Smuggler Archive

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

true_Kieran
Sat Sep 11, 2004 2:17 pm
#495


Play DAoC for about two years, that's what I did before I started with SWG, then we can talk about "dealing with PvP" again. Or try to read some more thread on this board, then maybe you understand what people here are talking about. Threads about smugglers being hunted have been on this board since long before you registered here, and we discussed pro and contra about 50 times now. It's neither because they are "afraid" of pvp nor that they don't want content why people don't agree with the hunting idea, so I suggest you do a little background check and use the search button before your next wise post about it.




Jarrod Larson
Bounty Hunter


darkjedidroid
Sat Sep 11, 2004 8:43 pm
#496

as a bh and sorry for going on your site but i love this idea it brings excitement to the underworld life that smugglers and bh's shouldface.


like others mention this brings excitment to smugglers and alt bounties to bh's


look at this way ( if you can)


smuggler= drug tracifficer


bh= hitman



if the drug tracfficer gets busted and the drug lord want him ir her dead then the hitman comes.
true_Kieran
Sun Sep 12, 2004 1:37 pm
#497






darkjedidroid wrote:

as a bh and sorry for going on your site but i love this idea it brings excitement to the underworld life that smugglers and bh's shouldface.


like others mention this brings excitment to smugglers and alt bounties to bh's


look at this way ( if you can)


smuggler= drug tracifficer


bh= hitman



if the drug tracfficer gets busted and the drug lord want him ir her dead then the hitman comes.







You should be here long enough to remember some of the thread and the reasons why some people didn't want it. If these things ever change, some around here might reconsider the idea.


But please people tell me, why is it that so many of you are afraid of the search button, are you afraid it might bite you?





Jarrod Larson
Bounty Hunter


darkjedidroid
Mon Sep 13, 2004 12:07 am
#498

i guess the patrents better tell the kids to stay where they are and not jump on the 1st thing that comes..



" be true to yourslef,...when i brought this game i wanted to be 2 professions: smuggler and bh, which i did both...think back to you and make that decision"
VitchCarnabe
Mon Sep 13, 2004 5:11 am
#499

Here is an idea, and a PVP tie in too. Have a craftable item that lets you choose the attribute about the weapon/armor to be sliced..... but and this is the good part..... the Imperial anti tampering device has a silent alarm. You have an certain percent chance reduceable by spice or by food that the alarm goes off. Same silent alarm is on all terminals that can be sliced as well. You could even do the "you successfully sliced x item but notice you triggered the alarm by acident." So you know it is coming. Triggering the alarm causes you to end up on BH boards. Oh, and give BH's a Death Blow so the can actually kill us. Wether it is a poison or just placing the scatter pistol on a smugglers forehead....... no chance of figning your head turned into a canoo. This is only used by BH's with a mission, BH gets the dart when he gets our Bio sig.

You dont want to deal with PVP, dont use the sure thing modular clamp. Or if a Smuggler happens to be a Weaponsmith/Armorsmith they get bonuses to slicing weapons/armor. Just a thought
true_Kieran
Mon Sep 13, 2004 6:51 am
#500






VitchCarnabe wrote:

Here is an idea, and a PVP tie in too. Have a craftable item that lets you choose the attribute about the weapon/armor to be sliced..... but and this is the good part..... the Imperial anti tampering device has a silent alarm. You have an certain percent chance reduceable by spice or by food that the alarm goes off. Same silent alarm is on all terminals that can be sliced as well. You could even do the "you successfully sliced x item but notice you triggered the alarm by acident." So you know it is coming. Triggering the alarm causes you to end up on BH boards. Oh, and give BH's a Death Blow so the can actually kill us. Wether it is a poison or just placing the scatter pistol on a smugglers forehead....... no chance of figning your head turned into a canoo. This is only used by BH's with a mission, BH gets the dart when he gets our Bio sig.

You dont want to deal with PVP, dont use the sure thing modular clamp. Or if a Smuggler happens to be a Weaponsmith/Armorsmith they get bonuses to slicing weapons/armor. Just a thought






No offence, but this idea is very old, one of the arguments against it was, that every guild or even some guys who are just in for the money will have a second account, which is a smuggler, he will login to slice and logout right after it. This way, everyone in the guild or every client will get the slices they want and no BH will ever get the smuggler, so please, for the sanity of the people on this board.... use the ....... ........ search button people...




