Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

BrekSunlighter
Wed Jun 16, 2004 1:13 pm
#53

Holy crap that sounds awesome! My loud cheer at work got strange looks from everyone, but I dom't care this is great!



Brek Sunlighter - ISB
Vader's Elite Squad Leader
Master Smuggler/Pistoleer/TKA

Kud'ar Terrik - ISB
Master Brawler/Ranger/Fencer
vagrant13
Wed Jun 16, 2004 1:18 pm
#54

No Edit in a Dev thread




vagrant13 wrote:





Smuggler_Caylin wrote:



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.




Limit the number of times you can check your visibilty within a specified time period (ie. once per 24hrs). Same for all other players. I partly agree with us not being able to reduce a players visibilty though, unless you give us a 50/50 chance to accidently increase it as well.






Continued...


He also hasn't specified the type of slicing involved other than it will not include clamps. Why not be able to 'purchase' access codes from various criminal factions that we may do business for? For example, I run several missions for Jabba and gain access to more reliable codes through my many contacts in the faction. I then use the access codes to 'open' the database in order to slice it. My skills as a slicer then determin whether I am successful or I'm an idiot and now on the BH terminal. The codes themselves will only last a certain amount of times, maybe only once depending on the reliablity of your contacts. Entering the wrong code will not give you a failed slice. You just won't be able to access the database until you get the right code. You would only be able to hold one or two codes in your datapad.




Weryn Bryu
master smuggler and pistoleer
one shot and the world gets smaller

BountyBlunter
Wed Jun 16, 2004 1:20 pm
#55

Not a smuggler, but have to say very nice thread. Hope you guys get everything you like!



Arok K'tah ::Radiant:: Master Doc + Producer of cheap buffs and medical supplies.

Hoz Turner ::Radiant:: Mayor of Avalon + Producer of cheap munchies and beverages.

If I hear one more person say they are cancelling an account, I'll cancel my account !

mjPboy
Wed Jun 16, 2004 1:20 pm
#56

after this marked difference between teh promised jedi revamp and the product, expect 50% of this to be in and 10% to be implemented up to your expectations


oh and you have to buy JTL...gimme a break SOE.


This game wasnt released ready..all these revamps should have been part of the game already.



'And so it is....' Bail Organa.
| REJEK |
pboy || Master Pimpoleer ||
| A'ngelus [Master Lightsaber Duelist] The Original Light Jedi | Unlocked Jan24 2004

Ariven
Wed Jun 16, 2004 1:22 pm
#57

--------------------------------------------------------------------------------
The target for a smuggling mission will only wait so long to receive the delivery. If the player does not deliver the goods within a reasonable amount of time (dependent on mission difficulty), the mission will be lost and the player will receive some visibility.

Please discuss...
--------------------------------------------------------------------------------



I love the ideas here.. and as a bounty hunter I like the idea of having more player bounties..

BUT, not ALL bounties should be for the "dead" portion of "dead or alive" I think some bounties, especially lower level ones, should be to incapacitation ONLY. This to represent when (for example) Jabba just wants to "talk" to the smuggler.

In this case, if the BH did a /deathblow he would not receive his reward, and should in fact receive visibility points for disregarding the bounty specifications.

You could go a step further and even include bounties where the BH (assuming he wants to take that type of mission) are "strongarm" enforcers that go out and either collect money from the smuggler to return to the bounty creater (paying them back for money/goods taken from a mission) or incap the player...

This could be by the bounty hunter and mark having a gui interface al la secure trade style to allow for secure and recorded transfer of funds... then if the BH doesn't give it to the bounty creater (via terms) the BH gains visibility points...

If the smuggler refuses to go into the "payback" screen (maybe a prompt like group join) then and only then the BH gets the TEF for mission against him. Yes, it eliminates the element of surprise a bit, but what guy getting strongarmed DOESN'T expect a violent response to refusal to play ball?
vagrant13
Wed Jun 16, 2004 1:23 pm
#58






mjPboy wrote:

after this marked difference between teh promised jedi revamp and the product, expect 50% of this to be in and 10% to be implemented up to your expectations


oh and you have to buy JTL...gimme a break SOE.


This game wasnt released ready..all these revamps should have been part of the game already.





