Smuggler Archive

Thread: Revamp Discussion: Contraband/Missions PART 2 (Solutions)

LegionSylrus
Tue Jun 22, 2004 6:07 am
#66


Forgot to add something...


Instead of just smuggling resources and credits and things of that nature...


How about you add a bunch of new stuff that can be added to houses like decorations?


Say for instance Jabba wants you to smuggle a stolen Tusken statue (or whatever) to an art thief/collector. You take off with the goods (along with any consequences) and keep it for yourself to display to everyone. Doesn't necessarily have to be decorations, could be new clothes designs too.


Heck, maybe we could get access to new schematics (clothes, droids, food, you name it. Maybe clothes made from the skin of an endangered species sought after because it makes for good quality thread) and disburse it to the community. For a fee, of course. This is going a little bit beyond JUST smuggler but it would please other professions as well. That, and I don't want to be smuggling just credits and resources. I like variety.


This would also give us an even higher demand seeings how we would be the only ones able to obtain said new items. Artisans and pretty much everyone else would be seeking us out trying to get us to smuggle a little something off the top for them.


For now, the only thing players need us for is to slice their stuff and make them spice.


Picture this:


(In a dark alley somewhere in Theed)


Player1: Hey buddy, I'm looking for some art that was recently stolen from the Bestine museum. I heard that you're into some shady business and I was wondering if you might know where I could...acquire some of this art.


Smuggler: Hmm, I just might know where to...obtain a piece or two, that is, if the price is right.


I'm not looking for uber phat l00t, just some unique stuff. The more customization, the better.


Let me know what you guys think. It's early in the morning and I've been up all night so I might sound crazy.


EDIT: I want to add on to this. To keep it from becomming stale, there could be some type of "trust" monitor. If you swipe too many things from the beginning, then your employer isn't going to trust you with the more lucrative stuff. So in order to work your way up to the really cool things, you have to resist the temptation to make off with the somewhat cool stuff.

Message Edited by LegionSylrus on 06-22-2004 09:11 AM



--------------------------------------
Sylrus Legion
"The Smug Smuggler"
Do not expect to be applauded when you do the right thing, and do not expect to be forgiven when you err, but even your enemies will respect commitment, and a conscience at peace is worth a thousand tainted victories.
Oculus
Tue Jun 22, 2004 6:11 am
#67


GreenMarine wrote:

What about normal players scanned with illegal items? For now, it seems reasonable that we don't add visibility for normal players. That's too much to ask of the player base as a whole. Later, we could possibly add a level of illegality above Highly Illegal (say, Military Class) that gains visibility. It seems wise to leave this area open for future discuss, but not include it in a revamp.

I'm sorry I'm a bit baffled by this one.

I take it "normal" players are neutral players? So legality and visibility is only going to affect factioned players if I understand this right?

I'd just like to point out that there'd better be some major improvements to the GCW experience in the GCW revamp if every time new features are introduced neutrals can just go by their business.

Neutrals and faction players do the same stuff in this game. We compete for the same things and if everything that has the potential to be even the slightest inconvenience is always kept away from neutrals I, for one, and I think a lot of other players to are going to reconsider our investment in the GCW. Useless faction perks and Leia's Themepark are not enough to justify not just going neutral and get all the content and none of the hassle. I mean, neutral Smugglers will get to play with all the cool revamp features as well, won't they?

I certainly want to see the Smuggler revamp happen, as cool and as fast as possible but be careful how much pressure you add to factioned players while keeping the neutrals safe. Especially when there are no tangible rewards for not just dropping the GCW.




Oku Kee'lus
Master Ranger | Master Carbineer

d0qtrX
Tue Jun 22, 2004 6:21 am
#68

Couple issues.


High-level smuggler. Smugglers basically suck in combat. They have no defenses, and their pistol skills are mediocre at best. Adding Pistoleer helps, but they should be more of a balance between unarmed and pistol fighting.


The best move I had as a smuggler was Healthshot / Feign Death / Wait. And that isn't wise to use in PvP because theother playerscan still beat on you and destroy your armor.


Has the issue of random slicing been addressed?


My idea for slicing would be to makeit justlike in the crafting experimentation stage. Give us points to place in the item's different stats. Allow smugglers to improve HAM, or range, or damage, or speed, all at once at the same time. Allow skill tapes to increase the points to 12 like with crafters, also.


With the combat nerf--- I mean "balance" coming, the ability to finely tune weapons or armor will be more of a necessity than ever.


