Smuggler Archive

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

RellikCro
Tue Jun 22, 2004 2:44 am
#40

I am in yellow




Smuggler_Caylin wrote:





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.






I like the splitting up you didhere.


Willwe have to cheat the supplier in order to get the rare components? I would like to think I could at least be *somewhat* honest and be rewarded with them. A few of the components for succeeding, but you have the option to take more if you wish to face their wrath? Sure they may give me oneor twopairs of hot pants with the chewbaccadesignthat was part of their thanks for completing the mission. Hopefully they wont notice the four others I took from the shipment...


It would be nice too see it possibly work out where the missions could even possibly be the same but as you suggested instead of just taking what they offered for my delivery (PvE) I decided to skim more from the supply (PvP). This way you are not punishing either playerstyle and yet you are giving those that want to take a bigger risk to gain more from each mission with the possiblity of getting visibility and PC BH Mark.


I would like to see a way to get the entire player base on those bounty hunter terminals. I don't know if carrying illegal items is enough justification to raise visibility. We currently have underworld being vastly unuseable by neutral smugglers. I'd hate for them to find two more of their skill trees largely unuseable as they had no wish to participate in PvP. It would be rather silly that they could slice items and craft spice all day long, but not be able to use the items unless they wanted to risk a PVP consequence.


I completely agree here, and I posted somewhere else an idea of not altering what we already had in the game as highly illegel (visiblity items) but introducing new items that would be considered highly illegal. You accomplish several things this way, the biggest is not creating an atmosphere were the playerbase believes they are getting a huge nerf or penalty for doing nothing more then they have for a year now. And it also adds in other options for Smugglers to do (not sure what can be added, I am sure others can come up with some good suggestions).


Personally I feel that the best way to get other players on the terminals has been through GCW involvement. Whenever a player is involved in a GCW battle, for every battle won, they increase their sides faction, lose faction from the opposing side, and gain in visibility. I don't think people could say that the player did not consent to pvp as a consequence that way. It's just one more trigger in normal PVP on victory/defeat. It sounds pretty easy to do I would think.


This makes so much sense it seems stupid not to even be implimented yet. The game already has a clear and distinctive way for players to say "Hey I want to PvP" and yet it seems to not be widely used in other parts of the game.


Military class sounds interesting. In the stories Han Solo had several military grade improvements installed on the Falcon, I'd like to see the ability to do the same with my ship in the future. He was always cautious of having his ship looked at too closely by the authorities even when he wasn't smuggling, if I remember right


I believe this ties into what I was saying about new items that are added could be classed has highly illegal and keep everyone happy. As a neutral smuggler (which is what I play) I would not have the need for "military class upgrades" on my YT-1300... I could live with just the normal weapons or quasi-illegal upgrades. But those that want the absolute best could with visiblity. This makes sense






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.







  1. Agreed, death isn't much of a punishment. Time sinks are though. An impound lot or something equally suitable as a deterrant. They aren't prevented from having the item, it's just a major inconvenience if they get caught.

  2. Faction hits don't mean much, unless they were massive (As in a thousand or more) as far as GCW factions go. If the factions are more NPC oriented, I wonder what difference it would make? Currently I don't have to worry about my faction much at all.

  3. How weak will they be after the combat balance? /ponder

  4. I can agree with that. I'd love to see corsec and others involved with the scans.

Comment on #2: Would neutral players also experience FP hits? If so would this effect PvP elements or just PvE? Also will they be able to regain those FP's thru gameplay without declaring a faction and thus participating in PvP if they wish not? If I was able to regain my faction thru a PvE means and even if I had -5000 Imp faction I was still not able to be attacked by other faction players (PC) but only NPC then I could see this working. I mean if you get caught enough by Imps carrying contraband would it not make sense you would eventially show up poorly in their eyes. Just need a way to gain it back thru PvE means (No TEF's either).




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.







Alot of this sounds great, but that last part I still have problems with. I am uncomfortable with a GCW faction getting any kind of immunity to a contraband scan. If the neutral scans were more prevalent by far than any rebel specific or imperial scan, perhaps I could agree more. I am still uncomfortable with what appears to be selling out a professions primary skill.