Jarrod Larson
Bounty Hunter


eodem
Mon Sep 13, 2004 7:14 am
#501

**edit** am i supposed to use the search button for? what are you wanting us to search for?
true_Kieran
Mon Sep 13, 2004 8:11 am
#502



Click on advanced, pick the smuggler forum and type bounty for example, from the 4722 (I guess 4723 with this one) pick the one you like most and you have about a 50% chance it belongs to one of these threads. You will find more opinions and ideas in there then you will ever have about that topic. Maybe this gives you a clue why very few still wright about it, is has been discussed about 50 times... And if this goes on, the one who will pick it up in 6 month from now possibly gets to choose from 7149 posts. Get my point now?

Message Edited by true_Kieran on 09-13-2004 05:12 PM




Jarrod Larson
Bounty Hunter


eodem
Mon Sep 13, 2004 9:28 am
#503

lol yeha, thanks.

Message Edited by eodem on 09-13-2004 11:28 AM

jcesare
Wed Sep 15, 2004 4:20 pm
#504

If you go the "Risk vs Reward" route for non-PvPvs PvP missions,make sure the rewards are MUCH greater. They should be at least doubled, if not tripled.Otherwise there is no point.






ggggggggggxnnntnnnnnnntnnnxgggggggggg



Hero2Zero
Fri Sep 24, 2004 11:29 pm
#505

IMHO the rules governing a smuggler and his relationship to his employer as well as to the local law enforcement, etc. can be pretty well handled if you just think of it from a RP point of view. If we agree on a few saliant points then the current faction system and PvE/PvP system should be able to handle this with (maybe) only minor adjustments.

First some points:


  • In the Star Wars universe the Empire is the law enforcement agency. (Think FBI, NSA and CIA all in one). If they say it's illegal, it is illegal.

  • Contraband is, by definition, illegal. (Otherwise no one dare call it contraband, eh)


  • This could bring us to the first stop on our mental journey I think. If you get caught with contraband (scanned and caught) the least that should happen is you lose the item. I realize this make for good RP and poor user relations, but why shouldn't there be a penalty. Don't wanna lose the item, 2 choices: fight or run. If you fight you take a pretty big risk, I'd say. You would lose faction standing, you risk being killed and then stripped of the item(s), etc. Rough but hey, you chose to use an illegal item. But if you win the fight, you take that troopers ability to identify you away (assuming he was alone and didn't get any help). You go free. Or, for the more user friendly choice, you run. Stay gone for x amount of time and the trooper forgets what you look like (it could happen). You go free. 2 ways to lose, 2 ways to win.

    Next up:
    If a smuggler fails to complete the mission, the employer, most likely, won't give a rats a** why! (The may be exceptions to this. In the RP framework of the Star Wars universe it's usually assumed the rebellion would be more forgiving than, say, the Hutts).
    So whats the punishment for failure. The answers to this given by GreenMarine are good, I think, for the most part. Faction hits for the employers up to the point that they will no longer give you jobs. These could be rectified like any other faction problems, and why shouldn't they be? After all, an employer that gives you a minimum risk job gives you minimum risk pay and minimum risk punishment. Of course, without good faction no employer would give you a high risk job anyway, right?

    That being said, if you wanna play in the big leagues you gotta take the risk. Get your faction standing high and take the high paying jobs. That means high risk. You fail a high risk mission you gotta pay. This could actually be handled in 2 ways I think. Failing the mission would mean, basically, not delivering the goods in the allotted time frame. So the employer knows when the mission fails just by the fact that his customer calls and says "Hey, where's my crap!?". So this leads to (resolution 1) The employer contacts the smuggler and says "Give me my stuff back (costing steep faction hits) and some cash for my expenses and time wasted (to negate the faction hit) or (resolution 2)I release the hounds." At this point you get a bounty on your head. No more questions. No more chances to make it right. This starts with a large faction hit until you are caught, then the faction hit drops back down by maybe 80% (Why, you ask? Well, I assume the game AI is more likely to ambush you faster with faction friendlies of the employer if you have a high negative faction, giving the feeling you are a hunted man/woman, until you are caught, after which the faction hit is just a 'badwill' hit). To me this seems fair.

