Smuggler Archive
Thread: Revamp Discussion: Contraband & Smuggling Missions
Smuggler_Caylin wrote:
Ternque01 wrote:
If you choose to break the law, you are a criminal. It's that simple. To be sure the real issue here is not what is the law from who's perspective. That is not in the equation however interesting you make your post. At this point in time in the Star Wars universe any power that exists be it Imperial, Rebel, or local law enforcement views these items as contraband. No matter which of these three powers you claim allegiance to, the other two will declare your actions illegal and will do what is in their power to reprimand you. This is regardless as if your party views your actions like a hero.
....
Who's law? The law of a fascist dictator who delights in the torturing of others? His laws do not apply to me, I don't recognize them as laws, nor do I have anything to do with them. If I play poker in a public area where I am now, I am considered a criminal in other places of the world. Think on that for a bit.
If a US trooper kills a fellow who he suspects to be a terrorist, who is the criminal? That guy is still dead and depending on whose rules you follow that trooper is either a criminal or a hero. You are operating from only one perspective.
Robin Hood was called a criminal, but perceived as a hero for those he helped.
Almost anything you do can be breaking a law somewhere else. We don't however believe that we are criminals though their law says differently. Smuggling is not just about spice and weapons. It is also about food, clothing and raw materials. Every item that is destined for one faction or another is subject to the searching and confiscation of the opposing side, regardless of it's use. You are aiding the enemy by trying to get items through to them.
So no, I am notnecessarily a criminal when I smuggle something.
Smuggler_Caylin wrote:You seem to be ignoring the point that not all smuggling consists of Guns, spice and slaves.I could be an imperial...My mission... Imperial troops are having a Pop Tart supply shortage. Get these Pop Tarts through the rebel blockade around planet Kellogs.I hide, I sneak, I bribe my way through the blockade with my Pop Tarts in tow. If I am cought though, I am quite possibly going to be killed for aiding the enemy, even though my cargo consisted entirely of pop tarts. Hardly something that is illegal by itself, but what I was doing was still smuggling.
why would you have to avoid rebels? why not just sweep in and eliminate teh terrorists? The rebels aren't a government or controlling authority of any type.. that really wouldn't be smuggling, that'd be taking the **edit** way out.
but im sure that will piss of alot of people.making factory crates contraband doesnt seem to be the right kind of solution.
thats just like exchanging problemAwith problem B.
what i like to see is involving a complete other profession to help making contraband items non scanable. lets take master artisans for example. how about giving them the skill to fake IDs of a weapon? they build items so they can change IDs too.
drugs should still be illegal to use. lets say players with 5 drugs will get a warning but left in peace. in order to keepdrugs wanted, thes realy need huge boost moun needs to give like 1000 mind instead of the 500. but i think thats more a matter of experimentation.
quasi illegal -> drugs till a stack of 5, stufffrom lok and other contrabanded planets (no visibility add)
banned -> sliced guns, weapons and armor. wont be the big problem with the artisan fake ID stuff
Smuggler_Caylin wrote:
You seem to be ignoring the point that not all smuggling consists of Guns, spice and slaves.
Daker-Naritus wrote:
What about this solution: Factory Crates. Make all factory crates contraband.
Now before you go crazy, hear me out on this.
Currently, all players have the ability to move mass quanties of goods in factory crates from planet to planet, without any interference from the empire, by putting factory crates in their backpacks/inventories. That is a job that should be left to smugglers.
There are only 3 times that players need factory crates: (1) storing goods in their houses or backpacks, (2) artisans moving goods to put on vendors, or (3) players moving goods they have already bought in bulk.
If you make factory crates contraband, it would have the following effects:
(1) Artisans - Artisans often have vendors on several planets, and often need to move mass quantities of goods between planets to stock those vendors. The only way to do this is in factory crates. If the crates are contraband, they will have to hire a smuggler a couple of times a week/month (whenever they restock vendors) to accompany them and assure them a safe passage.
