Smuggler Archive

Thread: Revamp Discussion: Contraband/Missions PART 2 (Solutions)

BoozTezi
Sat Oct 02, 2004 3:01 am
#521

Maybe I am missing something but it seems the vast majority of the post here assume the BH taking the mission will be a master and we will be a very high payout (something like 50k or so). Jedi knight command extremely high price because they are in fact difficult. Most smugglers wont be difficult and I dont think the payout is gonna be based on other templates the potential target has. It will be based, supposedly, on the reason he became visable in the first place. As I said before. If the BH is not master or at least close to it, some of them will have a rude awakening when they attempt to take down their mark. As a TKM, I walk around with a pistol. I dont like to wear the VK's because I dont want anyone to know what my capabilities are. The danger should be on the BH, not the target as in RL. The BH will only know he has a mission but won't know for sure what he is getting into as it should be. I propose that if the BH is db'd by the smuggler then a very high price needs to be paid. Maybe loss of xp or a box on the skill tree or it could be that the person that placed the smuggler on the terms will be upset and put the BH himself on the terms.

I would also like for the master smuggler to be able to slice the BH terms with the purpose of either removing themselves or lowering the payout on himself. If he lowers the payout then quite possibly a lower skilled BH will be the one picking up the mark.

Just a thought or two



Support mental health or I'll kill ya.
mega419
Sat Oct 09, 2004 11:56 pm
#522

Summary 1: The key argument was over the impact of "visibility" punishments for ripping off suppliers or failing smuggling missions. There is a portion of the player base that desires PvP and a portion that does not. The main issue is the possibility of "involuntary PvP" or a player gaining a bounty who wants to be a smuggler but not participate in PvP.


Solution: The solution I like most is to have the mission suppliers offer two types of mission for each skill level. The punishments for failing or cheating a mission then become:


  • Normal Mission: You lose NPC faction with that supplier. You lose a small amount of GCW faction if the supplier belongs toa faction. You could possibly be ambushed by thugs from that supplier.
  • CriticalMission: Harsher versions of the above + you gain visibility.

Sounds great, but I don't believe if you want to avoid PvP you should be paid any less. I'm not alone in wanting to avoid PvP unless I chose to be involved in it. Sorry, but most interactions w/ other players are not as interesting or fun as with the NPC's / game itself. I can not see why the dev's can't design NPC BH's that are lethal in their own way ( ever been to the Death Watch bunker? ), and will still persue the smuggler until dead or the bounty is paid. Bribing the Bh was mentioned, definitely sounds good, but should be a random amount for NPC's to keep some tension up. If the bribe fails, the smuggler is left is only a few meters away from the business end of the BH's weapons


However, ALL players need to start facing persecution for military grade or illegal weapons/armor, and of course other illicit goods. No law enforcement agent would ever allow anyone to openly walk down the streets carrying a flame thrower in full view and in a full suit body armor. These are area effect weapons ( in theory ) and should be considered a threat to everyone in the immediate vincinity. I'm not saying take them away, but if smugglershave to lay low for transporting them, then those whoopenly carry these weapons should face the same penalties.Then again,stiffer peanlties for their usage in view of law enforcement agents, regardless of GCW faction alignment would be nice. I sincerly believe this is not asking much of all players. If you disagree, try carrying a LEGAL gun openly down the streets of your home town and see how often you are "detained for questioning".


Summary 2: The second major issue revolved around the punishments for being caught with contraband:


One possibility might be to make it so that the scanning NPC isn't the NPC that attacks. Instead he "calls for backup" and the backup is relative to the player's level. This brings up the possibility of a group of players using a low level smuggler to spawn lower level faction targets. Thesolution to stopping faction farming of scan spawned NPCs is to prevent them from giving GCW faction. There are many other legitimate ways to gain faction. Even if it seems inconsistant, it does make somesense that the Rebels aren't necessarily going to reward a player for killing troopers just doing their job.


This also means that high level smugglers would be dealing with security forces tougher than your average Stormtrooper.


Two concerns here. First, you shouldn't have to face the elite police units everytime you fail a scan. This should be as random as slicing, to reflect the needs of the community in which the police units are stationed. Smugglers are only one threat to civil / moral authority. Sometimes the best police are helping to solve a domestic disturbance, it's just depends who responds to the dispatcher first. And sometimes, you get the meanest cop on the force handing you a ticket for spitting on the sidewalk. I should not be facing Dark Troopers everytime I fail a scan. Sometimes the auxillary units ( i.e. civil patrols) are pressed in to service, while the Stormtroopers are out crushing Rebels and vice versa.Make it random, make the back up be a surprise. It helps keep smugglers on their toes. This would also provide a solution to faction farming.


