Smuggler Archive

Thread: Tying it all Together, Smuggling and You 2.0 UPDATED!!

yimaz
Fri Jan 21, 2005 10:15 am
#66






Nicolas_Frost wrote:
You know, I think if we could synthesize the material that ana-mo-cara's head is made of, we'd have impregnable armor for our ships! Just think of it. We could place that in the armor slots and never need shields!





Damn I had a good one but the "angels of my better nature" will not let me say it.



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Thochkored
Sat Jan 22, 2005 1:50 am
#67






ana-mo-cara wrote:

I see I am going to have to go over the fine detail of my proposal its neither a quest like you get now or a mission. Its a chain of missions. - We know exactlly what you mean, we are not idiots. We understand what you are saying, we jsut don't like it.


Lets say that the smuggler mission is a chain of missions yes they would be time sensitive just not terribly time sensitive. You do not want a person getting lag locked or getting stuck in a battle and then he is toast for that. Probabally ten minutes for every thousand meters or so.


The system is set up into legs.


Example.


Mission one take a package from jabba to anchorhead. This is worth 500 credits. - you expect me to run on footto AH for 500

At anchorhead you pick up the next mission to bestine 700 credits you get there make the delivery. - you are kidding right

You get a mission to go to mos taike now the reward for this mission is 1000 credits. - still not worth my time

From taike you go to mos eisley the reward now is 2000 credits. - ridiculous

From eisley to anchorhead again the reward is now 4000 credits. - this sounds even more boring than the deilivery missions

From anchorhead to espa 8000 credits. - Considering all the time I put in to get to this point, still not worth it.

From espa to wayfar 16000 credits. - find yourself another sucker, I've got better things to do


So as you see the missions are cumulative. The further on you go the more credits they are worth the farther you go the more they are worth. Eventually you could see a smuggler makeing 50000 credits for the last mission. So while the initial part is tedious the later missions start forking out big rewards. This is where the incentive comes into play. Each leg might get harder or the delivery place might become more dangerous.


The BH on the other hand is also stuck on the legs system. Since trying to off the smuggler at leg 1 or 2 is hardly worth the effort. This will deter smugglers from letting themselves be offed. The real reward for doing the mission comes at the end rather then the beginning for both parties. - so after I've been running around for two hours the BH gets a 15 min hunt and an easy kill, because my mind buffs are running out, my feet hurt and I've got a nasty sunburn.


Now here is the dilema for the smuggler how long can I keep this up before a BH catches me and kills me. The BH on the other hand has to decide where he wants to catch the smuggler. If he waits to long the smuggler might get to a dropoff point and exit the mission. If that happens the BH is out any reward whatsoever, but the smuggler will have to start the mission all over again. -That's notgoing to keep the Smuggler from just stopping these runs once the value gets high enough for a BH to go after him. If these are the same people who will feign at first sight of a BH, why even risk the next leg of a mission. In the end you're going to have a system in which Smugglerswill never be hunted, because the payout will be to low.


So you got a risk takeing system going on. The smuggler can choose to push his luck and make some big bucks, but the longer he pushes his look the more risk he has of getting offed by a BH. - Same thing as getting visability, a Smuggler has to keep on the up and up with his employers to keep his bounty from getting to high.


The more legs the smuggler runs the more he makes. The more legs he completes the more the bounty on him gets. So you get a whole new roleplay system going. - Explian to me how running from one location to another on foot is going to enhance roleplay.You have notorious smugglers guys who get their bounties really jacked up. To the point where you might here bhs saying hey there is a smuggler on the boards that is worth 100k. Then you might end up with ten BHs trying to hunt that damned smuggler down.


The penalty could probabally be equal to what the leg you are running is worth. So if your on a 50k leg. Then if you die it costs you 50k. This would make it so that smugglers do not just push it till they die. Since it will negate what the previous leg is worth.


This infact makes more sense for a smuggler. A smuggler needs to know when to cut and run. That is how a smuggler survives. Its not just about being a gambler its about knowing the odds against you. The BH actually has to try to know when to make his move. He has to gauge how far he needs to be away from the smuggler to keep him from getting wise, but he also has to know when enough is enough, because at any dropoff the smuggler can just stop it right there and walk away a winner. - So if the Smuggler sees a BH he can just abort the mission? This would be exploited to no end.


In my system you have a real winner, and a real loser. The smuggler loses if he pushes his luck for just one more score. The BH loses if he lets the pot continue to rise and not get the smuggler. The smuggler wins if he knows when to walk away. The BH wins if he knows when to make the effort to get the smuggler.


You no longer have an open ended greifing prone system. You do not have a system where the players can exploit it. The BH will only get marginally over what the smuggler is getting for the next leg, but if the smuggler loses he is basically giveing his dough to the bh. So its not a win win situation. Its a win lose situation which makes it truely high stakes.


You have it takeing place on foot so that you do not have it reduced to safe speeder travel you also avoid it just being a starport exercise. Besides if your up to a sum like fifty k for the mission. Wouldnt running make more sense then speeders anyway. - We are Smugglers not Marathon Runners. "Sorry Ben, I'm not going to take you in my big ship to Alderaan but, if you want me to, I canthrow you in my backpack and run you on foot toBestine."Otherwise you have players makeing millions of credits just traveling with jtl from city to city.- it is absolutely imperiative to the immersion of the Smuggler Proffession that we have Spaced Based Missions and Ground Based Missions.


Hell this kind of thing even opens up entire story arcs with recurring characters crimelords and so on. - any mission giving system can do this, plus if I've done a series of successful missions for Jabba, I shouldn't have to start at the bottom again. Not unless I need to re-earn his trust.





I can understand that you think that your system has merit, but to think that any system put into place wont have exploits and greifing is ridiculous. I do believe that the Jedi system of visability works, what doesn't work is how some members of the two sides have decided to handle it. Folks it is a game, yes your character may die, isn't that more exciting than sitting in a spawn of Meatlumps just to AFK loot or grind experience. I know we've all done it, but this isn't playing the game.


Yimaz's post at the start of the thread is just an overview of what has been discussed in detail, by many great players. No, we do not want "Glorified Delivery Missions"! What ana-mo-cara suggest more closely resembles that statement, than what has beenexplored in other threads. His ideas also adds the burden of having to do these missions on foot. I don't know about my fellow Smugglers, but tripping over a randomly placed Lair of Aggravated Dewbacks, is not my idea of a Smuggling Mission.




Ackaak Adack
Bloodfin
"Wars not make one great."

Davian Shaw
Bloodfin
"You came in that thing?"
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