Well means I choose not to participate in GCW I really do not have much right to comment on this area but I do think the impire would not tolerate it anymore if it was a general or corporal.... I do recall Vader not caring who disappointed him and their rank.






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.








I agree with you completely here GreenMarine. If you want, there is a poll located within these forums where the majority of voters said they would gladly and unquestionable accept a hit to their profit if it meant having real punishments involved. I wouldn't worry about this too much.

Might just be me, but since the chef revamp and doc buff's becoming so popular... I would actually have to pay you to take a hit in my profit. Ya I have sold no spice in awhile.








Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
Mentski
Tue Jun 22, 2004 2:49 am
#41

I really liked the "Infamy" Idea in the previous thread.


It could be an equivalent of Visibility for PvE Bounty Hunters.


If I remember correctly from the post quasi legal and banned items, gained from either smuggler missions or other sources,after a failed scan would gain you Infamy, the fact that anyone (not just smugglers) could rack up infamy could be a target for NPC Bounty hunters, and we could still introduce the BH terminal slicing system in some way for so non smugglers could ask us to reduce thier infamy levels


Then have the highly legal cargo,(only available through specific smuggler missions) gain you visibility on the failed scan. risk of PvP BH encounters, etc.


Problem being, the PvE'rs will feel gypped as they will not gain the highly illegal items, which will probably be more powerful.


Personally, I still believe PvP is a more difficult situation, if only due to the fact that real people are not (or at least shouldn't be) as predictable as a computer AI routine (But lets not get into that argument again, shall we)


The question really comes down to, will PvE'rs have access to getting similar powered high grade goods as someone who is willing to rack up PvP visibility to get them. Should they be allowed to anyway?


After seeing what occured in the previous thread, Its an answer I wouldn't like to be responsible for, thats for sure.




Mentalla - Master Smuggler, Master Pilot, Master Cynic
Mentalla's Little Kashyyyk @ 1548, -4508, Jealhimet, Tatooine (Chimaera)

I swear, It's like talking to a brick wall round here....
RellikCro
Tue Jun 22, 2004 2:49 am
#42








Krogchoi wrote:
"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.


If I read into this correctly they would be challanging to your level but not impossible to kill. Thus even as a Master Weaponsmith/Smuggler you would still have have a chance to beat them. I noticed you lack anykind of combat.... even in the smuggler profession. Which means you would have alot tougher time but I believe the stormmies that spawn could be very weak and low level. But I am just theorizing here.

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.


I agree 100%, I also remember back when the "Imperial Crackdown" rolled out SWG said the samething at the time... I doubt they have changed their mind. Any game that takes items you have purchased from you will only lead to huge disappointment in the general playerbase.










Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
JEST3R
Tue Jun 22, 2004 2:58 am
#43






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.


Sounds AWSOME.... is there any consideration to illegal items gotten via "cheating the supplier" a hot item or stolen goods flag for a period of time?


It just seems it would be an easy means of getting rare compoenents or what have you if there was not some longer risk associated with the ill gotten gains, marking the illicit items as HOT or Flagged for a period of time (couple of days) would allow the developers some control over the rate at which these components enter the game as well as increase the player interaction, allowing smugglers to control the flow of these goods as well as be required to launder the items to lose the HOT item flag.


Items made with HOT compoenents could make the final product Hot as well, or simply prevent the ability to use a component if its still hot.


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.


100% agree. However the being turned OVERT part of a scan is very annoying and consider by many to be non-consensual PvP as a result of being turned overt via a scan. I request this on behalf of the players who are very concerned and upset at being turned overt with out thier consent. To go covert again a player must die and clone to a public facility or visit a recruiter and wait an hour, this is alot to ask from the casual player.


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.








Final consideration, eventually I would not mind seeing expanded player bounties to be included as a result of active GCW participation, for example active PvP players could earn visibility and get player bounties placed on them as well. I simply mention it so that when you do encode the smuggler system (or GCW system) of player bounties which ever comes first, please leave it flexible enough to expand it in that fashion.




ggggg4 Kurzzun Starfire Bounty Hunter
ggggg4 JEST3R Retired GCW Correspondent



(gnn[[[[[[[[[[nnnnWX9ggggggggggggggggggggg)


LegionSylrus
Tue Jun 22, 2004 3:12 am
#44

Nothing would please me more than to have a bounty on my head and to be pursued by REAL human intelligence. Like it's been said before, I don't fear any NPC. All I have to do is hit F5 (burst run for me) and everything is ok. Borrring.