Secondly, Imperial / Rebelaligned players need to suffer the consequences also, reagrdless if it's their faction doing the scanning or not. If there is one thing upsets officers is the crap roles down hill theory. Example: a corporal gets busted for bad beahvior and possesion of an illegal, controlled substances. His/her platoon leader gets screamed at by theplatoon NCO, the Lt gets chewed out by the Captain, and so on. So by the time the offending soldier recieves his punishment, the whole chain of command for the unit have had their day ruined by the offending soldier. Since GCW is not designed to accomendate cleaning latrines, a hit to the bank account is in order. Also, this is one of those times that a player should have the option of firing on NPC scanners of the same faction. Money makes people do crazy things, there's no question about that, and the punishment should be a loss of rank / forced resignment and monetary fines. Especially if the scanning unit/NPC is killed.



Summary 3: The third major issue was that smugglers are worried that increased punishments for using illegal items, like spices and sliced gear, will cause a depression in their markets.


This is black market economics 101 here. If there is a product or service people really want, and the government criminalize's it, prices go through the roof. No fear of market depression here, I promise. You will have customers lining up for you to get the products they want so that the customer can avoid " any Imperial entanglements ".



Varriv Rore


Master

GrimRebuke
Sun Oct 10, 2004 7:19 am
#523



BoozTezi wrote:
Maybe I am missing something but it seems the vast majority of the post here assume the BH taking the mission will be a master and we will be a very high payout (something like 50k or so). Jedi knight command extremely high price because they are in fact difficult. Most smugglers wont be difficult and I dont think the payout is gonna be based on other templates the potential target has. It will be based, supposedly, on the reason he became visable in the first place. As I said before. If the BH is not master or at least close to it, some of them will have a rude awakening when they attempt to take down their mark. As a TKM, I walk around with a pistol. I dont like to wear the VK's because I dont want anyone to know what my capabilities are. The danger should be on the BH, not the target as in RL. The BH will only know he has a mission but won't know for sure what he is getting into as it should be. I propose that if the BH is db'd by the smuggler then a very high price needs to be paid. Maybe loss of xp or a box on the skill tree or it could be that the person that placed the smuggler on the terms will be upset and put the BH himself on the terms.
I would also like for the master smuggler to be able to slice the BH terms with the purpose of either removing themselves or lowering the payout on himself. If he lowers the payout then quite possibly a lower skilled BH will be the one picking up the mark.
Just a thought or two





The BH knows he has a mission, knows he is about to enter a fight, pre-buffs, has his best weapon and strategy picked out, and if he sees his mark in a group, he can call it a day before starting the fight. He can bring along 10 friends. As a mark, you would have to have a group of friends with you and be buffed and not let your health drop below 3/4 every minute you were in the game to have any chance of being evenly matched against the BH that MIGHT show up any minute. The BH has a LOT of advantages over the smuggler even ignoring the commando-style weaponry they can carry. What we need, is something that balances us out. Some dirty fighting skills, a working FD, limited loss in the event we are killed and some kind of risk for the BH beyond death.
Ithillion
Sun Oct 10, 2004 5:12 pm
#524

I've just jumped in on the last page here because it's late. I'm taking up smuggler, and I've got into the smuggler mindset from the JtL beta discussions about the content of certain missions.


1) JtL is the single biggest opportunity for smuggler content - I've banged on in a few threads about considering how to include smuggling in the space expansion now rather than later, but it doesnt seem to be working. It's my opinion that even if it isnt done now, thinking out how it could be done will make it so much easier. Having been in beta I know right now, it isnt possible (I hope i didn't break ToS or EULAthere)


2) The bounty hunter stuff sounds cool. The kind of thing I'd like to see is a single shot, similar to the last ditch assault, but just a single blast that has a chance of incap of the BH. Perhaps call it quick draw. It only works if the smugger has no weapon equipped and attacks before the BH shoots. /quickdraw and then there's a chance of incap related to the smugglers skills. I'm sure BH would hate the idea, but smugglers stay alive by luck, and this attack would just be down to luck (provided the smuggler had his eyes open - perhaps they'd also need some kind of warning related to the underworld skill, where someone tips you off)


I also like the idea of slicing terminals to screw with your own contract.
Thosun
Mon Oct 11, 2004 6:38 pm
#525

