Smuggler Archive
Thread: Revamp Discussion: Contraband & Smuggling Missions
Rueger_Karde wrote:
Even though I was trying to get a conceptual idea of "why you dont like this blah blah blah" so maybe we could figure out some more solutions, looks like it aint gonna happen because you wont work with me...
Sorry, I thought I was clear on exactly what I did not like. The only part of the proposed revamp as it stands right now that I do not like is the forced pvp aspect of it. In fact from all the posts I can recall from any of the PvE'ers that have posted in this forum that is the only aspect they do not like either.
I have to say I dont like the idea of the screen popping up "Please pick how you will be attacked". Kinda loose a little emersiveness, which is really the point of this revamp in the first place.
I can agree with you on that and other proposals have been made as you mention below.
The checking of the box someplace in profiles is better, but still reminds me of someone slapping a "kick me with a player" or "kick me with a non player" sign on my back.
I would rather see an ingame "switch" like the one mentioned below or even a third faction for smuggler types. Which would also allow PvP between smuggles themselves to compete with each other on higher end jobs (overt status of course).
The best idea so far seems to be HOW you have modled your character. So, you take the room on the left, the PvP room. Now players can attack you. Take the room on the right, only NPCs can attack you. Unfortunatly (as a modetsly skilled programmer) I have a strange feeling this could be difficult (I could be wrong). So in case it is just too much, I have been stewing on another idea...
I too have done little programing of late, but one poster that says he programs alot mentioned this would not be all that hard to work out.
Crap, I had it while posting, but lost it, dont worry, it was good. Be back in a few, (I think I need a bowl....of cereal).
KruddMan wrote:
Ah! Fake ID crafting!
Just one way to get past patrols and land in starports.
Experimentation/quality level could determine effectiveness of ID.
Bothans could get bonuses to Fake ID experimentation. Makes sense to me.
I have mentioned earlier in this thread that I'm against forced PVP for taking part in smuggler missions, though I do like the idea of increased risk and danger. I'd love to be hunted down by NPC bounty hunters. Even ones i'd have to flee from.
It'd be cool to be hunted by a single uber NPC bounty hunter. Relentlessly following you through space and showing up in your favorite cantina. Maybe offering you the chance to come with him alive and pay back what you owe to whomever.
While, if I was being followed around by a player bounty hunter... everywhere I go, everything I do... it'd get pretty frustrating. You can put them on ignore, but they're still there, even if you kill em.
Message Edited by RellikCro on 06-18-2004 01:41 AM
I don't propose that Smugglers be that strong, by any means. I think there should be a happy medium. If you run missions that give you PvP visibility, the reward should be appropriately high. If you run missions that aren't as risky, keep the reward low, but keep the visibility PvE, or rapidly-decaying.
If a smuggler gets enough visibility to warrant a PvP attack, he should have some good, and immersive, ways of both _finding out_ about it, and _losing_ the flag. Like:
-Smuggler Bob heads to a Cantina, and chats with the barkeep. The barkeep (or any slimy NPC) tells him he's a wanted man, that so-and-so put a contract out on him. Or, if the guy's actively being hunted, as in BH-Joe picked up the bounty, the Barkeep tells Smuggler Bob that BH-Joe is coming after him.
-Smuggler Bob takes a quick shuttle hop, trying to slip a tail. He heads to another seedy gin-joint to see if he's managed. If the word on the street says no, he makes a few more jumps, maybe heads offplanet.
-Smuggler Bob goes to the source, brassing it out with Jabba. He explains why he had to dump the spice, or why the Rodian didn't pay up enough, or whatever. If he's a quick enough talker, maybe Jabba drops the contract.
If all else fails, Smuggler Bob should have a chance to get a 'tell' or a note, a call, a com, whatever you want to call it, from a pal if BH-Joe shows up to kill him. Imagine if your local spynet operative just took 5 seconds to tell you he sold your DNA profile to BH-Joe and he was dropping you a line... you'd get out of Dodge fast.
If someone's too lazy to execute one of several dodges to get out of PvP, or if they really want the struggle, then hey, let them have it.
My main idea I guess is, you can add the content of PvP possibility with a lot of immersion, but don't _mandate_ it. If Smuggler Bob doesn't mind ferrying ancient bothan relics instead of hot spice, let him stay unattackable. He still gets to do smugglerish things, benefits from the revamp, and doesn't have to fight leetspeaking asshats all the time. But if he wants excitement and adventure, pay him for it.
KruddMan wrote:
Ah! Fake ID crafting! That'd be great!
Just one method of getting past patrols and landing in starports safely.
The expirementation/quality level would be how likely it is to be noticed as a fake.
I like the idea of Bothans getting bonuses in these types of things too. Bonus to Fake ID Experimentation. Makes sense to me.
I feel that sliced weapons should not be considered contraband, or give much visibilty at all, because wouldn't it take some skill in slicing to recognize that the item has been sliced? They'd have to open the weapon and examine it.
I've posted in this thread earlier that I'm against forced PVP just for taking part in smuggling missions, but I'm all for increased risk and danger. I'd love to be hunted by NPC bounty hunters, even ones I'd have to run away from 'cause they're so uber.
It'd be cool to be chased by the same UberNPC bounty hunter all over the galaxy. Relentlessly pursuing you through space and showing up in your favorite cantina.
