Smuggler Archive
Thread: Crime Lord Profession Proposal V1.3 10/18/04
Message Edited by Smuggler_Caylin on 04-26-2004 11:38 PM
awesome f'in idea... it would allow for alot more player interaction through mini games in a casino, bounties, smuggling, wars... and blah blah blah... here's my only problem... it should be very very difficult to make it up to crime lord and then eventually up to master... master should utilize EVERY skill point... that way there aren't dabblers and 50 casinos scattering the landscape of naboo...
a crime lord/boss/whatever should be incredibly powerful and have great influence through the galaxy... possibly access to a starport in their compound... the ability to buy and sell any faction in the game... powerful npc's (much like the super battle droids) that guard the compound...
also a master should always be "overt" i guess you'd call it... always shows up red on everyone's radar except those in your syndicate, those that have enough faction from your syndicate but aren't actually members and those that pay to talk to you... make it cost 100k to see the boss
casinos are only placeable in player cities and only 3 per planet... if you are a crimelord and slow to the punch then you have to gut it out and pay your dues.... or you can take your rag tag group of criminals and storm a compound and take it over (much like taking a base)... it has a vulnerable time every day(in case the crime lord isn't on) so that it can be taken over by destroying all npcs within the compound and slicing a series of random terminals (maybe a 1 in 3 chance of guessing the right ones)... however, if the crime lord is on and his syndicate is killed, he is killed and the 1 proper terminal is sliced they lose the compound and a new crime lord takes over... oldboss can either wait and take out hislost compound, a new compound or go become a chef, pistoleer or whatever suits his fancy... this would prevent people from just quitting as a crime boss... you can't just quit the game... there are consequences...
i think the skill point costs, the high risk (loss of an entire compound and faction) and the amount of time it would take to invest within it would keep people from just dabbling or mastering just to master...
Wise fwom yo gwave! NECRO POST! ![]()
Great ideas shouldn't be buried.
Message Edited by SomaIcarus on 06-26-2004 02:42 PM
Great idea!
EDIT: Posted link on Intrepid Board.
Message Edited by WillburWright on 05-03-2004 05:59 PM
Smuggler_Caylin wrote:
2-G
Corrupted Vendors:
Many Smugglers have found it absurd that selling contraband on Bazaars, and normal vendors does not correctly portray that contraband items are illegal. So with the inclusion of this ability, any and all contraband items, sliced/unsliced/spices, anything that is subject to contraband scans should no longer be able to be sold on the bazaar or Player vendor.
Unless of course, that player vendor is owned by a Crime Lord!
After creation of the vendor, the crime lord, depending on his skill, can choose to corrupt the vendors circuitry or morality and enable vendors that he owns to sell contraband items. However, this is at an increased maintenance rate.
The Corrupted Vendor modifier does not symbolize the creation of new vendors, but is used in addition to them. So this skill completely compliments the Merchant skill tree, and with prereqs as they are for the crime lord, they are easily capable of getting more merchants should they wish.
Message Edited by Smuggler_Caylin on 03-18-2004 03:01 PM