Smuggler Archive

Thread: Underworld Discussion Thread

maloso
Sat Jan 15, 2005 3:09 am
#53






WesBelden wrote:

Recently in a post addressing SWG’s forum community’s responses and thoughts to an earlier message, SOETyrant stated that,


Adding to the underworld is not part of our near term plans, and probably is a candidate for a future expansion given it's scope. Sorry!


Given we’re in some what of a state of limbo with regards to information and things to do constructively and creatively with regards to game design and features, I (spurred by Calyin ) thought it would be nice for us as a community to take a look at the possibilities a future Underworld expansion could bring.


However, rather than create a detailed expansion proposal/design document, I’m interested in us coming up with 10 basic tenets from which a design team could build an Underworld expansion document. Caylin’s Crime Lord proposal and Ternque01’s Fuller Star Wars Underworld threads come to mind as examples of posts exploring the subject so far. From these you could take several ‘design tenets’ for the underworld:


  • Player run and independent crime factions,

  • Create more content for each criminal faction currently in game (e.g. theme parks etc.),

  • Include Criminal territories as or either in cities.

And so on. So, if you’ve a mind to, post your ten tenets (mwaha) on Underworld design and then get debating





I wish underworld would just do what it says. That would be a start. You can buy faction, but you can't sell it.



How about giving us slot machines for our shops like at nyms.





Maloso Las Vegas - Killer of Ka'hik, Destroyer of -UG-
Hated by most, Loved by YOUR MOM!
WesBelden
Sat Jan 15, 2005 5:13 am
#54






maloso wrote:



I wish underworld would just do what it says. That would be a start. You can buy faction, but you can't sell it.


How about giving us slot machines for our shops like at nyms.






The Underworld this thread refers to is the representation of criminal factions (e.g. the Hutts) and their activities within the game, rather than our skill tree and it's content




=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Nicolas_Frost
Sat Jan 15, 2005 1:51 pm
#55






MISTagent01 wrote:

I'd like for a few things to happen:


1. Player-dropped casinos: Now, I like this in itself. But how cool would it be to make that your "front" for your crime syndicate? Like a secret PA hall. Only Master Smugglers would be allowed to drop it, and only smugglers and BHs would be allowed to join. Only people in the syndicate could see PA tags above fellow guildies' heads.


2. Spice only being sold on Smuggler vendors. I'm not one to take away from Merchants, but I think that Smugglers should ONLY be allowed to sell spice, and illegally at that. If we ever added bounties, make a visibility system where, if too many people buy from that vendor, you end up on the terminal. We must be discreet, but still make good money. I hate that people can spam, "Selling MUON! PST!" in the middle of Coronet. That needs to stop. I think that should be on the list of things you can't say in front of Imperial officers / Stormtroopers, just like saying "Jedi."-I mentioned something likethis myself, once before. I think like how certain items are contraband, certain words bring the attention of the Empire/Police Forces. Kinda along the lines of how people selling stolen goods don't put up flyers saying "We just robbed 922 Wayne Street, come check this stuff out!". Thusly, saying any spice name(not counting colors in the names, such as Booster "Blue" and Muon "Gold", I don't wanna get arrested for telling someone about my White/Gold Padded armor), "Slice", "Spice", "Precision Laser Knife", "Molecular Clamp", "Force"*, "Jedi"*, etcetera, near authority figure NPCs(CorSec, RSF, Imperials*) gains thier attention. If you raise enough attention, you get scanned.


3. Being able to take more missions from the NPCs at Jabba's Palace that regular joe's can't take through the quest there. I don't know about you, but I KNOW that Oola's got some hot smugglerriffic mission for me.-I aggree. Most of them should. Perhaps sense we have +100 Language Comprehension, we can talk directly to Jabba and get Smuggler Missions from him. Once we've finished his themepark, of course. He's gotta trust us.


4. Hutt faction. 'Nuff said.-Damn straight!


5. /secretsmugglerhandshake implemented into the game.... I like how /ssh is nice and appropriate.


