Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

RozhlokLightningskull
Wed Jun 16, 2004 11:55 am
#40

Green:


Your initial design fills me with joy; both as a fan of the smuggler profession and as a SWG career MBH. Good job!


One question: what is the penality for a player who is killed by a BH collecting a bounty on them? Why would a smuggler or any other player (besides a Jedi) not want to be "captured" by a BH? Besides being "captured" or slicing themselves off the terminal how would a player bounty expire?


PS - that slicing names off the BH terminal idea is brilliant!




/+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\
| Razhlok Lightningskull: Master Bounty Hunter ~ Master Rifleman ~ Alliance Pilot -- Wanderhome Galaxy |
| Lynsana Jantal: Teräs Käsi Master ~ Master Swordswoman ~ Privateer -- Bria Galaxy |
\+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++/

GreenMarine
Wed Jun 16, 2004 11:56 am
#41

I have to go work on other things now, but I'll continue to monitor the discussion.
Riljan
Wed Jun 16, 2004 11:56 am
#42


Very Nice.


It would add a level of realism if the Contraband were labeled with a category ("drugs", "weapons", "data", "exotic animals", etc) and a level. Different cities could then enforce the law to different degrees. For example, Theed could "arrest you" (attack and confiscate) for any type of contraband at level 2 or above, while Wayfar would look the other way for anything but level 9 and 10 "data". Player cities could be configured by their mayor for each category of contraband.





Targ Denea, Corbantis
Denea Industries, LTD -- Supplier of Quality Products
Shop located on Corellia, just outside Coronet at 132 -5516
Price list available upon request -- Special orders welcome
Shrendyc
Wed Jun 16, 2004 11:56 am
#43






GreenMarine wrote:






Zeritul wrote:

In your example of the Smuggling mission the payout is 12k. In about the same amount of time it would take me to do that mission I can slice a mission terminal and run a rancor mission for 50k. Don't get me wrong, I like the idea but will the payout be better than your example?



It's just a random number for the sake of example.From now on, I'll just put in X and Y instead of numbers if that would make you feel better!


Message Edited by GreenMarine on 06-16-2004 11:52 AM





And granted, this was only an example, but when the time comes, it will require a little thought, so people would use the system rather than shrug and go off hunting rancors for more cash. This is a cool system proposal and I would hate to see the mission payouts do to this what the lousy jawa payouts did to the fred sanford minigame we got a few months back.


Also, perhaps some of the mission reward would bea chance to receive some spice/spice components. This way, you won't have to risk making Jabba cranky in order to participate in the spice trade. That way, even though the money portion may not be as high, the LOOT potential is there to make it worth the time.



"Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction. "
BobaMeng
Wed Jun 16, 2004 11:57 am
#44






Thunderheart wrote:


*waves hand*


Of course not...








*inserts Credit card into Disk Drive*





_________________________________________________________
Meng'lor Jedi Padawan
hasibert
Wed Jun 16, 2004 11:57 am
#45


very cool ideas....and it will also give more content to non-smugglers....that's how it should be

if you can implent only 50% of it, it will be great


Idea:

You might want to implent a new item to display in houses (don't know what, something cool and illegal). Artisans or Architects will have the ability to craft this. But it can be only crafted in some special "forge" somewhere on a adventure planet and the item will be highly illegal. So if you want to have this item in your house, you'll need a smuggler to deliver it for you. This would give smugglers some additonal work, will introduce a new cool item for everyone and will also encourage some team-efforts between smugglers and crafters.




Character Names:

Janom Mosak on Gorath | Eve'line Mosak on Starsider

SWG :: Database |[The German SWG Fanpage]|
3D4D
Wed Jun 16, 2004 11:57 am
#46


GreenMarine wrote:





In the interests of the player economy and current game balance, spices will remain craftable. Now, however, smugglers will "assemble" various components into spice packages, instead of chemically brewing them. Experimentation will be added...more details later in the spices discussion.




DavidHarper
Wed Jun 16, 2004 11:58 am
#47

I think that smuggler should be more for the Rebel and Neutral Player than for the Imperial Player. If your neutral Smuggleing Spices and things are the sort of missions you should be doing, if you are Rebel then you should be Smuggleing things like Ship Components/Warheads/Bacta to the Rebel Fleets.



Colonel David Harper of the Rebel Alliance

Elder Smuggler - Elder Jedi - Elder Pistoleer - Elder Marksman - Rebel Alliance Master Pilot - Elder Droid Engineer - Elder Artisan

Respec: Jedi>Smuggler>Jedi>Medic>Jedi>What Next?
DrevenStrobe
Wed Jun 16, 2004 11:59 am
#48

Hey TH...if you're still around...


Just to momentarily hijack this thread...


Did you happen to catch my question about the possibility of a Slicing "Friday Feature" in the Weekly Roundtable thread?


If so, any word on that?



