Smuggler Archive
Thread: Underworld Discussion Thread
LaughingWolf
Sun Jan 09, 2005 7:34 am
#40
What's up with a one star ninja hitting everyone on this thread except me? Is someone trying to frame me?
lol
5 stars to everyone. Great discussions here.
5 stars to everyone. Great discussions here.
Message Edited by LaughingWolf on 01-09-2005 09:44 AM
Nicolas_Frost
Sun Jan 09, 2005 7:59 am
#41
This'll be mean, and potentially upsetting, but its my take on the one-star morons:
Give a kid a single pubic hair, and he thinks he owns the world.
Give a kid a single pubic hair, and he thinks he owns the world.
Obono
Sun Jan 09, 2005 8:39 am
#42
I 5-starred everyone to try and reclaim the balance. They should really get a log of who starred you and by how much, atleast then you could tell who are the one star ninjas.
Message Edited by Obono on 01-09-2005 07:47 PM
LaughingWolf
Sun Jan 09, 2005 10:07 am
#43
Nicolas_Frost wrote:
This'll be mean, and potentially upsetting, but its my take on the one-star morons:
Give a kid a single pubic hair, and he thinks he owns the world.
rflmao GREAT quote, that!
Ternque01
Sun Jan 09, 2005 3:15 pm
#44
I think the main thing about the Underworld in Star Wars is influence.
JTGAlpha
Tue Jan 11, 2005 2:26 pm
#45
I think we need to remember that a fuller and more detailed underworld outside of our profession is NOT going to happen, as stated by Tyrant.
yimaz
Tue Jan 11, 2005 2:31 pm
#46
Below is based on a re-vamp, new skills and missions that let us smuggle players and spice. This is taken from many different idea's from many different community members, Enjoy.......
*Picture if you will a smuggler who grabes a mission from an NPC in jabba's palace. He at this point is wanted by a Bounty Hunter (he stole spice from another faction months ago to sell to the pop for a hugh profit and has been on the run ever since)but yet again he needs the money a good run will bring him, he takes a high risk mission and is off. At the Star Port Imp's stop him and for a price they are bought off. He leaves the system and lands on Lok andwhile on the way to Nym he is attacked by bandits out to steal his cargo. At the same time he discovers he is being tracked by a BH, as our smuggler is killing the bandits he masks his boi sig bying enough time to lose the BH and drop the good off to Nym. As he is heading back to the star port a Jedi stops him and asks our mastersmuggler to get him off world, it seems a BH is after him as well. From out of no where a BH fires a carb at them but who is he gunning for? At this point what does it matter, the jedi and Smuggler deside to fight and they win. Our Smuggler quickly masks himself and the jedi from any more BH's and gets himself and the jedi off world to a safe location. The Jedi pays our smuggler who had a good day, payed for smuggling spice and payed for hiding a jedi, its good to be a smuggler.* 
This is a way to tie Smuggling all together into a smuggling system that makes sense. Im not a numbers guy so please keep in mind my %'s are just examples and nothing more also skill points for the missions would go to both Underworld and our new Luck/Evasion Tree which would replace the Spice line. It is the over all lay out that I would like you guys to check out.
- Bribe Skill - would be to pay off NPC Imps when you fail a scan or NPC criminals who try to attack and steal your cargo.
- BH Evasion andMask Skill- this skill would block seeker droids for a total of 10min and the skill could only be used once an hour. Until master this skill would only aply to the smuggler using it. At master he/she would be able to group with Jedi or overt players and mask them as well. Jedi would be masked from seeker droids while overt or tefed players would appear as a blue dot on theradar screens of the oposite faction. Both Jedi and Players would still be open to attack all the mask skill does is buy time for players to sneak off world or to a safe location.
Under World Tree Smuggler's Luck <---- (was the spice tree) Master Smuggler
Bribe 4 - Theives -70% Evade 4 - BH evade - 90%Jedi tef mask/faction tef & overt mask
Bribe 3 - Theives - 35%Evade 3 - BH evade 75%5% bonus on evade and15% on Bribe
Bribe 2 - Imp 70%Evade 2 - BH evade 50%
Bribe 1 - Imp 35% Evade 1 - BH evade 25%
Going beyond this our Dirty Fughting tree could have defense and dodge mods that will help us stand our ground or run away from a BH. These skills could include the ablity to call rides in combat and stronge dodge mods against BH combat skills.