    The next thing that comes up is players that don't want PvP on their hands. Welp, really, what does it matter if it's an NPC BH or a PC BH? If an employer spends the cash and effort to contact, contract and pay a bounty hunter they aren't going to hire a wuss! So in the end your just as caught, PC or NPC. Also, the penalty doesn't have to be death. The BH just incapacitates the smuggler the best way it can and takes all the cash he/she has on as well as all the contraband. That way the penalty is the same for being caught by a PC and NPC BH. Wanna get really tough? After the second or third failure take the PCs weapons , next time his armor as well. That's pretty harsh, but still reasonable from an RP standpoint. The employer could always make the smuggler "known" to the empire as well, lowering faction there. (Those types of employers always have good information networks, inside and outside the law).

    I know the PvP thing bothers a lot of people, but really, I'd rather have a fallible human looking for me than the AI that, actually, always knows exactly where you are...


    Finally, make sliced gear by higher level smugglers harder to spot. Put in a 'Scan failure' chance based on the level of the smuggler that sliced it. The drugs are a different idea but still doable in the confines of the existing game code. Create a box that can act as a container (that requires that it be sliced) and give it the 'Scan failure' chance as well. Low level slice is better than none, but high level is best. Even better, make the gear 'reslicable' (is that a word?) for x number of times, but only by a higher level smuggler than the last. The slices after the first do not raise or lower the stats, only the 'scan failure' rating. Successful reslice means it gets harder to spot, failure uses up one of the attempts but doesn't make it any easier to spot with a scan.
    If that last part is handled well I don't think it will hurt the value of the gear at all. Might make it better, even.

    Thats just my $0.02 worth.
    H2Z


    P.S. Dev team, remember, you will NEVER be able to please everyone. Don't try. Pick a good middle ground on those stick issues. Or hell, put your foot down. If you get up against a brick wall, let George make the call, or just have him call me. I'll set him straight...)
    Setwe
    Sun Sep 26, 2004 9:24 am
    #506

    I really liked the last idea but i think it could use some adjustments. Don't ake away itmes tat had nothing to do with the mission, such as armor or weapons the character had prior to the failed mission. Taking away those would just piss people off. For BH deaths have them take the money they owe to whoever gave them the mission (from bank and whatever us on the character). Also after i player is DB'd by a BH have them incur a big nasty annoying long lasting poison. This way it gives insentive to stay on the run from the BH. This way bounty hunters taking player targets have to actually work hard at it. Maybe even ask people in the area if they had seen (insert name) at the starport, or leaving the city on a swoop/mount. Also have BH's able to go into any house amark isin (so you just cant go hide in a friends house). SMugglers should also have some limited ability to track where a BH is so they know where to run or not. They can talk to an NPC informant(at a price of course)or slice a BH terminal and depending upon their skill they can get a vague description of where a BHmay be. Meaning if they are lucky the terminal/NPC may tell them "______ is on Naboo"


    I picture it this way:


    A smuggler recieves a mission from Lady Valarian to transport x amount of illegal weapons to a buyer on Talus. The smuggler runs into several snags along the way and doesn't get it done in time. He fails the mission. A bounty is put on him, and it happens to be player hunting him. He knows that he is screwed if he gets caughts so he runs. First intoCoronet to runto Yavin where he can hideout for a while and maybe assemble a group of player friends who can be his body guard, or just hide there until the bounty hunter runs out of time on the mission and fails it. He checks with an NPC informant at the Labor Outpost, no dice. He knows the planet pretty well and decides to hide out in the northwestern mountains. From time to time he goes and checks at the outposts to see if there is any word on the BH. One time he discovers that the BH is in the sector (after JtL comes out) and flees. He goes to Lok to hide out again. Too bad for him that the BH sent tracking droids out on Lok already. His is found and the BH quickly reroutes to Lok where he finds the mark. He kills him, the mark loses his money and takes a pretty nasty death penalty.


    This may soundlike it would be a major hamper on the game experience but it wouldn't be. For one the BH getto have a fun experience, and even the smuggler gets the thrill ofthe hideaway and the eventual fight.


    just my $0.02
    eodem
    Sun Sep 26, 2004 9:48 am
    #507

    my $0.02 is that yes. you are correct. that would be hella fun for both parties.
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