Smuggler Archive

Thread: Community Vision Attempt (Caylin)

JediKozel
Thu Jun 03, 2004 5:58 pm
#66

in other words - only smugglers will see contraband items on bazaar? Well, then makes the whole system somewhat pointless. And with the limits on how many items you can have on bazaar, WS and AS will be better off selling their good themselves through word of mouth and good old /yell.

It all comes back to the same issue - SWG has no defined contraband, black market, or smuggling. And any contraband related nerfs will make people unhappy, and Devs don't like unhappy players (changes to Imp Crackdown penalties was a proof enough)



Mokael Openg
Mayor by Day, Fixer by Night, Gunfighter by Need
"Face it, if crime did not pay, there would be very few criminals."
Laughton Lewis Burdock
(from Shadows of The Empire by S. Perry)
Ryutek
Tue Jun 08, 2004 7:47 am
#67

No response on this, and I thought it might warrant repeating to see if maybe it just went unnoticed.





Hmmm.... interesting dilemna with the TEF idea...


The way that would be easiest would be to expand on what is already available. Example:


The more illegal business a Smuggler does the higher his visibility (new counter that has already been talked about). The Smuggler always has a chance to evade law enforcement, but upon the conclusion of any illegal act he is exposed for a short period of time (akin to law enforcement noticing something suspicious). This would be the "TEF" on the Smuggler, which would not work like a TEF as we know it. It would last approximately 20 seconds, unless local law enforcement was close enough to engage. What this would do is basically have any law enforcement personel in the immediate area (say 100m) move toward teh Smuggler. If the Smuggler gets too close, they attack (akin to spotting an illegal item on the person).


Now, this would answer the Smuggler side, and this would be all that would be required to actually be added.


On the player side you have the existing (albeit lacking) implementation of the Imperial Crackdown. Expand on this instead. Change the modifier to affect local law enforcement as well (similar to the Empire putting out an APB), and instead of relying on random scans utilize proximity to local law enforcement and/or Imperial Operatives.


Yes, this would cause a significant amount of server load if ALL NPCs acted this way, but if at Server Restarts random NPCs were selected, it would both limit the amount of server resources being utilized, and would also keep people from just avoiding the "scanning" npcs.


I can go into more detail and flesh it out if you like, but I thought I would just toss the idea out first and see what everyone thinks.









Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Shrendyc
Tue Jun 08, 2004 9:27 am
#68






JediKozel wrote:

It all comes back to the same issue - SWG has no defined contraband, black market, or smuggling. And any contraband related nerfs will make people unhappy, and Devs don't like unhappy players (changes to Imp Crackdown penalties was a proof enough)





Well, they may not like unhappy players, but they sure don't seem to give a damn about unhappy smugglers.



"Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction. "
Ommer
Wed Jun 09, 2004 7:54 pm
#69

Caylin, if you were a woman I'd marry you... Well Okay Mebbe not but still nice Doc... Now all we gotta do is Spam this Doc all over every forum, and PM it to the Devs a million times to effectivly cram it down their throats
Capt_Baobab
Mon Jun 28, 2004 8:40 pm
#70

Just read the entire thread.. and what you all are saying/pointing out/debating/bashing/nerfing/ et al is what i feel draws us into this particular profession... the thrill of doing something "ileagle". sliceing the terminal to get that transport pass. Forgeing the ID badge to get into the imperial stronghold. running guns/spice/droids/whatever through CorSec Blockades(hopefully in JTL), just to say you did it(Devs PLEASE! i wanna try the Kessel Run!). That is why we spend most of our days grinding the locked contaiers, the weapons, the armor. chripes.. they've reduced us to nothing more than "customization Techs". I say Feh to that.

Why not Randomize the "narcs" to make them harder to avoid.. is that Rodian REALY a water merchant? as for the reporting., why not during an imp. sweep, anyone shouting that they're sliceing, gets a "flag counter". do it too many times, you get tossed into a cell. either pay the fine( first time) or Figure a way to get the heck out. Underworld contacts gets you acess to "Back ally Deals" in the cantinas. get too good with the pistol, and people(NPCs) call you out, wild west style. why not even introduce Sabbacc... we've got lugjak, and jubilee wheels. if we're s'posed to be smugglers, then let us smuggle.. be it Reb Specops into Imp Territories for secret meetings, or fruits and veggies that a Gourmand can only get from one planet, that are taxed to near unavailability. We're Smugglers. that's it.. we dance the fine edge between scoundrel, and petty thief.

sorry for the rant...

Capt_Baobab.



R.I.P. Chenlambec 6-23-04 to 8.9.05. Rogue Wookie,Smuggler, and Go To Wookie for Radical Limb Removal.
"I was born a smuggler, and I died a smuggler, and only the spicefiends mourned my passing."
The Inimitable Capt. Baobab
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