MISTagent01
Tue Jan 11, 2005 2:53 pm
#47
I'd like for a few things to happen:
1. Player-dropped casinos: Now, I like this in itself. But how cool would it be to make that your "front" for your crime syndicate? Like a secret PA hall. Only Master Smugglers would be allowed to drop it, and only smugglers and BHs would be allowed to join. Only people in the syndicate could see PA tags above fellow guildies' heads.
2. Spice only being sold on Smuggler vendors. I'm not one to take away from Merchants, but I think that Smugglers should ONLY be allowed to sell spice, and illegally at that. If we ever added bounties, make a visibility system where, if too many people buy from that vendor, you end up on the terminal. We must be discreet, but still make good money. I hate that people can spam, "Selling MUON! PST!" in the middle of Coronet. That needs to stop. I think that should be on the list of things you can't say in front of Imperial officers / Stormtroopers, just like saying "Jedi."
3. Being able to take more missions from the NPCs at Jabba's Palace that regular joe's can't take through the quest there. I don't know about you, but I KNOW that Oola's got some hot smugglerriffic mission for me.
4. Hutt faction. 'Nuff said.
5. /secretsmugglerhandshake implemented into the game.... I like how /ssh is nice and appropriate.
6. Can we GET a "Scoundrel" title? For crying out loud, we're SMUGGLERS!
7. The ability to slice ships, speeders, travel terminals, house terminals, every kind of terminal.
8. I'd like to elaborate on someone's idea to make cantinas more...filthy. Mos Eisley should be a place that's smoky and dangerous. I want to see dangerous types in there, and something I'd also like to see is NO RADAR DOTS. I hate walking into a cantina and immediately knowing how many people are in there. I want to walk into a cantina and wonder if that's the last place I'll see before I end up in a cloner. Plus it makes a nice hiding spot granted there's lots of smoke and people. They should be crowded and hard to find people. I'd love it if you could use a skill that gives you a title like this: Veela (a smuggler) while in a cantina...that way, BHs REALLY have to look for you.
9. I made this suggestion to Greenmarine at Fan Fest, and he really liked it, as did TH and RuneSaber: The big thing with player bounties is the issue of consent; the devs are trying to find a system that works for consenting to being a bounty, which explains GreenMarine's idea of a low/high risk mission system. I suggested this, and everyone seemed to like it. Smugglers should be granted the ability to slice the BH terminal to remove a Jedi from it. There would be no tool to guarantee success, and the Jedi would have to make contact with the Smuggler to slice the terminal. If the Smuggler succeeds (a skill mod that increases as you make the push to Master Smuggler, where it would only max out at an Extra 20% success rate...we can't make it too high or else it becomes unfair to the BH,) the Jedi is removed and a system email is sent to both the Smuggler and Jedi notifying them of the removal (for the Jedi's peace of mind.) If we fail, however, we are fully aware that we are doing something ENTIRELY illegal, and the system will retinal scan us, and place us on the BH terminal, as well as the Jedi, with a 25K credit increase on both of our heads, making the our bounties worth just enough more to give BHs incentive to hunt us as opposed to a Jedi that hasn't tried using a Smuggler to remove themselves. I think this is a great way to implement Smuggler bounties, because when you slice that terminal, you're pretty much giving consent to being on the terminal should you fail.
That's it for now. I have a lot of ideas, but those ones stick out the most in my mind. Some are trivial, some are complex, but they're all important to me, and what my idea as a Smuggler is.
zzSeawock
Tue Jan 11, 2005 3:36 pm
#48
Great ideas, all. Veela. They really would make the game cool and fun. And add a much-needed immersive feel to it. And make it feel very 'smuggler.' I dunno, reading your list would have at one time -- say back at fan fest for instance -- gotten me giddily excited. Now I have to struggle not to see it as futile and in vain.
