Smuggler Archive

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

nindustrial
Tue Jun 22, 2004 7:49 am
#79

First off, I just want to say that your involvement of the community is great, and actually one of the reasons that I decided to re-subscribe to the game recently.


For the solution to Summary 1, I completely agree with having two seperate types of missions, one being higher risk with the possibility of PvP in return for higher rewards. As for a possible reward being rare components, I think this would depend on just how rare the components are; is this the only way to get these components, and if so, how widely used would these components be. If these components are too good, it may seem unfair for non PvP smugglers to be shut out from these components. A good idea, it just needs some careful thought to balance, which I'm sure you will give it.


As for scanning, I would still really love to see visibility introduced at a higher level of illegality, but I agree that it's a much tougher subject to be determining which items can increase visibility if caught with. If this is not worked out for the revamp, however, I would hope that it would follow soon after; I think this definitely needs to be part of the system somehow.


For the solution to Summary 2, I think the idea of having reinforcements called in that match the smuggler's level is a good idea, and that denying GCW faction is a completely fair solution to the faction farming problem. If somone's looking for faction, then there are plenty of valid ways to go about that; thefocus of being attacked for contraband is not a GCW issue and should have little bearing on your standing within the Rebellion. I think confiscation of the goods is also a good solution to couple with that; if you are killed in the confrontation, your goods are confiscated.


On other factions being able to scan for illegal goods, it could be interesting, but I think the results of failed scans would have to vary from faction to faction when compared to being scanned by Imperials.


For the solution to Summary 3, I'm of the opinion that the illegality of contraband will not affect the market as long as the benefit of the contraband is still high enough to be worth the risk.



+++++++++++++++++++++++
Scylla: Slaton Fantor (Spice Addict Extraordinaire!)
RSQViper
Tue Jun 22, 2004 7:57 am
#80

GreenMarine, I almost like the fact that you get no faction for scan kills, but I think nothing is a little harsh. How about a 75% reduction? It would make it not worth it to farm them, but still give you some type of reward for getting out of a jam other than just your life.


Also, with the levels of visibility with a scan, I still like the idea, but only let non-smugglers gain visibility with highly illegal items (the military class you were speaking of). As for smugglers we should gain visibility when we get caught with the medium items and highly illegal items since we actually have a much better chance to avoid getting caught. Oh, and the fact that we are notorious smugglers and the NPCs that scan probably don't care for our kind in the first place. As for the low-end illegals, that is more slap on the wrist and defend yourself type stuff and gain no visibility. After all higher ranking people can get out of it, so it must not be too bad.


Well, those are my thoughts. Good job by the way.



JTL FAQ [FX] Summ'er Soleil & Sskik Stoksss [MEMS] Corvette
{CorSec, Arca Effex Division [ Swoop Quad-Champion%%%%
Rebel Commando, Carbineer, Alliance Pilot Trandoshan Privateer, Smuggler, Pistoleer
- I support live entertainers!
DarkSun45
Tue Jun 22, 2004 8:09 am
#81

I am not a Smuggler, or a Bounty Hunter....


I am just a spice user...darned Muon.....but I wanted to say that I am very impressed with the discussions here regarding the revamp, and I really think you guys are doing a great job. I look forward to seeing Smuggler being as good as we all hope it can be.

neinnunb
Tue Jun 22, 2004 8:10 am
#82






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 like this idea. I like it because it gives someone that is active in the GCW something to fight for. Let me explain:


Idealy, when the GCW revamp comes, I would love it if the rebels or imperials are able to factionally align static cities for a certain amount of time. For example, change Bestine from Imperial control to Rebel comtrol (but would be very hard to do, and keep for a long time.) When Bestine comes under Rebel control, the contraband scanners change from troopers to Rebels. Now, imperials will be harassed in Bestine and scanned for contraband, while rebels (as long as they are high ranked) will be able to move contraband around in bestine, even sell it in the streets, and put it on sale in the bazaar.


