Smuggler Archive

Thread: Underworld Discussion Thread

Knowbaccie
Tue Jan 25, 2005 5:47 am
#66

This is fantastic discussion ppl, I am really happy to come back to the game and find the Smuggler forum so rife with good ideas.

Personally, I'd like to see the ground game united with JtL for the Smuggler . . there are huge possibilities to employ currently incative NPC's around starports there.
I agree there should be elite Smuggler missions from places such as Jabba's which, in-turn, lead you to Smuggler-only access hideouts, Strongholds and other places which may be factionally affected.
I think that Spice experimentation should work but that's kinda off-topic here.

Love the ideas though folks, I'll read-on some more.
It's great to be back.



Dina Di'Nara
Smuggler  TKM  Pistoleer

"She's a scoundrel, you'll like her"
KDZ Industries : Theed -2800 4700


Graxul
Fri Jan 28, 2005 10:43 pm
#67

To be able to buy faction from other crimelords and the authorities like corsecs or rsf. As well as being able to delegate that faction to other players. This would further develop on the current terminology listed in the underwrld tree stating that we have a lot of connections with high level people in various organizations. For example, Jabba faction...bribe someone in the jabba themepark, valarian bribe someone in the Lucky Despot where Lady Valarian is, same thing with Nym.


I think it would be good to create a themepark if you will for other various organizations like corsec and rsf...and upon completing the themeparks for those organizations a smuggler would gain a contact person to go toin order toincrease their faction with that organization...and also be able to delegate that faction to others. This should be viable for most large organizations or underworld groups. but not possible with smaller groups or factions. However, the main factions on a planet should be bribable.


This would add more content to the game with more themeparks to complete as well as give a wider scope and feel to the underworld tree. A smuggler should have contacts within all large organizations that they can bribe in order to increase there faction with that group to get themselves out of trouble and to help other players that want a higher faction rating with another npc faction.


However, we already have contacts within the rebel and imperial organizations through recruiters and some officers so there would be no need for us to complete the themepark for those groups in order to gain contacts with them because we already have them.


Some themeparks or new Underworld crime bosses will be created for the purposes of smuggling missions anyway so the addition of planet government factions for the core worlds would give more of a reason for non smugglers to want to get the expansion as well.


In regard to bounty hunters and their marks I feel that the GCW rebel and imperial factions shouldn't be involved. Once a bounty Hunter takes a mission for a mark...whether it be for Jedi or for a Smuggler that got a bit too greedy or careless...the fight should be against the Bounty Hunter and the Jedi or Smuggler alone and their should be no way for either party to be teffed by their factions since they are already teffed by the Bounty Hunter teff. This should end some of the gank wars we currently see with bounty hunters grouped with others.When a Bounty Hunter takes a mission to kill another person he should be covert...if he becomes overt then the bounty hunter mission should fail....he's taking the mission to kill the mark himself...not for his group to kill the mark. Upon taking the bounty Hunter mission not only does the mark get teffed to the bounty Hunter...so should the bounty Hunter be teffed to the mark. This creates an equal playing field and gives the mark the chance to fire first if he is aware of the bounty hunter that is teffed to him nearby. In regards to healing a bounty hunter teffed mark or bounty hunter I'm on the fence on whether it should be allowed at all due to the teff...or cause the player healing the teffed player to be teffed as well with a bounty hunter teff. I think it would be easier to not allow it at all..only healing possible shoud be any healing that either the bounty hunter or the mark can do themselves.


I mention this because in earlier discussions in regard to smuggler missions it was decided that smugglers should be hunted by Bounty Hunters if they gain visibility on the bounty hunter boards through taking too much off the top of their shipments or being careless and their goods get confiscated. And I fuly agree with this because in the trilogy Han was hunted by the Bounty Hunter for dropping his shipment.


I also think that smuggling missions could be purely land based on the same planet but its much more Smugglerish to smuggle the goods through space in your own ship...where you can drop off the shipment in space and be attacked by the authorities along the way.



