Smuggler Archive
Thread: We've got law enforcement... but only if you're in a Faction!
Message Edited by SpinningCloud on 02-09-2005 05:48 PM
SpinningCloud wrote:
Ternque,
My problem with the changes is that the dance around changes that REALLY will help us...like scans in MEANINGFUL locations.
You SAY these are a good set-up for 'later' when they might actually revamp us. I say instead that is NOT the case and they actually believe this will provide some content in and of itself.
I don't see that content. I don't SEE how this will affect the smuggler in any way at all. It WILL affect the rest of the player base but watching other players get fined and fired on doesn't exactly float my boat. WATCHING doesn't exactly float my boat...I want INTERACTIVE content as a Smuggler.
Sorry, I don't see how this change adds interactive content for the smuggler. And, I don't buy for one second that this is the precursor to something much greater that WILL provide content for us. Certainly SOE has never said this is a precursor to something bigger and better for smugglers.
Message Edited by SpinningCloud on 02-09-2005 05:48 PM
Yourspite of SOEis admirable, but it is not shared.
In reality, the arguments in your posts about where they will place scan teams have no base. You seem to operate from the standpoint that they will not place them in the starports, when in reality they made NO mention of where they will put them.
We might as well be arguing about life on Saturn, what is in McDonald's special sauce(TM), or how many licks it will take to get to the gooey center of a Tootsie Roll Pop, because we have no clue where they plan to put the scan teams. None, nadda, zip, zilch, zero, null, blank, empty set. This is what this argument is resting on.
My suggestion would be to lobby to have them put in or near starport entrances to get a change. I am not going to lobby for you, you must do your part too.
Sorry for being a jerk, but it bothers me to be addressing posts that constantly play devils advocate. There won't be angels around all of the time that are needed to properly address them. I like to change roles too.
SmugglinZane wrote:
Ternque01 wrote:
SmugglinZane wrote:
I agree that this is a bit extreme, as long as you agree that the changes are so great for everyone.
Hehe! On a serious note, what do you think the proper punishment should be for neutrals, rebels, and imperials?
I am thinking here: exercising some thoughts
We've got way too many threads going on about this stuff because we all keep posting the same stuff on multiple threads!
What I'd really like to see is along with a $1k fine, a1k faction loss everytime a neutral or non high ranking faction player fails a scan. This would allow those who carry illegal goods to become "criminal" after a reasonable amount of scan failures. Neutrals still get attacked regardless, but at least it's a progression towards harsher punishments. Players still have the option of killing opposing factions to regain points with that neutral faction so there is a way out of being in trouble.
I also think this makes the neutral factions more neutral and more like law enforcement than just another layer of GCW. I'm still in favor of an opt in system of PvP for neutral players, but right now, this is tops on my list of things to get added to the new stuff.
SmugglinZane wrote:
Hey Axob, what did you think about my faction loss for failing a neutral scan? You wanted to know what I would do.
Damn... yea.. I meant to talk about your ideas.. I'm bad sick today and fell asleep before I got to it earlier ![]()
I think that it is a great idea and is a damn good solution. I only think that losing 1k faction for every failure is a little steep though.
After 5 scans you are pretty much "kill on sight" to the cops. Earning back 5k of their kind of faction is a ROYAL PAIN IN THE ASS!!! If a player gets scanned five times a week on average going through NPC cities, doesn't that equate to like at LEAST an hour of camping some low level thugs in order to get it back? I bet it is even closer to two hours. Well, to be honest.. I only tried to gain positive Jabba faction waaaay back in the day in Eisely... it took a long long time. Maybe it is faster now.
Maybe 300-600 faction loss would be best. Damn.. 1k of faction, that is a chunk!
But losing faction does allow for neutrals to actually tangle with the police after they become a bane to that faction.
Kinda aside from your topic, I wonder if putting HIGHLY illegal goods in the game that caused local police to panic and send in SWAT teams and fire on sight would be a good move for this game.... hmmmm.....
SmugglinZane wrote:
Ipseck wrote:
Daturaze wrote:
WesBelden wrote:In my view it's a start. I take issue with the faction rank perk (it's the thing I take the issue with most) and I'd like to see harsher penalties enforced, but this is not the end of the road. There will be more changes to come and we have a revamp on the horizen (well, just over the CURB mountain range anyway).This was primarily something to tide the GCW over until its own revamp (with possibley more to come, I don't know about that); the fact that they included an addition of neutral scanning teams is promising to me.We should stick to our guns and let it be heard what we're after, but that doesn't mean we should shoot down in flames the prologue just because it doesn't include the rest of the novel.Thanks for that Wes.
Gotta admit I'm more in the Zane camp this time around. I think the changes are good for the game - and I can see how Down the Road this could be cool for the Smuggler, but right now, right here, I don't think this is going to make much difference.
With that said, I'm looking forward to running my Imperial Colonel badness down Coronet's streets and seeing what happens!