6. Can we GET a "Scoundrel" title? For crying out loud, we're SMUGGLERS!-That would be nice as well.


7. The ability to slice ships, speeders, travel terminals, house terminals, every kind of terminal.-I can see speed and effectiveness working on vehicles, price drop on travel terminals(with a failed slice making that terminal unusable for a short time, but only unusuable by you), maintainence drop on house terminals(with a failure raising the maintainence cost for a few days), but way too many possibilities to ships at the moment. There'd need to be a bit more specification on the types of slices for ships.


8. I'd like to elaborate on someone's idea to make cantinas more...filthy. Mos Eisley should be a place that's smoky and dangerous. I want to see dangerous types in there, and something I'd also like to see is NO RADAR DOTS. I hate walking into a cantina and immediately knowing how many people are in there. I want to walk into a cantina and wonder if that's the last place I'll see before I end up in a cloner. Plus it makes a nice hiding spot granted there's lots of smoke and people. They should be crowded and hard to find people. I'd love it if you could use a skill that gives you a title like this: Veela (a smuggler) while in a cantina...that way, BHs REALLY have to look for you.-Also, along with no Radar dots, how about no useless NPCs in any town. If they don't give a mission,talk to you, oraren't attackable, they just causelag and waste space.


9. I made this suggestion to Greenmarine at Fan Fest, and he really liked it, as did TH and RuneSaber: The big thing with player bounties is the issue of consent; the devs are trying to find a system that works for consenting to being a bounty, which explains GreenMarine's idea of a low/high risk mission system. I suggested this, and everyone seemed to like it. Smugglers should be granted the ability to slice the BH terminal to remove a Jedi from it. There would be no tool to guarantee success, and the Jedi would have to make contact with the Smuggler to slice the terminal. If the Smuggler succeeds (a skill mod that increases as you make the push to Master Smuggler, where it would only max out at an Extra 20% success rate...we can't make it too high or else it becomes unfair to the BH,) the Jedi is removed and a system email is sent to both the Smuggler and Jedi notifying them of the removal (for the Jedi's peace of mind.) If we fail, however, we are fully aware that we are doing something ENTIRELY illegal, and the system will retinal scan us, and place us on the BH terminal, as well as the Jedi, with a 25K credit increase on both of our heads, making the our bounties worth just enough more to give BHs incentive to hunt us as opposed to a Jedi that hasn't tried using a Smuggler to remove themselves. I think this is a great way to implement Smuggler bounties, because when you slice that terminal, you're pretty much giving consent to being on the terminal should you fail.-While it'd be nice, you'll end up with most of the uber Jedi grinding up Smuggler on thier altsjust so they can remove themselves from the terminals.



That's it for now. I have a lot of ideas, but those ones stick out the most in my mind. Some are trivial, some are complex, but they're all important to me, and what my idea as a Smuggler is.






Message Edited by Nicolas_Frost on 01-15-2005 02:57 AM



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


MISTagent01
Mon Jan 17, 2005 12:28 am
#56






Nicolas_Frost wrote:






MISTagent01 wrote:


9. I made this suggestion to Greenmarine at Fan Fest, and he really liked it, as did TH and RuneSaber: The big thing with player bounties is the issue of consent; the devs are trying to find a system that works for consenting to being a bounty, which explains GreenMarine's idea of a low/high risk mission system. I suggested this, and everyone seemed to like it. Smugglers should be granted the ability to slice the BH terminal to remove a Jedi from it. There would be no tool to guarantee success, and the Jedi would have to make contact with the Smuggler to slice the terminal. If the Smuggler succeeds (a skill mod that increases as you make the push to Master Smuggler, where it would only max out at an Extra 20% success rate...we can't make it too high or else it becomes unfair to the BH,) the Jedi is removed and a system email is sent to both the Smuggler and Jedi notifying them of the removal (for the Jedi's peace of mind.) If we fail, however, we are fully aware that we are doing something ENTIRELY illegal, and the system will retinal scan us, and place us on the BH terminal, as well as the Jedi, with a 25K credit increase on both of our heads, making the our bounties worth just enough more to give BHs incentive to hunt us as opposed to a Jedi that hasn't tried using a Smuggler to remove themselves. I think this is a great way to implement Smuggler bounties, because when you slice that terminal, you're pretty much giving consent to being on the terminal should you fail.-While it'd be nice, you'll end up with most of the uber Jedi grinding up Smuggler on thier altsjust so they can remove themselves from the terminals.