Barb-Wire
Tue Jun 22, 2004 6:29 am
#69

If your interested in making there be a reward/risk that hurts the player do it through the missions themselves not through losing GCW faction or NPC faction. here is how.


Tie the ability to get the high level rewards to that players visibility. for example if the smuggler wants the REALLY REALLY good components they have to maintain a certain level of visibility which is decreased substantially each time they are killed. doesnt matter how they are killed. at the highest levels of visibility will come the missions with the highest level rewards. as the player sinks in visibility the rewards are decreased accordingly. if the smuggler is no on the BH boards or have enough visibility they will not be able to get the good missions.


also make it so they have to get to the end and finish the missions. no one is going to hire a smuggler who routinely scams his employer. i dont think the components and what not should be a reward for being crooked. these are smugglers not thieves.


han solo wasnt stealing jabba's goods he dumped them to avoid an imperial scan. having smugglers steal from the person they are smuggling for is not what a smuggler does. i dont thin a smuggler should be able to just "take" the goods and not finish. the reward should only come on completion.


if a smuggler is on a run in his ship from tattooine to rori and gets stopped by an imperial interdictor and is about to be caught he can choose to dump the cargo and lessen his chance of capture or fight it out. consepuences for either action. there should be no option for the smuggler to just run off and ditch the mission and keep the goods.



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
Thrasia
Tue Jun 22, 2004 6:42 am
#70






GreenMarine wrote:

It seems that we should make more factions other than Imperial scan. Why can't the Rebels scan in a Rebel controlled territory? They aren't going to like spice abuse much either. Rebel commanders could then have some immunity from scans in their home regions. Naboo's Royal Security Force (a neutral faction) might also scan and have their own forces to deal with violators.












I disagree. The Star Wars galaxy in the OT makes clear that the Empire rules with somewhat of an iron fist. I'd also like the think that the Rebellion has more to worry about (like, oh, say survival?) than wasting their limited resources on spice scans. That's what made the defeat of the Empire so great in the movies. It was a band of rebels who miraculousy defeated the Imperial juggernaut. I think it waters down everything when the rebels are put on the same footing as Imperials. As for the Naboo and Corsec security forces, they may do scans, but wouldn't they still be operating under Imperial rule? So therefore, shouldn't they too be Imperial?




___________________________
Thrasia
Nerj
Tue Jun 22, 2004 7:11 am
#71

ContrabandSolutions:


Those who do NOT wish to engage in PvP get haressed more by local authorities, crime lords pay for information in addition they can have an "unfavorable" smuggler targeted.There would need to be an increase in unfavorable standing with local authorites ONLY, getting harassed by Cor-Sec for example at lower visibility level with being outright attacked the higher it gets. Those who do take higher risk missions ( missions which may get a Bounty on your head ) would suffer through the haressment as well. YOu may be harassed in Cantina's by NPCs not wanting your kind in there, "gives the place a bad rep". Slicing into some type of comm system, which may be used for missions as well may increase or decrease this haressment. ONLY slicing into in BH terms would remove you from them.


For GCW based smuggling the ability to use another sides equipment should be Enough for them to send a BH after you after enough infractions. In addition, those using such Modified Equipment should also wind up on the terms. For example, the rebels have developed an Overdrive unit for their speeders, which allow them to quickly escape from their persuers. Use is Highy Illegal and those caught with it are considered enemies of the Empire, even high ranking officers. Both sides will want to have these modifications however, like other Faction equipment the "boost " can only be used when overt. Getting caught will make you a wanted man, escaping will give all players visibility and since you must be overt to use it, Pvp is also a possibility.


Punsihments:


To much stealing will make you a marked person, other players will not be able to trade with you, get buffs, buy/sell or group for an hour after your death. You would not be able to enter into buildings (Cantinas or Med Centers), nor call vehicles or droids, only store them,and would only be able to take the most basic of missions. Logging out would not remove the timer. This would be a harsh punishment as with a MMORPG you will need to interact with others and no other BH could take a mission on you either plus city officals would try to have you removed from the city.



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Marcus-Reighn
Tue Jun 22, 2004 7:21 am
#72

So the ultimate punishment to be handed down if you are caught?


Frozen in carbonite!


"Put Captain Solo in the cargo hold"

- Boba Fett



----------------------------------------------
"The truth is, you're the weak and I'm the tyranny of evil men. But I'm trying, I'm trying real hard to be the sheperd."
- Jules Winnfield
Bunkermaster
Tue Jun 22, 2004 7:25 am
#73

ice ice baby


a punishment could to have your house raided by troops and confiscate all illegal items if you really screw up. Illegal items should not be storable in banks.