First off I'd like to thank GM for his incite into the Smuggler redo. I really like the player bounty idea, and I never PVP. Unless the bots are really tough its not going to be the same. Plus there is the role-playing element of being hunted and running hell-bent for leather across the galaxy. Maybe there could be a mechanic for players to buy off a bounty hunter and the other player still getting BH xp. Officals can be bribed and smugglers are known for there fast talkin ways. Any ideas on how to redesign underworld or change it into something else. Admittedly I've not read the entire comments section for this topic so maybe some of you have some good ideas posted already. I've been a smuggler since the begining of the game and I've seen the economic decline of the spice trade on my server (Chilastra). We need a viable way to compete with Chef foods. As it stands they last longer, have no downer, and don't get you in trouble with the local ST detactment. At the very least we need a system that makes the side effects of spices and the benifets balance out so that we have a valid product to sell to the masses. (First hits free right...) I decided back when Galaxies was released to be a smuggler for the role-playing aspects of the class, and have stuck with it. As a community the smugglers I've interacted with share a common love for the class and hope that it can be improved. I like the blending of combat and crafting trees in the class and hope that it remains a staple in the revamp.


*steps off soap-box and orders a round of Lum for the crowd*


Te all me fellow Smugglers I salute ye. Keep up the discussion and take whatever the Dev's don't nail te the bulkhead.


--Tho'sun Cree

Neutron-7 Developer

Master Smuggler



Pimpin' aint easy
Bastermaster
Wed Oct 20, 2004 10:12 am
#526

Note: i have not read all 23 pages, so i apologize if someone has posted their thoughts on this before me.




Ithink there should be a way to get around concequences for sliced weapons and armor. first off, it would make more sense for weapons to be a lot more illegal than the armor, anyone can walk around with armor on. but when you carry around a gun, you get in trouble. It would make sense for the devs to implement a "Weapon's Permit" that allows the character to carry any sliced or unsliced weapons w/o legal consequences. To make it more realistic maybe allow master smugglers to forge such permits for a limited time say 1 - 2 weeks, and also make 'legal' permits (obtained through the local imperial magistrate or garrison commander) cost several thousand credits a day or week... This would make it so normal players can go about their business w/o worrying about fines for carrying a suit of sliced armor and sliced weapons. I'd also think this would be a good system to do for normal, unsliced weapons. Why would the Empire want it's citizens running around illegaly armed?
Please let me know what you think...


--Ize Ikro, Commando, TKA, Ex-Smuggler, Ex-Doctor, Ex-Pistoleer, Ex-Armorsmith ...



"Nobody expects the Imperial Inquisition!"

-Ize Ikro--Proud Member of Crimson Sky Empire and the Imperial Inquisition.
TKM, MD, Imperial Pilot 3222.
jafar8
Wed Oct 20, 2004 10:08 pm
#527


You are on top of everything (as usually) GreenMarine. . . Theonly question I have is. . . When can We see this in Test, or in-game




P'luto B'ark-B'rk Master Smuggler, for ever and alway



P'luto B'rk-B'ark * Master Smuggler *
Bloodreaver1406
Thu Oct 21, 2004 12:37 am
#528

Just a little brain teaser for you to start a covosation over.....what happens if ure BHand smuggler does that mean that u can have a bounty on ureself from a BH mission terminal if so that would b quite funny having to attack ureself at least then you wont have to use a droid or a spy person to find ure target hehe
Crime-Wave
Thu Oct 21, 2004 5:52 am
#529



i love this idea...





Solution: The solution I like most is to have the mission suppliers offer two types of mission for each skill level. The punishments for failing or cheating a mission then become:


  • Normal Mission: You lose NPC faction with that supplier. You lose a small amount of GCW faction if the supplier belongs toa faction. You could possibly be ambushed by thugs from that supplier.
  • CriticalMission: Harsher versions of the above + you gain visibility.





heres a thought....


what if... when you decide to accept a Critical Mission you automatically gain an extremlly high visability untilyour mission is finished.... so during your mission if a bounty hunterchooses too, they could grab your name off the terms and try and hunt you down before you have a chance to finish your mission....if you fail or cheat in said mission youkeep all or some of the visibility given....


...applying this to the space expansion would be really exciting too, and would give a good purpose and value for the BH and Smuggler professionin JTLS.





((((CRIME-WAVE))))
~Heart of a Rebel~Life of an Exile~Mind of a Criminal~
~Weapon of the Empire~
The Execution of Crime-Wave Part I Part II Part III

HythosSWG
Fri Oct 22, 2004 8:02 am
#530


Summary: Missions requiring dynamic skill and decision challenge - task the player, not just the character.