I totally agree with you about the Smuggler thing, which is why there would never be a 100% success rate (honestly, I don't think it should be any higher than 50%) for slicing that terminal. That way, the guarantee isn't there for Jedis to find it worth their time to grind their alt into a Master Smuggler. I also think that this skill should be only in the Master box, thus eliminating fledgling Smuggler alts from the equation. I think you're completely right that some Jedi would grind up their alt, but I can't imagine too many doing that. That is a very good point though, touché my friend.






Message Edited by Nicolas_Frost on 01-15-2005 02:57 AM








V E E L A "her royal hawtness"
I am Jack's Smirking Revenge. I am Jack's Ignored Profession.
Theed was a bustling commerce city...people hawked their wares, danced, laughed, dueled, and had a rollicking good time. Cantinas packed with Entertainers of every race, shape and size...along with scoundrels, Stormtroopers, and drunks. People grouped up and stuck together in the wilderness, and you ALWAYS took a Scout or a Ranger with you. We lived our own Star Wars saga. We created our own personas, our own histories, and it all blended into this wonderful, magical experience that I will always remember...


That magic is gone now, but I'd pay 50 bucks a month to have it back.

Editor's Note: The author of the above post has quit giving SOE her money. She suggests you do the same, because this game will never be what you want it to be.


Nicolas_Frost
Mon Jan 17, 2005 3:16 pm
#57


JediArashi wrote:


MISTagent01 wrote:


Nicolas_Frost wrote:


MISTagent01 wrote:
9. I made this suggestion to Greenmarine at Fan Fest, and he really liked it, as did TH and RuneSaber: The big thing with player bounties is the issue of consent; the devs are trying to find a system that works for consenting to being a bounty, which explains GreenMarine's idea of a low/high risk mission system. I suggested this, and everyone seemed to like it. Smugglers should be granted the ability to slice the BH terminal to remove a Jedi from it. There would be no tool to guarantee success, and the Jedi would have to make contact with the Smuggler to slice the terminal. If the Smuggler succeeds (a skill mod that increases as you make the push to Master Smuggler, where it would only max out at an Extra 20% success rate...we can't make it too high or else it becomes unfair to the BH,) the Jedi is removed and a system email is sent to both the Smuggler and Jedi notifying them of the removal (for the Jedi's peace of mind.) If we fail, however, we are fully aware that we are doing something ENTIRELY illegal, and the system will retinal scan us, and place us on the BH terminal, as well as the Jedi, with a 25K credit increase on both of our heads, making the our bounties worth just enough more to give BHs incentive to hunt us as opposed to a Jedi that hasn't tried using a Smuggler to remove themselves. I think this is a great way to implement Smuggler bounties, because when you slice that terminal, you're pretty much giving consent to being on the terminal should you fail.-While it'd be nice, you'll end up with most of the uber Jedi grinding up Smuggler on thier alts just so they can remove themselves from the terminals.
I totally agree with you about the Smuggler thing, which is why there would never be a 100% success rate (honestly, I don't think it should be any higher than 50%) for slicing that terminal. That way, the guarantee isn't there for Jedis to find it worth their time to grind their alt into a Master Smuggler. I also think that this skill should be only in the Master box, thus eliminating fledgling Smuggler alts from the equation. I think you're completely right that some Jedi would grind up their alt, but I can't imagine too many doing that. That is a very good point though, touché my friend.