Having a PC tracking me down would just make my smuggling experience all the more worthwhile. It would be fun trying to escape from a bounty hunter. Bounty hunters are SUPPOSE to be feared. It would kill two birds with one stone. You would be giving us an actual risk (and unlimited RP potential) and you would be giving the BH's something they so desperately need. I used to be a BH long long ago and I can tell you, NPC bounties are a snorefest. There's no fun in it whatsoever.


With PC bounties on smugglers though, they can be assured that they would be given a different gameplay experience with every bounty. Maybe with one smuggler they would easily find and eliminate and on the next one, it would involve a chase around the galaxy before it finally culminated.


And I'm liking the whole choice thing when it comes to visibility. For me personally, I would raise my visibility as much as I could just for a chance to actually start playing a REAL smuggler.


Everything else looks great. Words can't express how excited I am for this revamp. I've been through many professions but when I tried out smuggler, I started having the best time I've ever had in this game. And now we're getting all this? It just seems to good to be true. I'd like to thank GM for taking the time to listen to everyone here and working hard on this project. This is more than just breathing new life into our profession, much more.


I'd also like to thank all the smugglers out there as well. A lot of your ideas were nothing short of awesome. I couldn't think of some of these ideas if I had all the time in the world. Thanks for giving me many great reads here in this forum and I can't wait until they're put into motion.


And remember, Han shot first.



--------------------------------------
Sylrus Legion
"The Smug Smuggler"
Do not expect to be applauded when you do the right thing, and do not expect to be forgiven when you err, but even your enemies will respect commitment, and a conscience at peace is worth a thousand tainted victories.
sbob
Tue Jun 22, 2004 3:13 am
#45

Sneaking off from work again with more rambling ideas.


One thing that have noticed is that there is not much that really uses the faction system other than the rebel/imp part for GCW. Maybein the revamp have some faction play involved as well. Such that levels of missions not based on just your skill but with your faction with the giver. Such that someone with -5000 rebel faction gets a GTH message from the rebel smugler mission person. Or that someone who has +5000 Jabba gets those sweet deals more often. Also to prevent the flood of the items in the market maybe limit them to one mission at a time and if you cancel out a mission after taking it take that faction/visibality hit unless you cancel out of the mission by returning the shipmet to the quest giver who takes it back and just take a factio hit so you get lower missions till you work way back up the ladder. Also have a faction hit if you get caught skimming then yea you might walk out with that 100 count crate but the -2000 faction hit you took means you have to do several good jobs to get another one of those 100 count crate missions. Think the key is not just have the risk/reward be death/loot but more have the risk being less chance of getting those good missions and payouts as often. Also make the mission givers on some faction that is not just gained by killing mobs but only through smugling. Though can be lost via killing people who work for them (such as Hutt Clans, Black Sun, Spice Runners or the like).

For example you do a mission for jabba you get +hutt clan faction if you do it right, you do it wrong you get -hutt clan faction. You kill jabba swoopers you loose hutt clan but if kill Valarian you do NOT gain hutt clan. Only gain the smugler faction for smuggling mission though can be lost outside of missions.


Also could tie this into the underworld ability where can buy faction as they can via bribes and underworld get back in the good graces of the faction (other than just reb/imp factions). thus can take system that have now and expand on it and add to it and not just scrap it entirely.




Sulic - Something
Beti - Something else
Nhoa - Master freeloader

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

Iniaes
Tue Jun 22, 2004 3:35 am
#46


The normal / critical mission sounds like a good balance. I'd rather not just see them as two tabs on the same mission browser though. I like being able to "ask" for something more dangerous. I'm a little concerned about rare components as a reward. I'm not gonna risk my neck for a bile-soaked Rancor tooth. A Nightsister motor maybe.