Graxul Starweaver-Starsider
Grax Oblivion-Starsider
ApollyonTB
Mon Jan 31, 2005 2:33 am
#68






Nicolas_Frost wrote:





Ternque01 wrote:

You could grant Corsec, Fed-dub, and other authority factioned players the ability to institute a contraband scan on a crimina-factioned player (hell even normal citizens) once a day. To prevent griefing, do not allow a player to be scanned by the same person more than once every three days.


You could also do the opposite for criminal players. Allow them to conduct the opposite of contraband scans on other players. Let them rob! Of course, robbing actual items would be out of the question, as some items can cost 10's of millions to a player. Instead, allow the robbery of credits, but only in small amounts no greater than 1,000 credits. To prevent griefing, allow a player to be robbed at most once every three days by ANY criminal player.


Players who are robbed can then report the player to BH terminals or perhaps Corsec or Imperial NPC authorities. After the victim has reported his/her thief, that theif's visibility will increase. Hell, you could make robbing another player automatically increase the criminal's visibility without having to tell the police.


Anyways, it would be cool if criminal players could actually do thing criminal, but meh. It would also be cool if other players could actually DO something about it! It is a good step to building a believable underworld.







A TEF too, perhaps? Only give the person robbed the first strike. And the TEF only occurs if they realized they've been robbed.





We are smugglers....not thieves....



teh Tee-Bagger
Lover of Beer and Pie
Order 67 - "Every Smuggler is now an enemy of SOE and LucasArts."
(quoted by)
Veela "Her Royal Hawtness"


vendors located at 2110 -4905 outside Mos Eisley
Nicolas_Frost
Mon Jan 31, 2005 3:54 am
#69

Yes, but this part of the discussion wasn't about the Smuggler Profession, but Criminal and Police factions. Please read thoroghly.



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


Zedekk
Mon Jan 31, 2005 12:47 pm
#70

All really great ideas. The only thing that sort of bothers me is that people ascribe Hutt operations and such only to Tatooine because Jabba is a Notorious Crime Lord that lives and operates in Tatooine. However, Borvo the Hutt Lives and operates out of Naboo and he is a Hutt as well thats why you have Jabba faction, Borvo Faction and THEN Hutt faction. I figure you can allow the Hutt faction to influence every planet in SWG because they are that kind of Scum. Just not as obvious in some cities, because it is, after all, the underworld.


I really think another opportunity for great expansion and enrichment for this game and the GCW would be the addition of another Proffesion. SPY. Bothan spy network could be a main contributing faction for the Rebel Allianceand then you'll obviously have the same type of network for the Empire. Then you got your selves a very imersable game dynamic. Well you'd have to make plots and story arcs be influencial in the course of the game like with the Alderaan story arc which was really cool btw. If people had a sense of how their actions and missions truly do affect the outcome of further gameplay, you'd see greater colaberative teamwork.
Ternque01
Mon Jan 31, 2005 3:49 pm
#71






ApollyonTB wrote:





Nicolas_Frost wrote:





Ternque01 wrote:

You could grant Corsec, Fed-dub, and other authority factioned players the ability to institute a contraband scan on a crimina-factioned player (hell even normal citizens) once a day. To prevent griefing, do not allow a player to be scanned by the same person more than once every three days.


You could also do the opposite for criminal players. Allow them to conduct the opposite of contraband scans on other players. Let them rob! Of course, robbing actual items would be out of the question, as some items can cost 10's of millions to a player. Instead, allow the robbery of credits, but only in small amounts no greater than 1,000 credits. To prevent griefing, allow a player to be robbed at most once every three days by ANY criminal player.


Players who are robbed can then report the player to BH terminals or perhaps Corsec or Imperial NPC authorities. After the victim has reported his/her thief, that theif's visibility will increase. Hell, you could make robbing another player automatically increase the criminal's visibility without having to tell the police.


Anyways, it would be cool if criminal players could actually do thing criminal, but meh. It would also be cool if other players could actually DO something about it! It is a good step to building a believable underworld.