Luckily there is lots of variations that could be done with timers that might make Jedi alts shy away from bothering with Smuggler. Considering the sensitivity of the matter it would be easy to say that you can't even make another attempt on the same Jedi name withing 24 hours. When you fail it creates "flags" in the system, so it's too "hot" and you can't try again till things settle down/....24 hours later.

I think that would be doable.


-Well, considering all the Jedi I know in the game ground up thier alts(at least one of, in some cases) to Master Doctor/Dancer just so they can have thier own personal buff bots 24/7, I think its highly likely that they would do the same to stay off the Terminals as much as possible.(Instead of actually, you know, hiding thier Jedi status.)




Message Edited by Nicolas_Frost on 01-15-2005 02:57 AM











Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


yimaz
Mon Jan 17, 2005 3:21 pm
#58






Nicolas_Frost wrote:




JediArashi wrote:





MISTagent01 wrote:





Nicolas_Frost wrote:






MISTagent01 wrote:


9. I made this suggestion to Greenmarine at Fan Fest, and he really liked it, as did TH and RuneSaber: The big thing with player bounties is the issue of consent; the devs are trying to find a system that works for consenting to being a bounty, which explains GreenMarine's idea of a low/high risk mission system. I suggested this, and everyone seemed to like it. Smugglers should be granted the ability to slice the BH terminal to remove a Jedi from it. There would be no tool to guarantee success, and the Jedi would have to make contact with the Smuggler to slice the terminal. If the Smuggler succeeds (a skill mod that increases as you make the push to Master Smuggler, where it would only max out at an Extra 20% success rate...we can't make it too high or else it becomes unfair to the BH,) the Jedi is removed and a system email is sent to both the Smuggler and Jedi notifying them of the removal (for the Jedi's peace of mind.) If we fail, however, we are fully aware that we are doing something ENTIRELY illegal, and the system will retinal scan us, and place us on the BH terminal, as well as the Jedi, with a 25K credit increase on both of our heads, making the our bounties worth just enough more to give BHs incentive to hunt us as opposed to a Jedi that hasn't tried using a Smuggler to remove themselves. I think this is a great way to implement Smuggler bounties, because when you slice that terminal, you're pretty much giving consent to being on the terminal should you fail.-While it'd be nice, you'll end up with most of the uber Jedi grinding up Smuggler on thier alts just so they can remove themselves from the terminals.



I totally agree with you about the Smuggler thing, which is why there would never be a 100% success rate (honestly, I don't think it should be any higher than 50%) for slicing that terminal. That way, the guarantee isn't there for Jedis to find it worth their time to grind their alt into a Master Smuggler. I also think that this skill should be only in the Master box, thus eliminating fledgling Smuggler alts from the equation. I think you're completely right that some Jedi would grind up their alt, but I can't imagine too many doing that. That is a very good point though, touché my friend.


Luckily there is lots of variations that could be done with timers that might make Jedi alts shy away from bothering with Smuggler. Considering the sensitivity of the matter it would be easy to say that you can't even make another attempt on the same Jedi name withing 24 hours. When you fail it creates "flags" in the system, so it's too "hot" and you can't try again till things settle down/....24 hours later.



I think that would be doable.


-Well, considering all the Jedi I know in the game ground up thier alts(at least one of, in some cases) to Master Doctor/Dancer just so they can have thier own personal buff bots 24/7, I think its highly likely that they would do the same to stay off the Terminals as much as possible.(Instead of actually, you know, hiding thier Jedi status.)








You guys are like the untiled colors of benetton with all the purdy colors!