And thats something else, I hope with smuggler revamp, you cant just put contraband for sale in the bazaar. Would be silly if you are publicly putting something for sale and not get caught. Or maybe you can, but the instant you put the contraband in the bazaar, you get surrounded by the contraband police. Maybe give merchants a "sneaky" way of selling contraband in the bazaar?



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tiberian_death
Tue Jun 22, 2004 8:13 am
#83














GreenMarine wrote:



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.





This sounds well and good (and somewhat used to looking over my shoulder for BHs from playing Jedi I'm sure I'll give the PVP missions a go once or twice) ... but ...


This is still penalizing the player who choses non-PvP playstyles. "Well if you dont wanna play PvP you can't do the really cool missions" ... I mean...this isn't destroying a player base...it's a mission....and you've limited access to the really good ones to only those who PvP. You guys made the game of "optional PvP" ... you have to stick with it.


We need to come up with some significant PvE risk worthy of the same high level PvP Missions. Perhaps PvE'ers could have a high end mission which risks an experience debt (like the new jedi system).






As my previous posted covered, a Solution to make the community fine with only high Risk missions open to people willing to PvP is by making it where the components recieved only make high Risk spices and clamps that would only be appealing to people who are willing to the better items and get the better slicing and take the chance of them being forced into PvP as well by BHs.


In addition one thing I failed to cover was that Smugglers do need a lot of love in the combat side to make it even reasonable for a pure Smuggler to take chances in being forced into PvP. Currently Smugglers are nothing more then a Marksman with a couple of extra skills and this isn't fair to a class that takes more skill points then other regular elite classes.


Solution: Since smugglers take both pistol experience points and unarmed experience points to become a smuggler, at Master they should be both at the level that a medium level pistoleer and medium tka should be. Now to do this, you would have to actually spread out the pistol and unarmed skills and mods throughout the Smuggler tree to ensure people don't just go up one skill to get all the skills and mods like it is currently. It would be strange that you would get pistol and unarmed mods and skills in the slicing and spice tree but its the only way to ensure people have to Master Smuggler to take full advantage of the mods and skills. It would also be nice if Smugglers got their own pistol and possibly their on VK (but the VK must be kinetic to ensure TKMs don't go up Smuggler just for the new VK and on the same bar level as the current TKA VK) or allow Smugglers to use the VKs that TKA's get at novice. Adding in speed mods and accuracy mods and possibly some form of evade to allow them to become more effective in combat would be very nice. The best solution would be giving a different evade aside from block or dodge to avoid stacking from taking up TKA or pistoleer skills. Since both TKA and Pistoleer will always cap out their specials because of their speed mods it shouldn't be seen as too much of an issue when combining Smuggler with either TKA or Pistoleer. Now if more unarmed is brought to Smuggler, making Underworld take unarmed xp would fit more in line so that it isn't just pistol xp dominating the entire class as it is right now.




Maller Malice
Former Mayor of New Aldera
Selling Loot, Meat and Resources south of Cnet at 364, -5476, vendor named Loot, Meat, and Resources.
UnknownX11
Tue Jun 22, 2004 8:32 am
#84

1. I think that player bounties are very important. That being said, I understand that some people just don't do/want to do pvp. I think that the 2 type of missions solution is very good.


2. On punishments, again as above I think that the player bounties should stay for the upper level missions. As for who is doing th scanning, I think that it should be per territory. For instance I think that CorSec guards should be doing scanning in Correlia, Imperial for Bestine, etc.... I personally think that there should be some battle droids out there to help comfiscation of things like spices etc, but comfiscating guns or armor is not a good idea.






