Smuggler Archive

Thread: New Test Center Patch Beefs up Imperial Crackdown

Ternque01
Thu Jan 20, 2005 9:07 pm
#53






MISTagent01 wrote:

That is the most godd4mn depressing thing I've heard all week.







Yea, and everyone who I tell in TC or in the TC notes thread that smugglers have been praying for a stronger Crackdownhas called me



  1. A hipocrite

  2. A liar

  3. An Imperial (which I am NOT!)

You guys and gals really need to voice your support for a harsher Crackdown. Of course, keep in mind that the scan teams need to be TOUGH, but not insanely so. For example, I think 30k-100k HAM ST's would do the job. The 200k HAM ST's with medium/heavy armor and that shoot for 4k+ through a player's 80% composite is a little much, hehe.




Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Kamileon
Fri Jan 21, 2005 12:32 am
#54

My brain keeps making gibbering noises when I try to understand the people who cryyyyy about getting scanned, and how the big beefy stormies are gonna kill them, but keep carrying stuff that's gonna make 'em fail the scan.

Sliced weapons and armor are not a freaking right... it's a privilege reserved for those who are willing to take the risk.



Aelik Orrigo: Smuggler, Pilot, and Ranger. Kettemoor
.:-: Imperial Sector Rangers, Deep Space Reconnaissance :-:.

Guamarhea
Fri Jan 21, 2005 1:14 am
#55






Daturaze wrote:


.......unless his smuggler skills pay off and he/she can bribe the scanning officer.




That is why I mentioned his/her Faction mod and his/her Smuggler Mod...the penalties come in if both those fail.




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Kamileon
Fri Jan 21, 2005 1:28 am
#56

So I put my 2 cents in at the Imperial Crackdown focus thread.
One long-winded, nostalgic Smuggler at your service: Clicky

Message Edited by Kamileon on 01-20-2005 12:29 PM



Aelik Orrigo: Smuggler, Pilot, and Ranger. Kettemoor
.:-: Imperial Sector Rangers, Deep Space Reconnaissance :-:.

Guamarhea
Fri Jan 21, 2005 1:37 am
#57

eh, it's all open to interpretation as far as I'm concerned



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Guamarhea
Fri Jan 21, 2005 7:52 am
#58






Kamileon wrote:
My brain keeps making gibbering noises when I try to understand the people who cryyyyy about getting scanned, and how the big beefy stormies are gonna kill them, but keep carrying stuff that's gonna make 'em fail the scan.

Sliced weapons and armor are not a freaking right... it's a privilege reserved for those who are willing to take the risk.




QFE!


The majority of the players who complain (about anything in this game) conveniently forget that they can make choices to eliminate or reduce danger...instead of crying for SWG to protect them. I know this is a game, but I wish people would accept that there ARE consequences to their in-game choices, and that the onus is on THEM to choose wisely (profession, faction, overt/covert, what to carry, where to go, etc.).





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Guamarhea
Fri Jan 21, 2005 8:30 am
#59




As a follow-up...


Here is a second scenario:



A smuggler who is anRebel Colonel (Major, Lieutenant, whatever...) gets stopped for a contraband search. There are two mods in place:A new "Rebel Faction Rank mod" which reduces the chance ofbeing identified as a Rebel("with higher rank comes more experience...including experience avoiding Imperials") and then the Smuggler mod which further decreases the chance of theRebel getting caught with contraband.


In addition to thecurrent smuggler mod, there could be abonus/penalty scale associated with rank


Note: the percentages are a modifier added to the random probability of discovery already in-game...they are NOT the actual chance of being discovered.