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Nicolas_Frost
Mon Jan 17, 2005 3:27 pm
#59



yimaz wrote:


Nicolas_Frost wrote:

JediArashi wrote:


MISTagent01 wrote:


Nicolas_Frost wrote:


MISTagent01 wrote:
9. I made this suggestion to Greenmarine at Fan Fest, and he really liked it, as did TH and RuneSaber: The big thing with player bounties is the issue of consent; the devs are trying to find a system that works for consenting to being a bounty, which explains GreenMarine's idea of a low/high risk mission system. I suggested this, and everyone seemed to like it. Smugglers should be granted the ability to slice the BH terminal to remove a Jedi from it. There would be no tool to guarantee success, and the Jedi would have to make contact with the Smuggler to slice the terminal. If the Smuggler succeeds (a skill mod that increases as you make the push to Master Smuggler, where it would only max out at an Extra 20% success rate...we can't make it too high or else it becomes unfair to the BH,) the Jedi is removed and a system email is sent to both the Smuggler and Jedi notifying them of the removal (for the Jedi's peace of mind.) If we fail, however, we are fully aware that we are doing something ENTIRELY illegal, and the system will retinal scan us, and place us on the BH terminal, as well as the Jedi, with a 25K credit increase on both of our heads, making the our bounties worth just enough more to give BHs incentive to hunt us as opposed to a Jedi that hasn't tried using a Smuggler to remove themselves. I think this is a great way to implement Smuggler bounties, because when you slice that terminal, you're pretty much giving consent to being on the terminal should you fail.-While it'd be nice, you'll end up with most of the uber Jedi grinding up Smuggler on thier alts just so they can remove themselves from the terminals.
I totally agree with you about the Smuggler thing, which is why there would never be a 100% success rate (honestly, I don't think it should be any higher than 50%) for slicing that terminal. That way, the guarantee isn't there for Jedis to find it worth their time to grind their alt into a Master Smuggler. I also think that this skill should be only in the Master box, thus eliminating fledgling Smuggler alts from the equation. I think you're completely right that some Jedi would grind up their alt, but I can't imagine too many doing that. That is a very good point though, touché my friend.

Luckily there is lots of variations that could be done with timers that might make Jedi alts shy away from bothering with Smuggler. Considering the sensitivity of the matter it would be easy to say that you can't even make another attempt on the same Jedi name withing 24 hours. When you fail it creates "flags" in the system, so it's too "hot" and you can't try again till things settle down/....24 hours later.

I think that would be doable.


-Well, considering all the Jedi I know in the game ground up thier alts(at least one of, in some cases) to Master Doctor/Dancer just so they can have thier own personal buff bots 24/7, I think its highly likely that they would do the same to stay off the Terminals as much as possible.(Instead of actually, you know, hiding thier Jedi status.)




You guys are like the untiled colors of benetton with all the purdy colors!




Congratulations, and welcome. You just joined us!



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


Ternque01
Mon Jan 17, 2005 6:25 pm
#60






Nicolas_Frost wrote:





yimaz wrote:





Nicolas_Frost wrote:




JediArashi wrote:





MISTagent01 wrote:





Nicolas_Frost wrote:






MISTagent01 wrote:


9. I made this suggestion to Greenmarine at Fan Fest, and he really liked it, as did TH and RuneSaber: The big thing with player bounties is the issue of consent; the devs are trying to find a system that works for consenting to being a bounty, which explains GreenMarine's idea of a low/high risk mission system. I suggested this, and everyone seemed to like it. Smugglers should be granted the ability to slice the BH terminal to remove a Jedi from it. There would be no tool to guarantee success, and the Jedi would have to make contact with the Smuggler to slice the terminal. If the Smuggler succeeds (a skill mod that increases as you make the push to Master Smuggler, where it would only max out at an Extra 20% success rate...we can't make it too high or else it becomes unfair to the BH,) the Jedi is removed and a system email is sent to both the Smuggler and Jedi notifying them of the removal (for the Jedi's peace of mind.) If we fail, however, we are fully aware that we are doing something ENTIRELY illegal, and the system will retinal scan us, and place us on the BH terminal, as well as the Jedi, with a 25K credit increase on both of our heads, making the our bounties worth just enough more to give BHs incentive to hunt us as opposed to a Jedi that hasn't tried using a Smuggler to remove themselves. I think this is a great way to implement Smuggler bounties, because when you slice that terminal, you're pretty much giving consent to being on the terminal should you fail.-While it'd be nice, you'll end up with most of the uber Jedi grinding up Smuggler on thier alts just so they can remove themselves from the terminals.



