Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

RellikCro
Fri Jun 18, 2004 1:31 am
#625






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).









Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
RellikCro
Fri Jun 18, 2004 1:33 am
#626






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.






I agree, this is just another area wide open for griefing players. I like the idea of the fake id's and bothan bonus for making them. That would open up a whole new market for smugglers.

Message Edited by RellikCro on 06-18-2004 01:41 AM



Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
Rueger_Karde
Fri Jun 18, 2004 1:55 am
#627

Alright, how about this.


Who is the most feared individual in the galaxy in star wars? Well depending on who you ask...Jabba would be up there, why? Because of the resourses he has at his fat fingers. He has the ability to get the best bounty hunters to work for him. Who else is feare? Vader, not because the average guy worries about Vader taking his time to track him down, but because of the resourses of the Empire, who can use the resourses to hire bounty hunters.


Also, in the movies, only the Empire and Jabba actually hired bounty hunters (forget ep II for now...lol)


So why not make DIRECTLY screwing with Jabba or screwing with the Empire the things that can get player bounties. Darth isn't going to call a bounty on someone with a sliced weapon in Kor Vella. Probably even if he did it time and time again. Jabba probably isn't going to waste a 75k in payout credits on someone who justskims a little off the top, that kinda thing is probably expected in his business.


That was of course from a more RPing aspect of my idea. Now for the nuts and bolts.


Just make it so that only High level Illegalitys cause player bounties. This will take care of the Empire. But this leavesus with a keyquestion only moderatly asked in thisgiantthread, "what are thethings that are highlyillegal".You wouldalso have to make it so that many minor offences (such as basic weapon slices and low to moderateend spices) cantadd to be highly offencive. Kinda like making sure 5 mistamenors (sp) doesn't equal one felony.


As for jabba, its even simpler. Just dont get in negative faction withhim. Doing missions will get you faction, getting cought cheating negates it. If you cost Jabba more money than you are making for him...bam, player bounty.


Moderatly illegal stuff calls in the NPC bounties. And quasi illigal stuff just gets you a TEF and maybe fined.


This provides you a way to keep of the bounty hunter terminals by defualt. Its not like in the other posts where you HAVE to do x, y, and z to STAY OFF them. Instead its only x, y, and z to get you on them. So you have to DO something bad to get on them. This gives you a choice.


Dont want to get player bountys, dont jack with Jabba. That one is very easy because you can see how you are standing with him.


The imperial one is slightly more difficult, but I think has the answer we need.


Maybe cariying a crate of high end spice is highly illegal (therefore getting a player bounty), because you will be selling it. However carying just a few of them will only be moderatly illegal and get you NPC bountys. Sure ti will cost you space in your inventory, and more trips to your house, but is that too much of a price to pay for the best spice the galaxy can offer?


Maybe sliced LOOTED weapons (DOT) are highly illegal.Sorta like black market weapons. Sliced reagular weapons only give you NPC bountys. If you think about the consequences of something like this, it benefits the PvEers. Correct me if im wrong, but do you guys regularly use DOT weapons? Those seem to be something that high end PvPers enjoy. Maybe those boys leave the big weapons at home most times because of this, so there is less 1337 guys running around.


Maybe using the word "pwn"or "r0xx0r" becomes highlyillegal therefore getting a player bounty on your head. You can refrain from doing that can't you?


The point is, make the levels of legality a very clear line. That way someone who wants to be ahard core criminal with the extra bonuses of doing something illegal (why is it illegal if it wasn't unfair for someone in the first place) witht he risk of the bounty hunter. AND someone who is moderatly breaking the law only has to put up with NPC bountys, easer to kill, and less crap to put up with, but slightly less perks (but you are still getting everything you have right now).



"People are wondering what will happen to Afghanistan when were finished fighting there. Im sure there are plans to rebuild the country, and a lot of times with rebuilding comes a name change. These are some possible name changes the government has been mulling over: Halfghanistan, Pothole-istan, Jenniferanistan, @ssbackwardstan, Bye-bye-Talibanstan, @ss-Kicked-istan."
— Jay Leno
Rueger_Karde
Fri Jun 18, 2004 1:57 am
#628


"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."


When I said this, I was refering to asking weather you were talking about smugglers being forced into pvp, or just the average joe smoe, but this point is mute now, look at my post above.