As for punishment, I don't think death or faction loss is enough. If I keep getting Jabba angry I either end up with -5000 (and it never gets worse), or I go kill a few Valarians and the problem is gone. If our bread and butter is going to be moving goods, impose travel restrictions. "Your ship has been impounded while we investigate this accusation", or "You're a flight risk. Your passport has been revoked for X amount of time". Getting stuck somewhere would be a pretty harsh punishment for me, smuggler or no.


This also adds the element of smuggling people... you hire another smuggler to get you off the planet you're stuck on. Or maybe you could risk disabling a tractor beam and fighting your way to your ship for a hot take-off and a battle with local patrol ships once you're in space.

Krogchoi
Tue Jun 22, 2004 3:39 am
#47

Something else that came to my mind, and that I do not understand ...
What is exactly the problem with Pvp ? Why are some people afraid of it ?
I mean if we get 2 different kinds of missions : One where you get a risk of getting attacked and killed by NPCs (where most people are asking for strong NPCs) if you fail, and one where you risk to become a target for bounty hunters ...
Well, I'd rather get killed by the BH. Pvp death is much less penalizing than Pve, and beeing tracked by a player is much more thrilling, because the player acctualy thinks (well most of the time hehee).

A few points :

-NPCs performing scans and attacking "guilty" players should not be unbeatable. I think storm troopers as they are right now are fine. Not all smugglers are mixed with a combat profession.

-Any failure in the missions should result in making the player more visible on BH terminals. The reward for the BH should be scaled depending on the difficulty of the mission that was taken by the smuggler, but also depending on the fighting skills of the smuggler (a Master Pistoleer/Master smuggler should reward the BH a lot more than a master dancer/novice smuggler).

Maybe there should be some kind of new special faction put in game, a Contreband faction. The less you have, the more likely it is that you will show up on BH terms, and the bigger the reward will be for BH.
The only way you can loose BH faction is by succeeding in difficult contreband missions, and the only way you can get it back up is by getting killed by a BH.
But also, the lower your faction is, the bigger the reward is for the contreband missions.
The main idea is all about risk vs reward. If the smuggler chooses to live as a druglord, sure he can make big money, he will gain in reputation from the drug producers, which will be more enclined into giving him large amounts of drugs, but then the empire will be paying a lot more for it's head than for some local smuggler that sells 1 crate of Muon per week.



---
Baaron Samedi - Master Weaponsmith / Smuggler (Lowca server)
Krogchoi
Tue Jun 22, 2004 3:46 am
#48

"If our bread and butter is going to be moving goods, impose travel restrictions. "Your ship has been impounded while we investigate this accusation", or "You're a flight risk. Your passport has been revoked for X amount of time". Getting stuck somewhere would be a pretty harsh punishment for me, smuggler or no."

That's the problem. SWG is a game, and people play it to have fun, not to get harsh punishments. What is the person playing only has 1 account and get stuck on some noob planet. Then they are stuck not beeing able to play and do what they would usualy do like to go hunt with some friends ?
Not a good idea at all imo.



---
Baaron Samedi - Master Weaponsmith / Smuggler (Lowca server)
Sylune_heart
Tue Jun 22, 2004 4:12 am
#49

In response to the first "concern" you listed about visibilty.


Why not make it instead of having two different types of missions. Make the mission payout and "rip off" factor based on your level of faction. What i mean by this is if you choose to get the higher item..and higher pay out, you must be Overt for your chosen alignment.



If your overt and do this mission you gain the "visiblity" on the BH boards, not only that but there is risk that an opposing factional aligned PC could attack you as well. The reward difference would have to be substantial, but this removes the problem of having people who do not wish to engage in PvP. If your willing to go overt for your cause, then you should incur the visibility factor.


The reason i think this is fair is because if you are a known member of a faction you are already more "Visible" then just the average joe schmoe.


Also as far as illegal goods the same could hold true. If your scanned while overt and they find contraband it raises your "Visibility"...where as those who are not factionally aligned will just get atttacked by NPC horde...or incur a stiff fine.


This again has the same reasoning as in my first point. If your willing to be overt then you have to take the risk that your gonna get caught with something illegal.


I am sure both Rebel and Imperial factions frown upon illegal activity, although the Rebels may tolerate more then the empire its still frowned upon.


The idea of Player bounties has been a dream of alot of people since the orginal designe doc of SWG hit the pre beta boards.