Dreven Strobe (Colonel) Tristyn Strobe
TKM / Master Pistoleer / Master Smuggler / Master Merchant
Imp FP Broker: 130c/FP Starsider Imp FP Broker: 130c/FP
Smuggler 'til the end...and then some.
"Everything I tell you is a lie. The truth is always bigger than the words we use to describe it."
CyberFett
Wed Jun 16, 2004 11:59 am
#49






GreenMarine wrote:





Ternque01 wrote:
LOL Thunderheart!!! Awesome I can't even read all that now i'm so excited






Just keep in mind that this is going to be a somewhat protracted process. The plan is smuggler after space. In a way, this whole thing is an experiment in MMO design. You give us your patience, understanding, and participation. We discuss the revamp design process much more openly than we have ever done before.






Awesome.


I hope this goes well, then maybe we can discuss all changes and revamps more openly, to help avoid some problems in the future.


Hey maybe that would be a good thing for the Veterans Rewards program. A seperate forum for those of us who truely care about the game and understand that creating and modifying something like thisis not as easy as some seem to think. We could have constructive discussions with the Devs in there away from the all too common "You Suck, This Sucks" crowd.


Just a thought.


Anyhow, looks good so far. Going to go and post specific comments and ideas about it now.





General Vultan Blackstar

<DwV> Dark Warriors of Valor
Commanding Officer
Imperial Counter-Terrorist Unit
Imperial Headquarters (IHQ), Naboo
OdiousEncounter
Wed Jun 16, 2004 1:00 pm
#50

Okay, submitting that post i just got the message:


"Message Body: Your post has been changed because invalid HTML was found in the message body. The invalid HTML has been removed. Please review the message and submit the message when you are satisfied."


Meaning i just hit submit again, and it worked! This is SOOOOO much better than pasting Dev posts into notepad when replying to one. Where's that Lithium person? He deserves a hug.



----------Auriga Starlighter----------

lund0529
Wed Jun 16, 2004 1:00 pm
#51




Don't get me wrong, I'm all for adding smuggler content, but...


Places like Kaadara, which I used to love, have all but become ghost towns after the crackdown (except for people farming faction). Sliced armor and weapons are very much a part of most players' inventories.


I myselfroutinely carry a full suit of sliced composite, and at least one of each rifle that I'm certified to use for each damage type. Some are sliced for speed, others for damage.


Here are a couple of ideas I'll put up for discussion.


1) It's not illegal to carry sliced gear, but it is illegal to slice them. Thus slicing gear becomes the contraband more so than the gear itself. The act of slicing causes a new "contraband TEF". Keeps the content to the smugglers, and doesn't hurt the overall community. Smugglers will be more inclined to practice their craft in remote or slummy areas. (Mos Eisley should be a haven for smugglers)


2) Sliced gear is illegal, but the quality of the slice/slicer makes the slice harder to spot. In this situation, a master smuggler, with the best tools, and a bit of luck, can slice a weapon so well that the chances of it being spotted in a search are almost non-existant. This keeps the content across all professions that use armor and weapons, and also drives players to seek out the best slicers.


For either one, a player should be able to apply for a "permit" to carry said sliced item. It could be a form of money sink or insurance. Depending on faction, profession, etc, permits could be more or less expensive and/or easy to acquire. AND Smuggler's can forge them as part of the underworld tree.


Forged papers, of course, are contraband too, but the better they are, the less likely they'll get spotted.





Scan Frequency


Contraband scan frequency will be somewhat increased. Scan bottlenecks will be introduced at various locations in major cities, such as starport entries and medical centers.







Look a this one again. In above mentioned Kaadara, I'm usually thrown from my bike to be scanned on city entry, scanned on the way to the bank, and scanned 2-3 more times as I'm standing there.


If you're scanned, you should get a timer before you're scanned again. The timer should be reduced if you're a known/frequent offender, or seen to have dealings with those who are (Contraband TEF)


EDIT: Oh yeah, and if players constantly get harassed for their sliced gear and spices, that can't be good for smuggler business.


Message Edited by lund0529 on 06-16-200403:30 PM

Message Edited by lund0529 on 06-16-2004 03:31 PM

Jarkatoo
Wed Jun 16, 2004 1:01 pm
#52

Greenmarine and TH


i like the ideas i think they are great.


What about a third faction though. Hutt Faction, let Smugglers and BH's sign up for these,this will eliminate the rebel vs rebel or imp vs imp.make it so smugglers can sell both rebel and imperial faction, with a penalty of gaining a tef from the other side. for pvp let us choose which side we want to be on. fight rebel one day imp the next., penalty for cheating loose Hutt faction, and when it drops below zero. we are put on the BH terms until it is positive again. when a BH kills us we lose more faction and so on till we regain Hutts favor. but this will solve some issues, and eliminate alot of Bounty Hunter problems as well.this way we are nuetral to the GCW as we should be, but it will still allow us to participate if we so choose, and allow us to work for more "clients".



nnJarkatoo Karkanan nn Elder Jedi Noob Againnn
nnJark T'oo nn still hoping to smuggle somethingnn
nn "Zyylee Wookiee Extraordinare - >nn<
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