/scratchhead ![]()
Hope you're having fun on eqii.
vinterthoor
Tue Jan 11, 2005 3:58 pm
#49
I like the idea of new cantina's and outposts that only people with underworld skills would have access to. The quests inside would grant access to items and maybe maybe smuggler goods (spices) that are better than those currently craftable.
Geevo
Wed Jan 12, 2005 3:52 am
#50
I would buy an expansion to allow me to be a crime lord profession.
I would want to be able to establish some special (cool) things ...
- Asteroid Casino
- Extra-large house (think Jabba)
-Special ship (think Gunship/Sorosuub combined)
I liked most of Caylins Crimelord ideas ... and would love to see it as an elite-elite profession.
zzSeawock
Wed Jan 12, 2005 3:10 pm
#51
Putting my money where my mouth is: Me too! I would absolutely pay for a 'smuggler expansion' if bonuses like this were added.
Geevo wrote:
I would buy an expansion to allow me to be a crime lord profession.
I would want to be able to establish some special (cool) things ...
- Asteroid Casino
- Extra-large house (think Jabba)
-Special ship (think Gunship/Sorosuub combined)
I liked most of Caylins Crimelord ideas ... and would love to see it as an elite-elite profession.
DragonSnack
Fri Jan 14, 2005 8:59 am
#52
Sorry to whoever ... but I lost the original post. Got interupted by some stupid work thingy. Thje original was a compilation fo others and the poster's ideas. all pretty good ones
The original was an ideas to put spce vendors in cantinas and have Smugglers fill them. Here's my 2 credits worth:
My 2 credits worth.
This a good idea but I'd change these points.
1. If cantinas are used (we need more sleazy cantinas anyway) allow the cantina owner to
"rent" a spot for a merchant to set up a spice only vendor. Don't want to get the merchants
upset. Unless the cantina owner has placed a vendor in that spot make the spice vendor the
bartender. After all who knows the patrons better than the bartender?
2. Any good merchant is going to monitor his inventory and order anything that is needed.
Set the vendor up so only a Smuggler has the ability to offer goods to that particular
vendor. No other merchandise is allowed on the vendor.
The merchant can only accept or refuse to take the product, and set the sale price but can
The merchant can only accept or refuse to take the product, and set the sale price but can
not put anything on that vendor. In order to accept the delivery the vendor must pay the
Smuggler the delivery fee; Tipping the smuggler would be acceptable but the Smuggler must do
a person to person swap of funds with the crafter.
Don't have an expiration date. A expiration date might be used to avoid paying for the
Don't have an expiration date. A expiration date might be used to avoid paying for the
product or the delivery fee.
3. Since smugglers aren't supposed to be that honest eliminate any faction discrimination.
What better way for a rebel to undermine the Empire Or the Empire can drain the rebels
What better way for a rebel to undermine the Empire Or the Empire can drain the rebels
budget than to provide illicit wares to the citizens.
IF's
Smugglers craft the spices.
4. The merchant can contract with a Smuggler to delivery the desired products at a
Smugglers craft the spices.
4. The merchant can contract with a Smuggler to delivery the desired products at a
negotiated price. The Smuggler makes the spice, delivers it quite possibly having to avoid
any contact with the police and if the smuggler also has rebel leanings then avoiding the
Imperial military patrols makes it more of a challenge.
Smuggler's don't craft spices but just smuggle them.
4. The merchant contacts a crafter who makes the desired spice. The crafter contracts with a
4. The merchant contacts a crafter who makes the desired spice. The crafter contracts with a
Smuggler to deliver the spices. The smuggler must return to merchant's payment to the
crafter. Getting the product and the payment back and forth is the responsibility of the
Smuggler.
Using the second number 4 would keep the crafters and merchants happy.
Using the second number 4 would keep the crafters and merchants happy.
Either number 4 above would allow a good Smuggler with the possibility of skimming product
during shipment or short paying the crafter - due to unusual expenses while dealing with the
Empire.
Is it possible to have a Black Market on Black Marketed goods?
also if cantinas ore out How about putting the vendors in back alleys?
also if cantinas ore out How about putting the vendors in back alleys?