Grievous - Elder Dark Jedi Master
Plagues - Imperial Smuggler
Wurth Skidder - Architect
For over a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times, before the NGE. Account Cancelled - Jan 29th 2007
Batleh
Tue Jun 22, 2004 8:36 am
#85

First, off, let me say that I'm not a BH, or Smuggler (I'm a lowly DE), so I could be totally off my rocker here, but here goes:


I think that a lot of the pvp/pve issues are already solved with the faction system we already have in place. What really should be done is to expand on the existing faction system. Add the "criminal" and perhaps "security" factions to the game, such as Hutts, BlackSun, Nym's, CorSec, RSF, etc. Allow the smugglers to join the criminal factions, and the BH's to join either. That will allow that non-PVP smugglers an out, if they don't want to risk PVP they don't faction up, but they'll miss out on all of the nifty perks that come from being factioned (better mission payouts, perhaps special ship upgrades, limited edition BlackSun logo jackets, etc). BH's that want to hunt smugglers can faction up and the usual rules apply.

In addition to adding these factions, Rebels, and the new factions NPC's should start scanning for contraband. If your caught with it and you're being scanned by your own faction, you face similar penalties as imperials do today. However, if you're scanned by an opposing faction, you get tef'd and the usual penalties with that arise. Also, if you're on a "smuggling" mission, and you get caught by a scan, this would perhaps result in a mission failure, and increasing the visibility of the smuggler.

An interesting side effect for this is that we can now introduce a new factional dynamic to the game. Starting out we could have some interesting inter-faction relationships setup. Imperials are friendly towards Black Sun, neutral to Hutts, and against Nym's. Rebels however, might be friendly with Nym's but against the Hutts and Black Sun. RSF would be friendly to Imperial, neutral to Rebel, and against all the Criminal orgs. CorSec would be friendly to the Rebels, neutral to Imperials, and against all the Criminal orgs. These relationships would be important because "friendly" factions wouldn't put out bounties on each others smugglers. However, if a lot of Black Sun smugglers are caught by Imperials, their faction standing might shift, and suddenly Imperials will start offering bounties on Black Sun smugglers, or if the Hutts start making a lot of successful runs for the Rebels (Rebel sponsored smuggling missions), the rebels might change the Hutts to a neutral or even friendly standing.

Also, on the BH side, you can view them as the enforcers. The more failures the smugglers have (and I'm going to assume that being caught with contraband is considered a failure of a mission, because if you're made and the heat is on, who ever is on either side of the transaction will probably want nothing to do with you), the more "Visible" they become. This visibility pops them up on the BH terminals. Maybe even have Skill and Visibility impact payout, with Highly Visible Master Smuggler worth more than a slightly visible novice. This however should be limited, perhaps making it such that if a BH kills a Smuggler, that Smuggler can't be the object of a player BH mission for 24 hours or so, and all other BH missions against them are cleared. This would prevent some of the clone camping issues we have today. During their grace period they can still be attacked if TEF'd or overt, can still gain visibility, etc., they just can't be the target of a BH mission. Visibility should also impact smuggler missions, so that the more visible you are, the less likely you are to get the better paying missions (who wants to deal with a smuggler that dumps his cargo at the first sign of an imperial patrol?). Death by BH, payoff of BH, or successful smuggling runs would be the only way to reduce your visibility. I think that allowing a payoff is a good dynamic to introduce, as I'm sure there are some BH's out there that wouldn't mind looking the other way for some extra credits. The risk there is that we could penalize BH's for accepting payoffs. If a BH takes a mission for a Smuggler, takes a payoff (which would mark the mission as finished), and then the smuggler is caught by a contraband scan within some time period, the BH gets a corruption flag or something similar to the visibility that smugglers receive. The more corrupt a BH becomes, the lower the level of his missions (as his handlers loose faith in him), and perhaps a chance that he too could show up on the BH terminals, as BH wouldn't like one of their own going bad (and a little taste of their own medicine).

I think that changes like this would introduce a very interesting mini game for the smugglers and bounty hunters, help expand the GCW, and help satisfy the PvP vs PvE issues that a lot of players have worries about.


