Smuggler Archive
Thread: The Lack of Announced Player Based Smuggling Missions
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Orcajum
Sat Mar 12, 2005 12:17 pm
#40
akd23 wrote:I like this idea, and by keeping the amounts of material available low, it will only be used in the single crafted weaponsm not large factory runs (where the resources mined by everyone with spare lots goes).
The only thing I'm not sure if is having non-smugglers use the contacts as a mini-bizaar, it might be better to keep the contacts smuggler only, and have the crafter come straight to the pc smuggler to ask whats available on the black martket.
I thought about this as well. Maybe instead of having the same NPC act as both a Smuggler Contact and a Fence, maybe there are just two seperate NPCs. Transporting goods to the Contact provides them to his Fence for purchase. This would probably limit the amount of unique coding required, plus would make it a big more exciting trying to find the different Fences and Contacts thoughout the galaxy. Maybe a little bit more tedious, but I'd find it enjoyable if i'm working for a Player employer. Whether only Smugglers can access the Fence, or if crafters could as well, could be hammered out later. The necessary part would be having a portion of our shipmets available to be purchased, thus making our Smuggled goods available to the playerbase at large (beyond just spices).
I also agree that this is intended for the personalized, hand crafted item market. I think, especially given our new proposed slicing system, players will have more possibility to want unique weapons for their playstyle.
Saabotage
Sat Mar 12, 2005 1:20 pm
#41
NickHeel wrote:
I can't believe I'm actually going to write this. I love that we're finally getting some info and lots of it. But, I'm disappointed at what it is. Please read this entire post before throwing up the wall, I think I have some very valid points. Also, remember what I said in the last paragraph starting "In closing,".
From the Publish 9 failed revamp that we threw back at the Devs because there was NO Smuggling for other players or contrabandscans that meant anything:
"We are in the midst of putting together the design doc and looking at the alternatives now. The current plan to increase the fun-ability of the Smuggler Class is to enhance the existing skill onion. Since the communities focus is the desire to increase smuggling, the focus of the revamp will be on the underworld tree. We want to start with specialized delivery missions that provide both monetary and itemized rewards, but also special favors from the travel system NPCs. This would make smugglers an important hub in smuggling people from place to place by helping them get around the 10 minute Star Port wait, generate some cash flow and create a real value for Smugglers. The other edge of that sword is that tying into the travel system andcreating new missions is a huge effort. Once that is accomplished, we will tweak the spices (and hopefully add a couple of new ones). After that the priority hits the Smuggler’s melee abilities. We want to increase the smuggler’s ability to use melee to move in and around superior forces and be able to work his or her way out of a tough spot. We can also further tweak the Smuggler’s combat role in the combat balance. That’s a pretty good overview of the current approach.
Ethical decisions that effect the smugglers reputation (basically, the new smuggler missions would be XP based and focused on…well…smuggling So the smuggler would have to “smuggle” phat loot from one NPC to another without getting caught and if the smuggler chose to deliver the item, the get the XP. If they didn’t, well, it would be an XP hit, but they would keep the item…)"
That sounds a little bit too much like what was posted today for my liking. Ethical decisions? No player based Smuggling? No optionalPC bounties. No contraband checks worth anything. I'm rather disappointed in the Smuggling aspect of this. Travelling to point A to B to C while NPCs harass me is fine.
But this bothers me and it's the reason that ElectricNomand and Solo4114 quit: It's not what we've asked for. We've been specifically trying to get player Smuggling and contraband checks. What was posted today, in my view, was a copy and paste job from the pre publish 9 job from May of last year.
I submit to you the arguement by Solo4114 (paraphrased): These missions will be fun as far as Smuggling for the first few days. Then they'll get stale. Why? There's no player to player interaction. We're stuck in our own little corner.
Now, granted, we're supposedly able to grab Spice from these missions instead of crafting it. Awesome, something most of us actually did as for. But, once again, after a while, this seems like the only reason I would do these missions...to sell spice. And while that'd be a nice side gig, I'd really rather be Smuggling for other people.
In closing, I would like to say that I appreciate the Devs givings us some idea of what to expect. But I'm rather upset that they didn't work with us like they promised and nohint of player based Smuggling was mentioned. I'm glad that this was stated that it COULD change because I sincerely hope it does. I do not want to be stuck in my own little corner away from other people playing with NPCs all day...except when I want to sell spice or slice something. I want to Smuggle with and for other people.
I hope information on that and contraband scanning and restrictions are to come.
Thanks. *brings up his shield to protect him from all his long time friends in here...*
Message Edited by NickHeel on 03-11-2005 04:19 PM
I'm just going with what we got, then gonna work from there. After the revamp if all the Smugglers say that we really want player smuggling they "might" listen. As it is I just want to get our revamp underway.
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