This could make things interesting and give a 'slight' incentive.



Knight of the order of the Robe and Wizard Hat
Smuggling goods with style.
Request a Total Eclipse show!
Generally evil with random strikes of chaotic genius

tiberian_death
Tue Jun 22, 2004 7:27 am
#74






Summary 1: The key argument was over the impact of "visibility" punishments for ripping off suppliers or failing smuggling missions. There is a portion of the player base that desires PvP and a portion that does not. The main issue is the possibility of "involuntary PvP" or a player gaining a bounty who wants to be a smuggler but not participate in PvP.


Solution: The solution I like most is to have the mission suppliers offer two types of mission for each skill level. The punishments for failing or cheating a mission then become:


  • Normal Mission: You lose NPC faction with that supplier. You lose a small amount of GCW faction if the supplier belongs toa faction. You could possibly be ambushed by thugs from that supplier.

  • CriticalMission: Harsher versions of the above + you gain visibility.

The rewards for critical missions would be somewhat higher than normal missions. Also, some types of illegal cargo would only be available via critical missions. The RISK is possible PvP as well as other penalties. The REWARD is rare components (if you cheat the supplier) or better cash.


What about normal players scanned with illegal items? For now, it seems reasonable that we don't add visibility for normal players. That's too much to ask of the player base as a whole. Later, we could possibly add a level of illegality above Highly Illegal (say, Military Class) that gains visibility. It seems wise to leave this area open for future discuss, but not include it in a revamp.


Summary 2: The second major issue revolved around the punishments for being caught with contraband:


  1. Some players feel that dying isn't enough of a punishment.

  2. Some players recommended a faction hit.

  3. Some players feel that storm troopers are too weak.

  4. Players don't like that only storm troopers scan.

Solution: The solution obviously has several parts. We need to discuss more what the punishments should be. There are a few types of punishment that we can draw from:



  • Loss of GCW faction.

  • Loss of NPC faction.

  • Combat & risk of death.

  • Confiscation of the illegal goods.





Solution to the concern of normal players getting visibility or not:


If you make it where Smugglers can gain rarer components by doing high Risk missions, make it where these components allow Smugglers to make rarer spices and a better form of molecular clamps which become High Risk items that any player caught withgives themvisibility. This gives players the choice on whether they take the chance of using the Higher Risk Smuggler items and chance gaining visibilities and being put on a BH terminal or use just the normal stuff that only leads to NPC faction lost and being attacked by NPCs.


The componentswould be used to make better spices then you can normally make with any combination of resources and experimenting on the spice and make a clamp that gives a Smuggler the choice of either slicing a weapon for damage or speed and armor for either encumb or higher resist. So the community would be able to go to a Smuggler and have a choice, do I buy the uber spice or normal spice/ask for a normal sliceor ask for a certain type of slice and because of the decision would they not have to be worried about a BH or have to always look over their back.


Remember when you think of a Smuggler and Star Wars, you think of Solo and how he was being hunted by BHs over A New Hope and Empire Strikes Back. Besides whats the point of trying to be a smuggler when there is no real Smuggling and no threats of stealing and no threats of real BHs.




Maller Malice
Former Mayor of New Aldera
Selling Loot, Meat and Resources south of Cnet at 364, -5476, vendor named Loot, Meat, and Resources.
QuiJonOz
Tue Jun 22, 2004 7:37 am
#75

I like the idea of seperate tiers of missions to determine whether or not Smugglers gain visibility, thus risking PvP. Just make sure that the difference in rewards properly reflects the significantly increased risk for PvP. If not, most won't bother risking PvP as players naturally take the easiest route.


For what it's worth, I think being scanned carrying contraband should result in visibility, but visibility should be easy to check and pay off with credits or faction points.


Finally, contraband should not be available on the bazaar.



No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

Marcus-Reighn
Tue Jun 22, 2004 7:38 am
#76

When I think of smuggler I think of Han Solo, and him always being chased by bounty hunters. Who is to say that these bounty hunters that chase our player smugglers would have to be players as well. For those not concented to PVP, perhaps NPC bounty hunters could be generated instead of the plain storm trooper spawn. When caught perhaps the player could be presented with an option to pay off the NPC BH, kill him/her, or run from them. The latter would be harder to implement I imagine, an NPC BH chasing a player smuggler via bike, but it is a cool concept.