Something else that has been bouncing around in my head is the idea of smugglers smuggling for players. I like the idea of a smuggler being able to call a shuttle and "take" the player somewhere to help avoid scans, but I think we should expand that a bit. Why not give the smugglers the ability to land somewhere other than starports? Give them the ability to land "outside" of the major starport cities. They wouldn't have direct control over the location, but they'd show up on planet 1 or 2km away from the starport they were heading towards. This location would be a waypoint where they "hid" their ship, and in order to leave the planet with their ship they would have to return to that spot to respawn it and launch into space. Risks with doing this however could be that on their way down to land the local authorities might spot them, and send a team out to investigate. This wouldn't let them totally avoid scans, (as the troops sent out to investigate could still scan and catch them) but it would help lend the illusion that they're sneaking into somewhere. You could even use this outside of the entire smuggling realm. Rebels might use this to help avoid any imperial entanglements near their destination, and imperials could use it as a way to sneak into a rebel controlled area without detection. I think this alone would add an interesting new element, and give smugglers an additional tool that would help make interacting with them more attractive to more players.



Baelor -
Master Droid Engineer
Master Artisan
Master Shipwrite
Proud resident of Bloodfin
GreenMarine
Tue Jun 22, 2004 8:49 am
#86






silversaber wrote:



I mean, how hard is it for you guys to make a NPC that hashit points greater than a Playerfully buffed? That can see through FD? That can go through any wall? That can have twice the firepower than any player can have?

Message Edited by silversaber on 06-22-2004 12:01 AM




The point isn't to create an insurmountable challenge. We can ensure the PvE smuggling missions will be fun and challenging for all players according to their skill level.


The addition of missions with a visibility/PvP/bounty aspect is to enhance the game for the players who are interested in pursuing that kind of gameplay. It doesn't exclude PvEers from anything but what they want to be excluded from.





silversaber wrote:

So, why are we going to be stuck with lesser missions witha lesser reward?


Message Edited by silversaber on 06-22-2004 12:01 AM




All due respect, but that's a very loaded statement.The quality of the missions and the quality of the reward will be worthwhile. The only difference is that there is a path for PvPers and that path includes additional rewards. Why? Because of the increased risk. While not every bounty hunter is awesome at his job, some will be. In my original post, I also pointed out that the other punishments will also be more severe. The increased risk doesn't only include the potential PvP.


Visibility decreases over time. There's nothing preventing you from occaisionally taking a high risk mission. If you manage your visibility well, you won't have to be involved in PvP. But you would be walking the line...and getting improved rewards for your increased risk.




silversaber wrote:

No matter how tasty the Devs try make the GCW PvP look,
the PK mentality of PvPrs will poison it for the rest of the Players.


Message Edited by silversaber on 06-22-2004 12:01 AM





This simply isn't true. While you may not enjoy PvP, or you may have had bad experiences, a large number of the player base regularly play PvP. You know it's important for the devs to have a realistic view of the game. It's just as important that you have one.


We make an effort to design systems that appeal to both PvE and PvP players. You have to find a way to compromise your view with that of the PvPers, because they aren't going away, just as you like to remind PvPers that you aren't going away.
DRWolfe
Tue Jun 22, 2004 8:56 am
#87

I have no problem with these solutions. The fact that visibility does decrease, that allows a Smuggler to manage his business so that he can partake of the high level missions every so often without risking bounties. I see that as being the preferred Smuggler way, anyway. Take the risky missions until it gets too hot, then ease up until things cool off enough to go for the big payout again. Remember, players may want to be hunted by Bounty Hunters, but Smugglers do not!

Message Edited by DRWolfe on 06-22-2004 11:56 AM



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

daxamatic
Tue Jun 22, 2004 8:57 am
#88

2 credits coming up here...


I am impressed with the maturity of the discussion and the SOE rep GreenMarine


backfround for my self preservation against the uncivil feedback know to occur:


- This is my first on-line game experience

- I have been a master smuggler on two servers since beta - I love the role

- I am not smart enough to just have one acct but smart enoyugh not to reveal to my spouse the actual number

- Ihave certain "experiences within the various spheres of specialinterests" in RL

- I can't turn the green font off


so with that in mind.....