I think you will find there are quite a few who will be willing to put on that tag of OVertness and risk everything as long as the reward matches the danger. Thats the biggest issue to tackle in my opinion



Ceta
Qui-Gonzalez
Tue Jun 22, 2004 4:13 am
#50

For starters, I really like the idea of not having forced PvP. A good portion of the player base, in my opinion, hates PvP combat. As you stated, heated emotions. However, I do think that if you leave PvE content in for Smuggler's who fail their missions, they difficulty level of the mob needs to be such that the smuggler will stand a very good chance of losing and being sent to the clone center. Thugs alone do not cut it, in their current incarnation. I know these things will all change come Combat Balance time, but that is neither here nor there in my point.


A thought along the lines of combat would be this...if a player gains noteriety as a Smuggler, the ability to gain enough visibility should increase to the point where a failure at any level would generate a PC Bounty. This way, the Smuggler in question can continue the low end missions to their hearts content, but one misstep could push them into PvP land and on BH terminals. Once this happens and the Smuggler is killed by the Bounty Hunter, it resets their visibility back to nil as a means of putting the Smuggler back in his/her place.


Failing missions at the low level should be a real possibility, and should be dealt with harshly, in a PvE sense. Eventually, players will get the hang of the "safe missions" and succeed all of the time. It is AI, it can happen. This is where the system should toss a curveball at the Smuggler by making a mission at low level, nigh impossible, based onthe Smuggler's noteriety level.(if that is even feasible, me don't know coding) That is where the PvP element comes into play. In other words, you can avoid the best Bounty Hunters in the galaxy(PC) for only so long. The supplier in question would tire of sending cannon fodder Bounty Hunters after you and call in the ringers. This could even be done if the Smuggler succeeds to kill the NPC BH the supplier sends. That could also generate Smuggler Visibility.


I had posted a thought in regards to PC BH letting the marks in question know they stood a chance of being hunted on the BH boards. We have many an unscrupulous BH who do these things now with FS players. You grab a PC mission from a BH terminal. No name is given on said mission. You go to the appropriate SpyNet Op and receive the bio-signature. You go through the droid motions, uploading the bio-sig and launching the Arakyd, and wait. Once your droid reports back to you, it gives you all pertinent target data, the location of your mark, and his/her name. This cuts down, considerably, on snitches by making a snitch spend credits on Arakyds. This also puts money back into the hands of crafters. As the system stands right now, you can easily track a players login/logout times and hunt accordingly. This would make it a real crap -shoot.


These are just a few quick thoughts, and I hope they help. I am sure I will think up more.


Gonz



Gonz
~ Eclipse's resident Stick-in-the-Mud!~
The "Edit" feature is of the Dark Side..

sbob
Tue Jun 22, 2004 4:15 am
#51

If want to impose the harsher travel restriction insted of making it so that can not leave make it cost more to get a ticket if you are under the 'punishment timer'. While it is not total breaking in that player can be stuck somewhere could be tacked on like the city tax is on shuttles but could be listed as contraband bribes or the like. Of course could make it intresting if have those put in and have the cost scale back for the higher underworld skill you have since better at handing out those bribes and all.


The idea of the risk has to be tempered with fact that it is a game. Too much and you lose the fun factor and too little then not really a risk. The best way is to have several diffrent factors that are part of game play figure into the risk/reward:

1) Time

2) XP

3) cash

4) convience


Almost all risks will affect those 4 things to some degree and the trick is finding a good ground. At low end some cash and convience (lower level missions and less mission options) works but as you try and get the risk/reward higher you figure in more you have to start doing the cash hit, then the time then at the extreme you have the XP hit. but still they have to be balanced.




Sulic - Something
Beti - Something else
Nhoa - Master freeloader

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

sbob
Tue Jun 22, 2004 4:20 am
#52

As to the doing missions overt for the risk, there is just one problem with that in that you have neutral smuglers as well. Should they not be allowed to run missions because they can not set overt? Also many of the types of chars that would use smuglers are also in effect neutral or rebel by default of the time. Jabba was not a rebel. Remeber Han got his bountybefore he ever met Luke at that cantina where he shot first.




Sulic - Something
Beti - Something else
Nhoa - Master freeloader

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

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