(2) Consumers - Consumers of goods often buy then in bulk factory crates. Whenever that person bought a crate of something, they would have to hire a smuggler to help them get it to their house/bank (where they can remove a couple of items and go on their way). This would mean that all consumers of goods would probably need a smuggler a couple of times a month (every time they buy a factory crate of something).
This would also solve the problem of people running around with unlimited quantities of items in factory crates....the benefit of moving mass quantities of goods between planets should be a SMUGGLER ONLY skill, so ONLY smugglers can move around safely with factory crates.
The net result is that players often need smugglers (not every night, but often enough for there to be a market) to assure them safe passage from planet to planet (and elsewhere) when they are engaged in commerce. THAT is smugglers are supposed to be doing. This accomplishes PC smuggling activities without ruining the spice/slice market.
From a roleplay standpoint, it would work like this: The empire DOES NOT want people trading mass quantities of goods without their permission. To be able to trade goods, you have to have the blessing of the empire. So just like now...super high-ranking imperial players can go through the checkpoints with factory crates (maybe with a decent sized fine). Those imperial players essentially have the blessing of the empire to be engaged in commerce.
For everyone else, they CANNOT move crates of goods though starports without dying (they get attacked) unless they engage the services of a smuggler. They have to hire a smuggler to help them move the goods.
What do you think of that?
Message Edited by SBRD0C on 06-18-2004 01:14 PM
Daker-Naritus wrote:
Smuggler_Caylin wrote:
You seem to be ignoring the point that not all smuggling consists of Guns, spice and slaves.
Exactly....that is why factory crates should be contraband
Daker.. Caylin has a good point, but that is not a reason to go to the opposite extreme.
Just out of curiosity.. are you a smuggler?
Smuggler_Caylin wrote:
You seem to be ignoring the point that not all smuggling consists of Guns, spice and slaves.
I could be an imperial...
My mission... Imperial troops are having a Pop Tart supply shortage. Get these Pop Tarts through the rebel blockade around planet Kellogs.
I hide, I sneak, I bribe my way through the blockade with my Pop Tarts in tow. If I am cought though, I am quite possibly going to be killed for aiding the enemy, even though my cargo consisted entirely of pop tarts. Hardly something that is illegal by itself, but what I was doing was still smuggling.
LOFL, I see you point well enough bro
That is why I said smuggling guns (that are safe for the user to shoot, i.e. unmodified) past an Imperial blockade for the Rebellion is a cause. ![]()
Well in your example, you are still breaking the law. You would be charged for "aiding a known enemy" through the means of smuggling. If you were smuggling spice you would be charged with "transporting with intent to distribute illegal substances" through the means of smuggling. You are smuggling that's true, but smuggling is just trying to hide crimes - crimes to accepted laws. Smuggling just keeps it a secret, breaking the law is what you are doing. That is why you are a criminal.
If I were to out of fancy decide to smuggle my books into school, I'd be smuggling, but I wouldn't be breaking the (school) law.
BTW.. I strongly consider Pop Tarts contraband!!!
KodaVeers wrote:
Will someone tell me whay this won't work!!! This is the second time i'm posting it.
When PC does enough to get a bounty on his/her head they are somehow notified by a message or ingame email stating they have 24 hours to pay FINE or BOUNTY will be ACTIVATED and placed on BH terminal..
For PvE those who don't want to fight other PC BH PAY THE FINE!!!
For PvP those who don't mind fighting other PC BH DON'T PAY THE FINE
Now everyone in game has an option to handle there illegal activities when caught.
This is simple enough.
Tell me its not.
BOUNTIES ARE REMOVED BY PAYING THE FINE ONLY AT THE BEGIINNING BEFORE ACTIVATION. OR BEING KILLED BY BH.
IF BOUNTY LIVES HE REMAINS ON TERMINAL AND THE PRICE CAN GO UP FOR EACH BH HE/SHE KILLS.
This is sooo simple. I hope many agree.
I do think that is one of many good constructive and workable Ideas similar to those that are spread throughout pages 10-30