The proposal (from GreenMarine) is solid -


Proposedminor adjustments to the after the smuggler is caught ...


(so here is some thoughts... and those noted with * are ones that I could provide backgroundfor GreenMarine...)


- bribe your way out credits *

-take a mission for your new masters

- your guild buys you out

- breaks you out (instanced dungeon - emails to all guild members)*

- you get sold to another faction - ie low level scum sell you to the Empire - of course chances to bribe - escape*

- some sort of PvP "capture" mechanic - 1 hour to 1 day timers equalled to the risk or level of the job etc etc

- political or "business" targets of opportunity* (possible pairing with sniper skill player)


NEW type of immersion and my most dark and favorite of the ingame smugglerdiscussionsrolled up into to one paragrph ..


question:

had a bad slice - bored running around explaining slicing to noobs ? then try this...


Answer:

PvP purchase of a BH capture or other type of activities relating to the smuggler - with reprocussions for the Purchaser - BH - Target* This could be a mutually acceptable deal - like issuing a challege to a duel - with of course low credits to avoid the scammers and exploiters - talk about fun -






there appears to be code inplace for:


- delivery or destroy missions

- slicing terminals and timers

- solid programming to support a NPC interaction - like the Krayt Skull or ACT 3 quests ...

- empire goonies fining you not just the base amount but tacking on their "fee"

- within the game mechanics there would be timers to avoid the trapped player and greifing of PvP by holding other hostage - eject from buildings - travel etc

- instanced dungeons

- however the guild halls and guild start to work in the GWC world etc etc ... and of course if a new faction type popped up - them too (hint hint hint)


and so forth ....


Frankly one of my smugglers plays the line each way - Imperial or Rebel - I would love the other factions coming into play as well - I would drop everything and run to to a rogue faction (if given the chance)


Two more additional pieces of detail - already ingame and could be spun...


displaying your dossier of achievements: (known as badges)

BH - kills or capture numbers

Smuggler - certain quest exploits

Snipers (riflemen - whatever) kills captures etc

then standard financial or other info -




you get the idea .... but this was said to set up for the last main thrust:


Smugglers should be able to find dossiers on persons (slicing terminals) and do...

- sell the info PvP or PvE

- use the info for (insert evil plans here)
- obtain "schematics"

- (steal from a vendor - factory or PvE with appropiate risks v rewards)

- provide protection

- demand payment for protection (psuedo"influence" districts - like a town or base - extending it's influence and zone of control over an area*)


have fun with it - and you know how to find me - well at least today I am near the Gulf Coast heading near Austin ...








"Just when I get out - they sucked me back in " Smuggler, retired - now forced into spice trading to save his only daughter from the "C.A.R.T.E.L."
GreenMarine
Tue Jun 22, 2004 8:59 am
#89

On the issue of needing to be factioned to be TEF'd to be attacked by stormtroopers...


What if attacks from contraband violations ignore faction or come from "unfactioned" versions of the NPCs? I'm not sure if this meshes with Keldarin's plans for GCW consistancy, so I have to talk to him, but this would mean that being scanned and attacked would not result in a faction TEF. You wouldn't suddenly get ganked by other factional players because you were scanned.


This also solves the farming problem, because these NPCs would no longer give faction points.


Just one possibility...
Kaelle_DB
Tue Jun 22, 2004 9:00 am
#90

Wow this all sounds really sweet. I'm jealous, canCarbineers have a GreenMarine too?