GreenMarine wrote:


The answer is NO. You will not have to buy JTL to get the smuggler revamp content. The smuggler revamp is not a part of space, but something to follow after space. There will be space features involved in smuggler mission content, but it will only be offered to players that own JTL.



You will want to buy JTL, though.It's really cool.

Brandon Reinhart / GreenMarine
SOE Designer, Star Wars Galaxies





Weryn Bryu
master smuggler and pistoleer
one shot and the world gets smaller

BabyRancor
Wed Jun 16, 2004 1:25 pm
#59

Had some trouble with the forums - my responses are back at the top of the thread now.



Jakkin Darkstrider - Master Rifleman/ Master TKA - Sunrunner
"This utopia seems to be more of a Fruitopia"


Combat Balance Proposal Discussion
Jedi Quest System Proposal
MrRiflemaker
Wed Jun 16, 2004 1:26 pm
#60

To the Devs: I had posted a proposal for smuggler missions and how to make smuggler fun. Would my proposal be possible?



On the Subject of Smugglers, I had written a little way for smuggler missions to work out and it would also include bounty Hunters. I had written it in the Revamp Discussion topic: http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=95411&page=2


Then later I stated a way in which if you were had a mission and had a bounty on you, because you were discovered and you kill that Player Bounty Hunter, than the bounty on you becomes even higher and as you kill these player bounties and complete the mission, you get smuggler points in which you can go to an underground section for smugglers which is an a unkown spot that only people who have the smuggler profession have that POI.


Once you have smuggler points you can talk to an NPC to buy a weak henchmen for a small amount of points or an item corresponding to the number of points you have:


1. If you have a large amount of smuggler points than you can either get 2 medium type henchmen or one

strong henchman , or a medium type weapon.


2. If you have a good amount of points you can buy 2 Strong hennchman or a strong weapon.


3. If you have a TON of points you can buy either 10 henchman or an UBER STRONG WEAPON that is a blaster.


Now once you have a high number STRONG henchman such as 10 of them you are able to recieve one of those big floating fortresses like Jabba has or just a fortress on land on any planet except Tattooine because of Jabbas presence. These fortress are only allowed ONE per planet, because it should be in a remotely unkown secret spot that only smugglers know and becauseit would just make things unbalanced. These fortresses can be destroyed by Player Bounty Hunters, but mind you a smuggler can leave a number of henchmen behind to defend if he decides to take a couple with him alonga mission or something.


The actuall point of gaining a fortress is, the actuall bonuses you get. The bonus gained is an 80% chance of getting a better slice on armor and weapons. Also to create more powerful spices. These significantly enhanced weapons would than have to be smuggled in as cargo and may not be sold on vendors or player vendors, must be sold outside of the city because retrieval of any weapon in city filled with the Empires goons will cause big trouble and if you want to stay away from bounties. The way this can happen is, any player can put up an option on there head that would say "Need Weapon/Armor" (it would work just like the profession tag).


Once that "Need Weapon/Armor" option you choose that is attached to you it would show you up on a Smuggler Terminal which is in the Smugglers fortress. That Smuggler can than be able to see that person is on his terminal and needs an extra enhanced weapon or Spice. You would send a tell( /t )and tell him to be 300 meters outside a city so you cant be seen within the cities. The danger of a person doing this is they got no underworld skills and can be hunted by a Bounty Hunter so before doing this you need a smuggler to give you a little skill for 30 min which would allow you to have that "NEED WEAPON / ARMOR" option with little danger. While having that attachment on you and a smuggler than sends you a tell you are also responsible for having a bounty on your head even though your chances were reduced with the skill enhancement that the smuggler gave you. The skill enhancement reduces the chance a lot, you would end up with a 10% chance of getting a bounty on you.


With a Fortress, the owner of it whos a smuggler can higher other smugglers with him creating his own Faction/PA in a way. They can defend the fortress with the NPC henchman or help smuggle the enhanced items. The only person who can make the enhanced item is still the owner of the fortress. No other person canenhance the items. Your smugglers members under you if they join you can take on the missions and if they dont complete the mission and try to take the item or sliced weapon it just returns to the person who sliced it.


This is the Idea I had in mind to enhance the smuggler profession.
JTGAlpha
Wed Jun 16, 2004 1:28 pm
#61

Wow. I mean...WOW. Holy Shnikes! This is like...EVERY idea we ever submitted. Awesome! Go Greenmarine, and GO SMUGGLERS! Everyone gets applause!


