Smuggler Archive
Thread: Spice: Smuggle or Craft?
TomoRainer wrote:
If we're not going to endorse a system that involves creating a robust spice market, why bother at all? If, on the other hand, we're going to create one where someone else can turn our spice into a sturdier product, why not have that someone be us? Certainly we're more appropriate than docs (what, are they raiding the morphine cabinet?) or chefs (er.. weed brownies?).
I agree 100% that smuggling needs to be integral to the spice market. However, we also need to make certain that market will be a viable one, a system where spice is worth the time it takes to acquire and sell it. I haven't seen any such system yet from anyone in favor of pure smuggling, and until I do, I'm going to be very distressed about my brother smugglers advocating a process by which we smuggle a product no one will want.
Well the CU will do more for that as buffs become less important since they are lowing their effect. People will look at spices more to augment their abilities.
Whether they want or don't want the spices will depend on the CU, not how we attain it.
People are discussing jerehow the spice is attained...not its abilities which is what will determine the market niche
Message Edited by Scoooter on 01-14-2005 09:51 AM
Malcolm_CaKre wrote:
...that doing only NPC to NPC smuggling would just exile us to solo play, exactly like Jedi with their grinding requirements. As long as we can smuggle (or deal, if you will) to PC's, we have a part of the community, and a reason to interact with our fellow players. ...
Again, I know this is a off-the-top-of-my-head idea ... but perhaps with some polish. The point is that Player to Player supply/demand should be at the heart of it ... even if it then requires NPC missions/quests to fullfill the order (which to me sounds pretty dang cool).
Nicolas_Frost wrote:
TomoRainer wrote:
Question for those who want a purely smuggling-based system.
How do you propose to ensure the market for spice stays healthy when all the spice in the galaxy will be exactly the same?
I thought it already was...
It IS already the same--and you remember what happened? It got undercut. And undercut. And undercut. Exactly like every other item in the game where there's no difference in quality. If all spice is identical, it will be a race to see who can sell their time the cheapest. Even if the CURB turns spice into a desired item, the kind of thing people always want onhand, its price will be constantly depressed by those trying to break into the market and those who say they're trying to help people, not rip them off (some of whom will actually mean it), until anyone looking to actually make money from spice may as well go hunting instead, because it'll end up more profitable than trying to compete with the undercutters.
The one thing I can think of that a pure smuggling spice system will have to maintain prices is the fact you'll have to invest real time to attain any spice. Doubtlessly the value of our time will be underestimated by some, forcing everyone to do so, but it will mean that anyone all but giving it away will be bought out quickly, leaving room for other vendors to sell at more reasonable prices. It will also mean those devoted to keeping a well-stocked vendor will see more traffic than the hot cheap vendor that sells out in a hurry; there's little more frustrating than a shop that never has what you want, and people will pay for the convenience of going to a place where they know they'll always be able to get whatever spice they want.
However, there's only so many hours in a day, and so there will be swift limits as to how much spice any one smuggler can deal. Combine this with the fact it'll be identical to everyone else's, and that being a consumable, people will be hesitant to pay too much for it, and I think we'd find ourselves with a market we'll be complaining about all over again shortly after the revamp.
I think the market on that would end up very analogous to resources: good current stuff will sell for a good price; great old stuff will sell for a super great price; a serious spice dealer can pay well for a super spawn and horde it in the hopes the prices will mature; the quality of your stock will depend on keeping up with what's going on and jumping when the good stuff comes along. Most importantly, a real market would exist and a savvy businessman could act to affect the value of his wares.
I would kill for an idea like this. Excuse me while I sit in awe of its perfection for a few minutes.
For me, my ideal view of Smuggling spice for players would see the player themselves aproach an NPC and order the spice through them. This would then put a up a Spice Smuggling mission on the mission terminals (or wherever we get our missions from); The level of spice that was ordered and your standing with the faction the player went to for it would determin the required skill level and faction standing for the Smuggler to see and take the mission. This is however, my view.
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I completely agree with this. I have been a smuggler since the launch, but still I never was a master smuggler. Why? Because I did not want my character to be a drug crafter. So sure I sell some to clients, but I don't make it... I happen to know the right people, and that is what corresponds the most to my view of the smuggler.
So my slices are less good than some others because I'm not master, and I'm 4440 for many months now, but this is only because the current system does not allow to be a master smuggler without also being a drug crafter.
This is an overly seen image, but think about Solo, did he make spice? hell no! He sometimes went to Kessel get some, he often carried some for other people, but that's about it....
/my 2 cents
NastyYak wrote:
[quote]
For me, my ideal view of Smuggling spice for players would see the player themselves aproach an NPC and order the spice through them. This would then put a up a Spice Smuggling mission on the mission terminals (or wherever we get our missions from); The level of spice that was ordered and your standing with the faction the player went to for it would determin the required skill level and faction standing for the Smuggler to see and take the mission. This is however, my view.
[/quote]
I completely agree with this. I have been a smuggler since the launch, but still I never was a master smuggler. Why? Because I did not want my character to be a drug crafter. So sure I sell some to clients, but I don't make it... I happen to know the right people, and that is what corresponds the most to my view of the smuggler.
So my slices are less good than some others because I'm not master, and I'm 4440 for many months now, but this is only because the current system does not allow to be a master smuggler without also being a drug crafter.
This is an overly seen image, but think about Solo, did he make spice? hell no! He sometimes went to Kessel get some, he often carried some for other people, but that's about it....
/my 2 cents
Message Edited by DayWalkerRori on 01-18-2005 08:12 AM
Am I the only person in the whole game who _doesn't_ hate the spice crafting tree? While I naturally agree that there should be more 'smuggling' associated with the tree, I don't really have a problem with making spice.
Just think of your friendly, neighborhood Meth lab: frequently it is the same person gathering the ingredients, making the crap, and then selling it. Not that I have any personal experience or anything... really... there was a article in the paper recently.... really.
Anyway, as with everything smuggler, there is really no risk associated with spices any more than there is with slicing. Never had a factory or house raided, never been arrested for transporting, etc. But this is no reason for the whole spice tree should be removed.
Just like slicing, if you don’t like it, don’t do it, charge extreme prices, whatever. Can it be better? Sure. Does it need to be nuked? No.