!


I wonder how much the FS skill box luck will help avoid scans? Between one and four percent? Higher? Will Persuasion lower your fine or give you another chance to get out of hot water all together?


JWalker Black


Message Edited by snuggler on 08-16-2004 07:33 PM

Locom_Dandef
Sat Aug 21, 2004 9:10 am
#479


I like the ideas of this - visibility and NPC smuggling/deliver missions. In a way, the faction ratings should affect your visibility anyway. What you might want to look at is making smugglers targets for bounty hunters if their visibility gets too high.


I'd like to be able to smuggle for other players too - items that only smugglers could move from planet to planet? It might mean some band wagoning, but I'm thinking of the role-playing aspect here.



____Harsh
Measures
___________________

LIGHT
J
EDI KNIGHT

Rebel Colonel ~
Member of Aztecs


true_Kieran
Sat Aug 21, 2004 3:16 pm
#480

You boys didn't notice that no red named reads this thread anymore, did you?




Jarrod Larson
Bounty Hunter


GrimRebuke
Mon Aug 23, 2004 11:04 am
#481

I can't tell who reads, only who responds and the general value of their responses.
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