Now, before I go wrecking this, I wanna say, GreenMarine that I would take this entire system RIGHT NOW, it's that good. But there's always room for improvement.


I LOVE the idea of us getting people off of the Bounty Hunting terminals. But I agree with Caylin. It just has to be done in such a way that we aren't leveling bounty hunters with it and vice versa. Other than that, I LOVE IT LOVE IT LOVE IT.


Contraband...thank you JEEBUS! Finally. Sorry, Caylin, I can live with Corporals and up getting a buy on quasi-legal items. But, perhaps we'd ALL be more comfortable with this once we have a better idea of what exactly is on what list. GM, is the "contraband" list going to be expanded beyond slices and spices, and, roughly, what other sorts of things are going to be on which list? Or is that part of the debate?


As for the non-consensual PvP....I agree with Ryutek. If you don't want the cops to throw the cuffs on you after slamming you on the concrete, don't carry a bag of coke and an illegal firearm. The community may hem and haw over this, but I think this is a GREAT change thematically for the game in general. PLEASE stick to your guns about this, PLEASE!


Wow, I'm so giddy about this I can hardly complain! This is the coolest post EVER.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

DavidHarper
Wed Jun 16, 2004 1:28 pm
#62

The first thing this has me thinking is making itso some professions can not be alligned to a faction. Bounty Hunters should be Limited to Neutral. Smugglers should be limited to Neutral and Rebel.


It also makes me think that we need the "Hutt" faction introduced.


I also think that Imperials should not be allowed to use illegal items, if an Imperial is caught with illegal goods it should really hurt him. One of the down sides of being Imperial is that you can not use illegal stuff, maybe up there faction perks more to even things out?


If a Smuggler is marked for a bounty only the bounty hunter should be able to attack him, after all if I take Jabbas cargo and he puts a bounty on me, it has nothing to do with Rebel or Imperials. This is another reason why Bounty Huners need limited to neutral, because what would happen if a Rebel/Imperial Bounty Hunter took a mission off of Jabba and then attacked me? Would al his combat medic friends then be able to attack me also?


Also what does the Empire need Smuggled? Imperial Players should be free to transport weapons and other items to where ever they wish. Rebel and Neutral Players shouldn't, if a Rebel/Neutral Player wants to move 2000 guns from Tantooine to Naboo they should either have to pay huge shiping costs or find a Smuggler.


Also things like Missles for ships would also be free for Imperials to transport, but for Rebels and Neutrals they should need to Smuggle them into Space as the Empire doesn't want warheads falling into the hands of pirates and the Rebels.


Also a player should be able to lower his visability by paying of the faction he offended. For example if Han had payed off Jabba, Boba Fett would never have gone after him.




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?
CyberFett
Wed Jun 16, 2004 1:30 pm
#63

Just thought of another idea.


What about the selling of this contraband?


What about having visability for the selling of these items on Vendors? We don't want to leave our Merchants and crafters out of this do we?

Seriouslly though, if this stuff is supposed to be illegal then it doesn't make sense to allow it to be sold on a public vendor (often registered on the Planetary map). The selling of these items should be done in back rooms and alley ways, not in shopping malls.


This would also add some more interactivity not only for smugglers but for crafters and merchants.


Shady Merchant "If you don't see what you are looking for on my vendor, I may have something in the back room that may interest you"


Or smugglers could sell these items in Back rooms of the cantinas, in back alleys, ect...........


Just a thought.




General Vultan Blackstar

<DwV> Dark Warriors of Valor
Commanding Officer
Imperial Counter-Terrorist Unit
Imperial Headquarters (IHQ), Naboo
Smuggler_Caylin
Wed Jun 16, 2004 1:31 pm
#64

I like the idea of contraband getting people on terminals,


but the fundamental change in possessing or using illegal items is something that would need alot of warning to the rest of the player base.


We can't just change it, we need to let the community know, in no uncertain terms, that the possession and use of illegal items results in PVP encounters.





The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

JTGAlpha
Wed Jun 16, 2004 1:33 pm
#65

OH I agree....it can't just be changed unanounced.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

Page 5 of 95