I totally agree with you about the Smuggler thing, which is why there would never be a 100% success rate (honestly, I don't think it should be any higher than 50%) for slicing that terminal. That way, the guarantee isn't there for Jedis to find it worth their time to grind their alt into a Master Smuggler. I also think that this skill should be only in the Master box, thus eliminating fledgling Smuggler alts from the equation. I think you're completely right that some Jedi would grind up their alt, but I can't imagine too many doing that. That is a very good point though, touché my friend.


Luckily there is lots of variations that could be done with timers that might make Jedi alts shy away from bothering with Smuggler. Considering the sensitivity of the matter it would be easy to say that you can't even make another attempt on the same Jedi name withing 24 hours. When you fail it creates "flags" in the system, so it's too "hot" and you can't try again till things settle down/....24 hours later.



I think that would be doable.


-Well, considering all the Jedi I know in the game ground up thier alts(at least one of, in some cases) to Master Doctor/Dancer just so they can have thier own personal buff bots 24/7, I think its highly likely that they would do the same to stay off the Terminals as much as possible.(Instead of actually, you know, hiding thier Jedi status.)








You guys are like the untiled colors of benetton with all the purdy colors!






Congratulations, and welcome. You just joined us!





/bump Welcome to the party biznatches!!!



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
rysan
Thu Jan 20, 2005 2:51 pm
#61

SMUGGLER IDEAS - RYSAN


----NOVICE SMUGGLAR - UNDERWORLD EFFECTS----

--SMUGGLAR TERMINALS--


Terminals hidden within faction buildings - for example, Jabba's

Palace.


--Fade Away + Fade Away +10--

The Fade away ability lets a smugglar dissapear into the background

for a small amount of time. This will make their TEF invisible for

the predertimed time. +10 means ten seconds invisible.


----PROGRESSION IN THE UNDERWORLD----
When you complete smuggling missions, an UNDERWORLD point should be

given progressing you along the Underworld branch of the profession.

The more points are given for the more difficult missions.


----UNDERWORLD I----


--Luck +1--

A smuggler is a gambler a risk taker, taking the first step into this

profession you need a little extra to help you in the shady deals you

will encounter. The Luck skill mod effects the difficulty level the

Smugglar can access also.


--Vehicle speed +1--
--Vehicle Handling +1--

A smugglar spends most of there life in space or in transit...

Taking items from place to place, a ounce of extra speed and handling

would be invaluable with a revamp Master Bounty Hunter or Imperial

Troops giving chase.


--Fade Away +5--
The deliveries being smuggled get more valuable with the increase in

luck. They get an extra 5 seconds TEF invisibility when the Fade

Away ability is used.


UNDERWORLD II + UNDERWORLD III + UNDERWORLD IV

Would have the same kind of effects making the Smugglar more elusive

and fast in the getaway.


MASTER SMUGGLER EFFECTS ON UNDERWOLRD


--Luck +1--
--Vehicle Speed +1--
--Vehicle Handling +1--
--Fade Away (smugglar will get a total of 30 seconds)
--Access to faction heads to exchange UNDERWORLD points for status,

loot and other hidden extras.


Just some ideas... for what i think the underworld should offer.
ODScarface
Sat Jan 22, 2005 11:46 pm
#62

i like ur ideas very good only thing i want though is in underworld maybe to be able to comunicate with and/or bribe officials to let u et out of a search or sumthing like that
Surseance
Sun Jan 23, 2005 6:38 am
#63

I think there would be much more of an "underworld" if we used / twitched the game mechanics already in-game more creatively.


How can you have an underworld, that doesn't ONLY consist of smugglers? Easy. Use the PA system.


With your guild you can have a crime organization! You can be a crime lord or whatever you wanna be. Just use your imagination, sit down and sort out your organization.