Cheers
Dat
Our job isn't to look at the here and now, its to keep an eye out for our revamp. We won't get all the lovin we need till our revamp. In the meantime, the fact that they're taking these steps, and essentially giving us a reason to be in the game down the road is pretty significant.
Right, but there are some logical and reasonable changes that can be made to an "In Development" concept... that's why I feel like raising hell about thos changes.
Hmm I dunno about you, but when someone comes in running and screaming and raising hell to me about one of their problems, I am much less inclined to give a sh*t. Like I said, we can encourage the changes that this is bringing, while at the same time bringing up valid issues, without flying off the handle.
Ipseck wrote:
Hmm I dunno about you, but when someone comes in running and screaming and raising hell to me about one of their problems, I am much less inclined to give a sh*t. Like I said, we can encourage the changes that this is bringing, while at the same time bringing up valid issues, without flying off the handle.
Ipseck wrote:
SmugglinZane wrote:
Ipseck wrote:
Daturaze wrote:
WesBelden wrote:
In my view it's a start. I take issue with the faction rank perk (it's the thing I take the issue with most) and I'd like to see harsher penalties enforced, but this is not the end of the road. There will be more changes to come and we have a revamp on the horizen (well, just over the CURB mountain range anyway).
This was primarily something to tide the GCW over until its own revamp (with possibley more to come, I don't know about that); the fact that they included an addition of neutral scanning teams is promising to me.
We should stick to our guns and let it be heard what we're after, but that doesn't mean we should shoot down in flames the prologue just because it doesn't include the rest of the novel.
Thanks for that Wes.
Gotta admit I'm more in the Zane camp this time around. I think the changes are good for the game - and I can see how Down the Road this could be cool for the Smuggler, but right now, right here, I don't think this is going to make much difference.
With that said, I'm looking forward to running my Imperial Colonel badness down Coronet's streets and seeing what happens!
Cheers
Dat
Our job isn't to look at the here and now, its to keep an eye out for our revamp. We won't get all the lovin we need till our revamp. In the meantime, the fact that they're taking these steps, and essentially giving us a reason to be in the game down the road is pretty significant.
Right, but there are some logical and reasonable changes that can be made to an "In Development" concept... that's why I feel like raising hell about thos changes.
Hmm I dunno about you, but when someone comes in running and screaming and raising hell to me about one of their problems, I am much less inclined to give a sh*t. Like I said, we can encourage the changes that this is bringing, while at the same time bringing up valid issues, without flying off the handle.
Raising hell is a figure of speech in this case, well to an extent it is. The thing is that the written word is not always the most satisfactory way of conveying how strongly you feel about something. Many times it's both the writer and the reader that miss the finer points. That's one of the reasons I restated multiple times how I'm glad there are changes being made, I'm happy for the people who are really happy with them, but I was just not as happy and felt that a few things could be done to really make it a whole lot better for everyone.
Funny thing is that I just made a post on the "New" GCW changes thread, and I stated my idea and justification as clearly as possible andstated I was happy that they were making the changes, but I know someone will come along and miss the entire point of it.
It's hard sometimes not to get a little excited when posting about some things with some of the responses we get and some things that have happened in the past.
I hear what you guys are saying in this which is why I'm really trying to keep most of my posts related to this stuff in two categories. 1. The small changes I would like to see in the new system, and 2. Questions and responses to better explain my position and maybe even try to win some people over to my side of the argument.
I know I flew a bit off the handle, so I'm trying to "raise hell" in a more positive manner now. ![]()
SmugglinZane wrote:
Raising hell is a figure of speech in this case, well to an extent it is. The thing is that the written word is not always the most satisfactory way of conveying how strongly you feel about something. Many times it's both the writer and the reader that miss the finer points. That's one of the reasons I restated multiple times how I'm glad there are changes being made, I'm happy for the people who are really happy with them, but I was just not as happy and felt that a few things could be done to really make it a whole lot better for everyone.
SmugglinZane wrote:
1k faction is a bit much I concede which is why the post I made on the GCW thread now states between 500 and 1k. Heck I'd be happy with 200 so long as people don't get to run around with meaningless fines forever without having to either work some negative faction off or eventually become attacked.
Oh yeah, and they will already call in a swat team, but the highly illegal cargo you need to be carrying is a lightsaber.
Well, the potential I see in this plan is creating HIGHLY illegal goods for the smuggler revamp, and stamping those goods with the same danger level as a lightsaber. You think anyone will try to transport that stuff themselves? If they have a deathwish they do
SmugglinZane wrote:
You really are too much sometimes man!
Hopefully there will come a time when items are tagged highly illegal, but I suspect it's the Jedi being revealed (similar to the way faction currently is) and not the lightsaber.
It does at least leave an opening for the future.
The future is WIIIIIIIDE open my friend.
As for your faction loss idea... Calandryll_SOE just made a new post with some Q&A about the new plans. LaughingWolf has made a thread on it. I put in a plug for your idea on page 2... oh and my FanBoy tendencies!!!