I wouldn't exactly call this an "objection" to the rule, but one thing that I find dis-satisfying is the fact that with buffs, anyone can do anything bythemselves. Up until I my Jedi hit Apprentice(March04), I hadn't used buffs other than occasional low-level pre-revamp chef-foods which lasted only a couple minutes at a time.


I had Mastered Smuggler withOUT wearing any armor, withOUT EXPLOITING by hanging creatures on impassable areas, and withOUT buffs - PERIOD (On top of this, I have an ACTIVE Master Smuggler on Bloodfin andAhazi,and an inactive onCorbantis. I've Mastered the Smuggler profession twice with one character, and once on 8 others.)



  • Something that would make a player TRULY challenged, would be to "get in, and get out" without the use of "buffs". I honestly have NO idea what's in store for the combat revamp, but to actually challenge a smuggler-character's SKILLS would be reward in itself... Of course because a Pistoleer would have superior offense + defense - and a TKA/Pistol/Smuggler is even more-so - it might not be possible to include any form of the old "AD&D Single-character module"....

  • Something additionally interesting is if all those "empty" buildings of all cities (the dummy buildings to add effect) - could actually be entered... either sliced for entrance, ect.ie, an instanced / "private" dungeon for lack of a better term / description. Enter the building - dispatch security forces or no security forcesifentranced at night or when thebusinessis "closed".. Upload or download, the smuggler , ect ect.. the smuggler must slice a computer terminal to retrieve data...

  • NPC missions "timed" upon initating (ie, gaining entrance to a structure)Although I have yet to play around much with the Death-Watch Bunker, I've seen bits about it "locking" people out if they don't do something within a given time-frame.Include a 2-minute time-frame of having to slice the front-door, get in, sliceN number of containers inside and retrieve the item NPC had asked for ... if the smuggler doesn't get out within the 2-minute time-frame, an Electro-Magnetic-Pulse shortsout any "looted" item.

  • Missions thatgives the smuggler slicing expwith each step going through the mission itself rather than a reward in the end. This would allow someone to gain exp even if they don't complete the mission successfully.

I really have too much more to think about, but I'm on a limited amount of time at the moment. If I get positive feed-back from these ideas I'll write more.


Thanks!

Elia
Sat Oct 23, 2004 5:00 am
#531






GreenMarine wrote:

See this link for part 1:


Summary 2: The second major issue revolved around the punishments for being caught with contraband:


  1. Some players feel that dying isn't enough of a punishment.

  2. Some players recommended a faction hit.

  3. Some players feel that storm troopers are too weak.

  4. Players don't like that only storm troopers scan.

Solution: The solution obviously has several parts. We need to discuss more what the punishments should be. There are a few types of punishment that we can draw from:



  • Loss of GCW faction.

  • Loss of NPC faction.

  • Combat & risk of death.

  • Confiscation of the illegal goods.






Probly saying something said before but from a non smuggler this is what I would like to see in this area:


Low level contraband: Option to turn over item(s) or pay a credit fine, you know the old 20 credit bill cliped to your id or fight. If you fight, loss of faction and afight to Incap. If incaped loss of item and pay alarger fine.


Mid level: Hand over yes/no. Agree, much larger fine and a small loss of faction. Don't and you lose more faction fight to incap or death depending on faction standing. Lose and pay a large fine as well.


High level: Placed under arrest with an option to fight. If you go quietly, large fine 60 second timer untill you can move loss of item and faction. If not loss of more faction and a fight to incap/death depending on faction standing. Lose and pay a hefty fine. If incaped 120 second timer after incap recovery.


I know some real rough Idea's but you get the Idea...









Elia Darwin -- Master artisan (12pt), Master Armorsmith

Elia's House Of ill Repute

Coronet, Correlia 388 -5388 835m from Starport
BronzeFalcon
Fri Oct 29, 2004 3:08 pm
#532

lol how bought you play the game instead of talking about it? ive scrolled through the entire Smugg revamp part 1 post and like 4 guys have made like a bazillion posts that had to have taken days of combined minutes to type it all. I can't even find my post to see if anyone replied because a few guys made 4 million posts.


It is silly and pretty sad



I wish.... I wish... to pwn.... a FISH!
irule2026
Sat Oct 30, 2004 6:38 pm
#533

This is in reply to rougecloudwalker. I agree with you totally. Having real people with real cunning and tricky minds coming after you constantly is what smuggling is all about. The huge danger for a big payout. Go with only pvp where bounty hunters follow you.



We are sitting on a game of Goddly greatness, but we just need to tweek it so.
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