Now, you have thought out an organization. What do you need then? Yup, you need the means to actually run your organization. So, you need a PA hall (I liked the idea above where one could get a casino to finction as a PA hall as well).


Form the guild / crime organization!


Unfortunately today's PA system doesn't help much. A PA today is basically a guildchat channel. Yeah, you can have a guildwar with another guild, but it's difficult to understand the system here. Should be easier.


What I imagine is this:



  • A PA system where it's easier to understand how to declare a guildwar, and how to end it. It's ok the way it is now actually, I am basically just complaining about the interface here. I don't think many know about the possibilities here because of it.

  • Make it possible for a PA leader to select people's functions when at war. Crafters are easily killed, so one should perhaps be able to design people as either "warriors" or "innocent family members"

  • A PA system where you can affiliate your guild towards any other faction (for instance Nym's, Jabba's, Meatlump Fools). When you are affiliated like this; the ones you are affiliated with are your friends (much like my beloved stormtroopers when I'm harassed) - and your affiliate's enemies is also your enemies. Being affiliated like this should open up for new quests for instance over at Nym's, Jabba's or Lady Valarian's.

  • A PA system where one is able to place bounties on opposing players in a guild war. One could envision this as a thing only the guild leader could do, and that it would be limited to 1 - 3 bounties a day. The bounties would end up on the BH terminals for the BH to take care of.



XLacq LaithlindX

Pirate Patriarch & Friend of Bib Fortuna

SWG Gamblers play Snake Eyes and Pirate Craps




My alt is more famous than any of us will be!
Spec-Ops
Sun Jan 23, 2005 2:02 pm
#64

i would love to see a Black Sun faction, for the more dignified and sophisticated Smuggler.. hehe, odd to see it i know..



DoltanReibisch
MasterSmuggler
CaptainoftheRogueEnforcer
Gorath
"DestroyallthatisEvil,soallthatisGoodmayflourish"
Bravo12
Tue Jan 25, 2005 5:17 am
#65






Ternque01 wrote:

You could grant Corsec, Fed-dub, and other authority factioned players the ability to institute a contraband scan on a crimina-factioned player (hell even normal citizens) once a day. To prevent griefing, do not allow a player to be scanned by the same person more than once every three days.


You could also do the opposite for criminal players. Allow them to conduct the opposite of contraband scans on other players. Let them rob! Of course, robbing actual items would be out of the question, as some items can cost 10's of millions to a player. Instead, allow the robbery of credits, but only in small amounts no greater than 1,000 credits. To prevent griefing, allow a player to be robbed at most once every three days by ANY criminal player.


Players who are robbed can then report the player to BH terminals or perhaps Corsec or Imperial NPC authorities. After the victim has reported his/her thief, that theif's visibility will increase. Hell, you could make robbing another player automatically increase the criminal's visibility without having to tell the police.


Anyways, it would be cool if criminal players could actually do thing criminal, but meh. It would also be cool if other players could actually DO something about it! It is a good step to building a believable underworld.






A toned-down version of this might be to allow Smugglers to randomly get an item from an overt corpse. You kill someone in PvP and loot them - you get some credits and the game randomly picks one of their (non-equipped) items for you. The higher your skill, the more credits and higher % you'll get an item from a player corpse. I dont know if people would go for being robbed by uber players (Smuggler/TKM/MP) that they cant defend against or get revenge on, so maybe it would go over better if it could only be done to overt or TEF'd players (those who have openly agreed to PvP). I know when I first started playing, things were frustrating enough without someone robbing me every three days. Once I got to the point of being willing to do some PvP, I was open to the risks involved - this would just be one more of them. Of course there have to be the repercussions of robbing people, such as being hunted by cops and BHs, or like Jedi - if you rob someone you become attackable by everyone within line-of-sight. Your robbery victim can then loot his money back off your corpse. LOL



____ Sergeant ___________________________________
IMPERIAL RANGER SPY
------------------------------------Treb Kenna-----

Page 5 of 7