A TEF too, perhaps? Only give the person robbed the first strike. And the TEF only occurs if they realized they've been robbed.





We are smugglers....not thieves....



This thread is about thieves, scum, bounty hunters, smugglers, gamblers, cheats, and anything that comprises the underworld of Star Wars, including drunken clowns with bad children's TV shows.




Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
JTGAlpha
Mon Jan 31, 2005 6:08 pm
#72

Perhaps, but being thieves should NOT be in OUR template, which is, I believe that poster's point.



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

Ternque01
Fri Feb 04, 2005 9:50 am
#73






JTGAlpha wrote:

Perhaps, but being thieves should NOT be in OUR template, which is, I believe that poster's point.






I think the ideas that were discussed were perks of a third, criminal faction. Nothing about it being in smuggler was mentioned I believe.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
WillburWright
Tue Feb 08, 2005 4:30 pm
#74


http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=59498





Ternque01
Tue Feb 08, 2005 4:57 pm
#75

W... T.... F.....


OMG, Wilbur, that tread is A-f'ing-MAZING!!!!!





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
SmugglinZane
Tue Feb 08, 2005 5:06 pm
#76

Sorry Axob, but I don't actually like this one too much. It does nothing to create any kind of Underworld. It just makes more factions interact with the current ones. Still no real penalties. Still nothing happens if you aren't a reb or an imp. Since when is Smuggler supposed to be about a faction? Why exactly are we the only ones who seem to be anchored to factions?


Honestly, the Rebellion occupying core planets is not even right. I could see lessening the Imperial presence and making rebels raid cities on these planets, but occupying them? If they do this, then Star Destroyers need to go into orbit and bombard these cities.


Not flaming, just think I'm still venting on this stuff. Sorry.



"Jedi claims of being "broken" are like saying "But my TV isn't widescreen! It's broken! My TV can't show high-def pictures in 1080i, it can only do 720i! It's broken!" Meanwhile, crafters are saying "We'd really like to have a TV that's larger than 12" and gets more than 4 channels and doesn't constantly lose vertical control", and entertainers are saying "Can we get some color instead of this B&W piece of junk?" And smugglers? We're listening to radio programs of "The Shadow" and "The Abbot and Costello Comedy Hour" and hearing FDR's Fireside Chats. We don't even HAVE a damn TV, much less a broken one or a "broken" one by Jedi standards. I'd LOVE to be as "broken" as they are." - The Legendary Solo4114
riotcontrol
Tue Feb 08, 2005 11:00 pm
#77


SmugglinZane wrote:
Sorry Axob, but I don't actually like this one too much. It does nothing to create any kind of Underworld. It just makes more factions interact with the current ones. Still no real penalties. Still nothing happens if you aren't a reb or an imp. Since when is Smuggler supposed to be about a faction? Why exactly are we the only ones who seem to be anchored to factions?
Honestly, the Rebellion occupying core planets is not even right. I could see lessening the Imperial presence and making rebels raid cities on these planets, but occupying them? If they do this, then Star Destroyers need to go into orbit and bombard these cities.
Not flaming, just think I'm still venting on this stuff. Sorry.





This is... well, a bit weird. In my view of our small portion of the SW universe, the only strong and 'official' presence of the law should be the Imperial troops and, to a lesser extent, the local planetary law enforcement (CorSec etc.). I'm not sure the game designers truly understand the needed difference between the Imperial and Rebel styles of gameplay in order to create a sort-of-realistic game setting.



__
wieland argosy <gunslinger>
Kilrtom-WookieCoat
Mon Feb 14, 2005 4:23 pm
#78


I would also like to see Master Smugglers the ability to transfer faction pets at perhaps a slightly increased rate... but give them a reason to be master smugglers =) Would be either like a slice command to alter the owner or just an option for master smuggler =) We could have this start with underworld skills and ramp up to master smuggler.



Kendryn Saar
Dark Lords
~Sith Apprentice~
Nakir
Master Weaponsmith ~ Master Smuggler ~ Imp Faction Broker

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