"People are wondering what will happen to Afghanistan when were finished fighting there. Im sure there are plans to rebuild the country, and a lot of times with rebuilding comes a name change. These are some possible name changes the government has been mulling over: Halfghanistan, Pothole-istan, Jenniferanistan, @ssbackwardstan, Bye-bye-Talibanstan, @ss-Kicked-istan."
— Jay Leno
FrankLee
Fri Jun 18, 2004 2:03 am
#629

The idea of having the risk of being hunted by a Player BH (who may or may not be a complete jackass obsessive-compulsive stalker) is what allows the Jedi to have the flexibility to be hugely powerful. It's still a widely grief-able system, but at least the Jedi reap the rewards of that risk.
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.



FrankLee
--------------------------------------------------------------------------------
Everything I tell you is a lie. - Vergere
Jedi = Luke Skywalker - What friggin' genius designed this PR campaign?
Humans are SUPERIOR! - John Crichton
The Dallet Series (ongoing story)
Nura
Fri Jun 18, 2004 2:04 am
#630






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.






sorry but whers the difference between a ueber NPC BH u wont be able to beat or the RL BH u might be able to beat?

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.



every typo i made here is fully wanted and only exists due to entertainment reasons
---------------------------------------------------------------------------------
Nura To'Bal - Gorath
Onimi
Fri Jun 18, 2004 2:33 am
#631

The reason the thread is huge is because damn this is a good idea. I'm currently a BH and I like the idea of going after other players. But the idea of hiding from BH's sounds even better. I now wanna become a smuggler. Oh this is gonna be a frikin rocking update. This is the kinda idea that makes the game really interesting. People stalking other people if they want the best upgraded weapons. Or you can play it clean and not be bothered. This makes it seem like actions have consiquences. I like that. No I love that. The implementation should make the game interesting. I cant wait.



Col Scocish
Trandoshan Creature Handler /Rebel Pilot
Proud member of GLA
Getting his guildmates killed weekly with a new hairbrain idea.
Larki
Fri Jun 18, 2004 2:47 am
#632

I've only read up 'til; this post on the first page, I edited it because it's big (but well thought out).






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 Idea Gives 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



With comments like that why aren't you on the dev team? You'd get us poor MBHs fixed wouldn't you? T.T






GameInformer: There seems to be a lot of things that you want to address in the core gameplay of Galaxies, why not just focus on those and release JTLS later? Blackman: Because JTLS is the number one thing that our community wants.
Number one thing we want?! Liar... Want proof of this lie?
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=226102 - notice noone wants JTL first??


Larki
Fri Jun 18, 2004 2:50 am
#633






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 )





GameInformer: There seems to be a lot of things that you want to address in the core gameplay of Galaxies, why not just focus on those and release JTLS later? Blackman: Because JTLS is the number one thing that our community wants.
Number one thing we want?! Liar... Want proof of this lie?
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=226102 - notice noone wants JTL first??


Larki
Fri Jun 18, 2004 2:58 am
#634






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.






Generally smart thinking there, I agree with it. But I doubt Jedi will, they (most anyway) hate hiding they like showing off and groupind. They hate being alone.





GameInformer: There seems to be a lot of things that you want to address in the core gameplay of Galaxies, why not just focus on those and release JTLS later? Blackman: Because JTLS is the number one thing that our community wants.
Number one thing we want?! Liar... Want proof of this lie?
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=226102 - notice noone wants JTL first??


Larki
Fri Jun 18, 2004 3:04 am
#635








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.












GameInformer: There seems to be a lot of things that you want to address in the core gameplay of Galaxies, why not just focus on those and release JTLS later? Blackman: Because JTLS is the number one thing that our community wants.
Number one thing we want?! Liar... Want proof of this lie?
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=226102 - notice noone wants JTL first??


Larki
Fri Jun 18, 2004 3:20 am
#636

I was planning on reading this entire post and replying to everything I liked and disliked but its just too huge!


So the last thing I will ask is GreenMarine when you're done on this, come and improve us poor Bounty Hunters! Our combat ability sucks atm, which after this patch, will be our only concern. I can't beleive you're giving us player bounties! GreenMarine for president!!!





GameInformer: There seems to be a lot of things that you want to address in the core gameplay of Galaxies, why not just focus on those and release JTLS later? Blackman: Because JTLS is the number one thing that our community wants.
Number one thing we want?! Liar... Want proof of this lie?
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=226102 - notice noone wants JTL first??


Smug-Druggler
Fri Jun 18, 2004 3:46 am
#637





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.




Keer Tregga the "Smug Druggler" -- Corrupting the Galaxy One Spice Run at a Time....
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