----------------------------------------------
"The truth is, you're the weak and I'm the tyranny of evil men. But I'm trying, I'm trying real hard to be the sheperd."
- Jules Winnfield
Geevo
Tue Jun 22, 2004 7:40 am
#77

GM, Comments below




GreenMarine wrote:

See this link for part 1:


Summary 1: The key argument was over the impact of "visibility" punishments for ripping off suppliers or failing smuggling missions. There is a portion of the player base that desires PvP and a portion that does not. The main issue is the possibility of "involuntary PvP" or a player gaining a bounty who wants to be a smuggler but not participate in PvP.


Solution: The solution I like most is to have the mission suppliers offer two types of mission for each skill level. The punishments for failing or cheating a mission then become:


  • Normal Mission: You lose NPC faction with that supplier. You lose a small amount of GCW faction if the supplier belongs toa faction. You could possibly be ambushed by thugs from that supplier.

  • CriticalMission: Harsher versions of the above + you gain visibility.

The rewards for critical missions would be somewhat higher than normal missions. Also, some types of illegal cargo would only be available via critical missions. The RISK is possible PvP as well as other penalties. The REWARD is rare components (if you cheat the supplier) or better cash. (I wish there was a better way to get rare components than 'cheating the supplier' ... honest smugglers get more repeat business )


What about normal players scanned with illegal items? For now, it seems reasonable that we don't add visibility for normal players. That's too much to ask of the player base as a whole. Later, we could possibly add a level of illegality above Highly Illegal (say, Military Class) that gains visibility. It seems wise to leave this area open for future discuss, but not include it in a revamp.


Summary 2: The second major issue revolved around the punishments for being caught with contraband:


  1. Some players feel that dying isn't enough of a punishment.

  2. Some players recommended a faction hit.

  3. Some players feel that storm troopers are too weak.

  4. Players don't like that only storm troopers scan.

Solution: The solution obviously has several parts. We need to discuss more what the punishments should be. There are a few types of punishment that we can draw from:



  • Loss of GCW faction.

  • Loss of NPC faction.

  • Combat & risk of death. (There needs to be some method to choose PvP or PvE)

  • Confiscation of the illegal goods. (There needs to be some method to get these goods back)

Also ... resources should not be illegal. I used to agree that 'high level resources' could be contraband, but we need to keep in mind that miners (and artisans) that collect resources may not have any combat skills at all ... and if that is the case, then attacking them would be very bad.


One possibility might be to make it so that the scanning NPC isn't the NPC that attacks. (Agree) Instead he "calls for backup" and the backup is relative to the player's level. This brings up the possibility of a group of players using a low level smuggler to spawn lower level faction targets. Thesolution to stopping faction farming of scan spawned NPCs is to prevent them from giving GCW faction. There are many other legitimate ways to gain faction. Even if it seems inconsistant, it does make somesense that the Rebels aren't necessarily going to reward a player for killing troopers just doing their job.


This also means that high level smugglers would be dealing with security forces tougher than your average Stormtrooper. Is it possible if there is an NPC bounty placed ... that it determines if the Smuggler is buffed? If so, do we want that as an option?


It seems that we should make more factions other than Imperial scan. Why can't the Rebels scan in a Rebel controlled territory? They aren't going to like spice abuse much either. Rebel commanders could then have some immunity from scans in their home regions. Naboo's Royal Security Force (a neutral faction) might also scan and have their own forces to deal with violators.


In the Han Solo Trilogy, although they do discuss that the Rebels don't look kindly upon selling Spice, they do also comment 'if they don't know where the money came from...' To me this says that some are willing to look the other way if it is a benefit to the Rebellion as an end result.








Also ... if we will be able to take people off of BH terminals ... how about this idea:


Those members that participate in a base destruction ... if they are actually witnessed by an opposing faction member (Covert or Overt within say 10m) of doing their task (eg. Slicing Security Terminal) ... then they get a Player Bounty ... the fact that they are overt to do this task is consenting to PvP & the 'report' to the senior members of the Rebel Alliance or Empire could logically result in Mon Mothma or the Emperor being upset and placing a bounty on the player that aided in taking down the base.


Message Edited by Geevo on 06-22-2004 07:45 AM



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Bunkermaster
Tue Jun 22, 2004 7:46 am
#78

what about slicing the terminals to take off a mission on your head? Slicing terminals is hacking, we should be able to delete it or change the target of the bounty

/evilgrin



Knight of the order of the Robe and Wizard Hat
Smuggling goods with style.
Request a Total Eclipse show!
Generally evil with random strikes of chaotic genius

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