If it were a player character doing this to me... I'd just be annoyed and frustrated. There is no end to players. You can't KILL them, really. When they die they clone and come back and may hunt you again some day. There's no way to get them off your back, permanently.
im currently not sure what people are so feared about. u wont loose anything besides buffs and maybe condition. and the condition problem isnt even for sure cause such a death could also be PvP death which doesnt include any decay.
With comments like that why aren't you on the dev team? You'd get us poor MBHs fixed wouldn't you? T.T
BabyRancor wrote:
...............
Contraband Visibility
The game's "visibility" system will be expanded. Any player can now accumulate small amounts of visibility for a contraband infraction. The amount of visibility will be dependent on the severity of the infraction.
Smugglers may attempt to find out or reduce the visibility of any player by slicing a bounty hunter terminal. Failure to successfully slice the terminal will result in the smuggler being immediately added to the terminal. Clamps cannot be used in this form of slicing. (This will be a new type of slicing, not wire cutting.) More information on this is available in the slicing section.
Neat IdeaGives more content to the BH. If a player successfully defeats the BH would the mission expire? Would their visibility be reset? Will BH missions have a timer on them (good and bad points here - good that a player can avoid a BH and win without combat, bad that a player could just log off and let the timer expire).
BH need to be amped up in the revamp though - most combat templates can wipe the floor with an MBH.
...............
Message Edited by BabyRancor on 06-16-2004 01:13 PM
Rizzaka wrote:
hrm i know this isn't about smugglers but its food for thought. With player bountys appearing to be taking off following JTL perhaps there could be a 'news holocron' that will list top felons and top bounty hunters on the server? Boba Fett was known to be feared others should get that rep too. Maybe even term's that state top BH's like a tab on a BH term?
BRILLIANT idea, would give BHs something to be proud of (if they are on the list) and criminals something to be proud of (or maybe they should be disappointed in themselves
hasibert wrote:
Jedis and Contraband:
The jedi mind trick should have a big chance of failure (depending on the jedi level), so jedis will accumulate additinonal visibility through the contraband checks. Lightsabers (and possibly other jedi items) will be banned. This will force jedis more into hiding, it will be more risky for them (risk vs. reward, jedis are stronger so it's more difficult) and will also let some jedis think about also playing a normal char, thus help to decrease the jedi population.
Smuggler_Caylin wrote:
Contraband Visibility
The game's "visibility" system will be expanded. Any player can now accumulate small amounts of visibility for a contraband infraction. The amount of visibility will be dependent on the severity of the infraction.
Isn't this too close to pvp without consent? Carrying an illegal item and being punished by an NPC is one thing, getting hunted down by a bounty hunter in a PVP situation is another.
Don't carry illegal items around then : / This is a "Risk Vs Reward" situation andshould be present in all facets of any game.
Smugglers may attempt to find out or reduce the visibility of any player by slicing a bounty hunter terminal. Failure to successfully slice the terminal will result in the smuggler being immediately added to the terminal. Clamps cannot be used in this form of slicing. (This will be a new type of slicing, not wire cutting.) More information on this is available in the slicing section.
This I honestly don't care for. The mental imagery of bounty hunters hiring smugglers to get themselves on terminals for easy investigation xp is not something I care to see. It's bad enough with Jedi farming themselves out I don't want to see smugglers going down the same road. This is why I've always supported the Counterfeit ID idea, as it does not rely on the smuggler, but the usage of the item by the jedi in order to gradually decrease their visibility while raising the risk of the smuggler who made it.
Unfortunately it can be done with Jedi as is now anyway. So don't stress too much about it, it's being done already.
There needs to be a payment system for Smuggling missions separate from "The Skim".
I have acore concern regarding the basic structure of the Smuggling Mission.
GreenMarine wrote:
At its core, a smuggling mission is similar to a delivery mission. The player is given a crate of illegal goods to move to another contact. The player must then return the payment for the goods to the source of the mission.
Ex: Jabba gives the player a crate of 50 to deliver to a cantina in Mos Eisley. After the player delivers the narcostims, she receives a payment of 12,000 credits. The player then returns to Jabba and delivers 8,000 credits, pocketing 4,000 as payment for the job.
According to this model the Smuggler will become a de facto thief. A "skimmer" of his clients. I'm not sure I like this because:
1.) I'm a Smuggler. I want to get paid for moving contraband not necessarily by stealing from my shipments (in this case the Contraband or the dirty cash that comes back from it's sale).
2.) This mission model also forces you to take some risk in angering your clients thus raising your Visibility due to skimming. Personally, I don't want to chance that by trying to figure out how much Contraband/Cash skimming will keep me out of trouble (Steal Little, Steal Big). I want more risk in this game, but "The Skim" gamedevice as a sole means of payment is crude.
I would like to see us getting paid for the service of Smuggling, first. Then, if a Smuggler feels like taking the extra risk he can skim from his shipments.
This personal choice may leave a Smuggler out of the Spice selling business to a degree, but that's okay for me personally. I'd just make up for it somewhere else.
Regardless, I'd think that by having a reputation as a Smuggler who's known to always deliver the total shipment and always return with the total payment would bring you increasing rewards and trust within the underworld community.
In summary, there needs to be a payment system for Smuggling missions separate from The Skim.