Smuggler Archive

Thread: Crime Lord Profession Proposal V1.3 10/18/04

WesBelden
Mon Apr 26, 2004 9:46 pm
#40

Caylin, you've mentioned a smuggelr concept document that you've sent to one of the Devs involved in the smuggler recamp. Is there going to be a point when you can let us view this document? Or are we going to be waiting for TC patch notes to see an idea of what we may/may not be getting (appologies for going off topic, the thought just popped into my mind)



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WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Smuggler_Caylin
Mon Apr 26, 2004 11:28 pm
#41


I've essentially linked them to every main proposal thread in existence. Thats several documents. Problem is, they like it a bit more broken down than that.


One Sample I suppose

Message Edited by Smuggler_Caylin on 04-26-2004 11:38 PM



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Smuggler_Caylin
Mon Apr 26, 2004 11:41 pm
#42

If you want to go on about those or things I'm missing, might as well use a different thread and keep this one remotely on-topic please?



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

DaManiac
Tue Apr 27, 2004 10:35 am
#43

sure thing boss
DarthMyers
Tue Apr 27, 2004 11:26 am
#44

Geratest ide evAR... too bad it would never fly with the devs...



- Major Venakara Silvermoon, Rebel Special Intelligence~
- SWG Forum PvP > game PvP.
ViktroD
Tue Apr 27, 2004 2:49 pm
#45

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...





Viktro Gravikston -
Death Fish -
Mercenary -

Deevik -
Master Weaponsmith -
Master Merchant -
JamesHighwest
Mon May 03, 2004 11:25 am
#46

Wise fwom yo gwave! NECRO POST!


Great ideas shouldn't be buried.





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Tuyen Highwest
Server: Kettemoor
Last Ditch Desperado


SomaIcarus
Mon May 03, 2004 1:39 pm
#47

Anyone notice how our corespondant has come up with better ideas then the whole damned dev team? Amazing idea I espically like the idea of having not only a thug bodyguard, but having hired guns in your stronghold/city.

CHEER!!!

S.I.

I'd sticky this one... its a keeper



Decland MacManus- Rogue Priest

"absolution through the barrel of a gun"
SomaIcarus
Mon May 03, 2004 1:40 pm
#48



bloody double post...

Message Edited by SomaIcarus on 06-26-2004 02:42 PM



Decland MacManus- Rogue Priest

"absolution through the barrel of a gun"
NeonWaltz
Mon May 03, 2004 2:09 pm
#49

*applauds wildy*


Im not even a smuggler and I love the idea. It would give so much more...Star Wars feel to the game, but you do know that if

smuggler got something like this then every other prof. would be crying out for something too. I dont nessacarily think thats a bad thing. We'd get a ton of new of new content at least.


Id put this as the best idea ever right after the thought of the game.
WillburWright
Mon May 03, 2004 2:51 pm
#50


Great idea!




EDIT: Posted link on Intrepid Board.



Message Edited by WillburWright on 05-03-2004 05:59 PM

IndySWG
Mon May 03, 2004 3:02 pm
#51






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





I'm a Master Smuggler who also has a Master Merchant.... so I'm very interested in making this idea work for both professions. Here is my idea for an adjustment to this idea which I think Smuggler would love (and profit from).


The Devs are going to revamp the vendor system (or so they are saying). When they do, they should make it such that a vendor can have an "Underworld Sponsor". A player other than the vendor owner who lends his underworld "protection" to this merchant...for a fee...and allows this merchant to sell sliced items.


This would work ala the old school "protection" racket seen in all the mob movies. You wanna do buisness on the smugglers turf (sellin' sliced goods / the black market) you need to have a smuggler associate.


Once the vendor has an assigned "underworld sponsor" they can sell sliced items and a small portion of the venfor maint. fee is sent to the smuggler who is associated with that vendor. This would allow for smuggler and crime lords to get area's of influence and "turffs", and a small income based on the number of merchants with whom they operate.




Korin Sterling - Master Smuggler / Master Musician - Ashla's Wing Part: [1][2]
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Perfection ... it's not just a state of being ... it's a destination!

nerfherder321
Mon May 03, 2004 3:39 pm
#52

i like it...wish that once you master a prof you should get a certain amount of "master skill points" in which you can only use these to get "super" profession that are from...well...mastering an 1337 prof...such as master smuggler would let you go into those proffs without using your SP but ratehr your MP... meh




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