Colonel - 50% increased chance of avoiding detection & loss of 600 FP if "discovered"

LT Colonel - 50% increased chance of avoiding detection & loss of 500 FP if "discovered"

Major - 50% increased chance of avoiding detection & loss of 400 FP if "discovered"

1st LT - 45% increased chance of avoiding detection & loss of 300 FP if "discovered"

2nd LT - 40% increased chance of avoiding detection & loss of 300 FP if "discovered"

WO1 - 35% increased chance of avoiding detection & loss of 300 FP if "discovered"

WO2 - 30% increased chance of avoiding detection & loss of 300 FP if "discovered"

Master Sergeant - 25% increased chance of avoiding detection & loss of 200 FP if "discovered"

Staff Sergeant - 20% increased chance of avoiding detection & loss of 200 FP if "discovered"

Staff Corporal - 15% increased chance of avoiding detection & loss of 200 FP if "discovered"

Corporal - 10% increased chance of avoiding detection & loss of 200 FP if "discovered"

Lance Corporal - 5% increased chance of avoiding detection & loss of 100 FP if "discovered"

Private - no detection modifier (same chances as currently in-game) loss of 100 FP if "discovered"


Obviously,this isalsojust a proposal to try and improve the value and context of contraband searches in the game.

Message Edited by Guamarhea on 01-21-2005 09:34 AM



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Guamarhea
Fri Jan 21, 2005 9:52 am
#60

Guys,


I took my contraband search proposals over to the GCW forum...please visit and show your support


Clicky





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DrevenStrobe
Sat Jan 22, 2005 11:13 am
#61

Well...maybe they didn't nerf them back as badly as originally thought...


After creating my character on TC today and visiting the frog (building my usual Triple Master template) and the nearest Rebel recruiter, I headed to Tat...which is the one planet where I knew for a fact I could be scanned and find scanning teams.


So, I dropped Master Smuggler, and all of the UW tree except for UW1...I had to keep the language comp.


I loaded into Espa and hopped on my swoop for a little cruise around town. Within a few minutes, I was yanked off my bike and scanned by a random ST. I was deemed to be "clean" despite the fact that I was wearing 9 pieces of sliced armor, armed with a sliced weapon, and carrying 3 more sliced weapons in my inventory.


So, I made a few more passes through town, then just started riding toward the Krayt Graveyard. I know I could've taken the shuttle, but I was hoping to cross paths with a scanning team in the wilderness. I finally found one after I passed through Entha and was around 3000m away from the graveyard. There was nothing special about this particular team...all run-of-the-mill STs, though a few of them conned a "Instant Death" to me. I made a few passes around and between them to see if I could get their attention, and finally decided to press the issue. So, I got off my bike and proceeded to UA Spin 2 the nearest ST...which quickly got the attention of the others. I dispatched the entire squad fairly easily, then meditated off the bleed and the few wounds I had sustained.


Then, I hopped back on my swoop and continued toward the graveyard. A few hundred meters away, I ran into another squad. Not thinking about my TEF from the last encounter, I changed course straight toward the squad...


And that's when I saw THIS GUY.


After I died, I laid there for a few minutes checking out the ST survivors. There was that guy, with 164k HAM, then he had 2 buddies with around 110-115k HAM. Another couple of regular STs survived, only because the ubertroopers killed me first. The most I got hit for was 2945...which my armor took care of 2652 of it (spread across 4 pieces at 663 each). But, there were quite a few 1000-1500 pt. hits in there that added up pretty quickly...even with the 85%-90% armor I was wearing.


I think if I was a Rebel regularly, I would find ways to either avoid spending time around Imperial controlled areas, or I would find a way to avoid carrying sliced eqiupment and spices. The rule with these guys isn't "fight or flight" anymore...it's "FLEE!".


Now, if only they could introduce something equally risky for Imperials...



Dreven Strobe (Colonel) Tristyn Strobe
TKM / Master Pistoleer / Master Smuggler / Master Merchant
Imp FP Broker: 130c/FP Starsider Imp FP Broker: 130c/FP
Smuggler 'til the end...and then some.
"Everything I tell you is a lie. The truth is always bigger than the words we use to describe it."
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