_____________________
Kael Darkblossom
Dark Praetorian Order
Master Carbineer / BH carbines 4
Gorath
palladiumleader
Tue Jun 22, 2004 9:00 am
#91

I'm going to repost this because I really think it's a better alternative than 'buddy' shuttles, which to me, honestly, feels like a cop-out. I don't think that making people rely on smugglers for shuttles if they want to use smuggler items will go over very well. It's already inconvenient enough to have to wait 10 minutes for a shuttle to go to a different planet, it's going to be a nightmare to have to wait 30 minutes for your smuggler buddy to get to you if you want to travel, and I doubt smugglers are going to like the tell-hell that will put them in, either. I know this is a more complicated system that I've come up with as a solution, but I think it will be more rewarding and there's a lot of places in it to be tweaked for balance, which I think is an advantage, also. Here's my post from the previous contraband thread:



Regarding illegal contraband and smuggling, I don't think that end user items should be the most illegal items. I don't think it would enhance the play experience for smugglers or for other players at all. If the consequences for having illegal items is too severe, people just won't use them, and then an entire half of the smuggler tree would be useless. Noone would want sliced items or spices anymore. I personally believe that end-user sliced items should be only quasi-illegal, and that getting caught with quasi-illegal items should bring a minor punishment. However, I also think that end-user slicing is far too powerful. I think end-user items should only get a 5-10% slice (I'll explain where the balance of the slice should go in a minute).


For spices, I think the punishment should depend on how much you have. The amount you have should determine how likely you are to get caught, but once you're caught the stormtroopers should then"know" how much spice you have on you and decide whether you just have the spice for personal use, or if you're a smuggler, and punish you accordingly.


Now, I personally think that the bulk of the slicing side of things should change dramatically, and in a way that will lend itself more to smugglers smuggling sliced goods, rather than allregular players turning into smugglers just to get their gun through customs. I think that slicing should take more of a role on the crafting side of things, slicing components and resources. A smuggler might slice a crate of projectile pistol barrels, giving them 5-10% in one or more stats, and a new randomserial number for the crate. Asmuggler could also'spike', or 'dope'a block of resources,choosing one or two attributes to increase, and then increase it by only50-100 points or 5-10%(maybe more or less, depending on balance, and never abovelike 990 or 999 or so for the final result). The new resource should get a new random name, also. You can never make more than a crate's worth of identical sliced components, and you can never make more than a block of identical spiked resources, so crafters can't do huge runs ofsouped upitems. Slicing components would require special consumable tools, and spiking resources would have extremely specific resource requirements depending on the resource you're spiking.


The reason for making slicing so much more complicated wouldn't just be to make slicing more fun and challenging, though. I think there's a way to also use this new system to make smuggling more fun and challenging, and to keep smuggling specifically in the hands of smugglers in a way that uses PLAYER created content. The way to do this is to make it so that while slicing weapons or armor can be done on the spot, slicing components and spiking resources can only be done at special NPC slicing stations (like crafting stations). Each slicing station is hidden in a seedy spot, like a back room in Jabba's palace, and a smuggler has to gain the NPC station owner's trust through doing missions before they can use that station. Also, each station can only be used for certain types of components or resources. For instance, Jabba's component slicing station is only good for weapon barrels, Tantel armor segments, and stun protection layers.His resource spiking station is only good for non-ferrous metals. Nym's slicing station would be good for slicing blaster power handlers and composite armor segments, and his resource spiking station would only be good for spikingcereal flora foods. The station for slicing ship components could bein Jabba's space casino. Each planet would have a different seedy location for a different component slicing station and resource spiking station, this way smugglers would have to travel to get their components/resourcesto the crafter they've contracted with. Not all types of components would be sliceable, but all resources would besliceable, so all crafters would at least want the services of smugglers for spiking their resources.


The likelihood of smuggling these items through customs would depend both on the skill level of the smuggler, and the quality of his smuggling "container" which smugglers could craft. Sliced components would be considered illegal, and if found would be confiscated and the player would receive a severe fine, and the smuggler would have to work something out with the crafter he contracted with. Spiked resources, on the other hand, would be considered highly illegal, and not only would they be confiscated, and the smuggler fined, but the player would be attacked. Scans would not be able to tell if a final product uses sliced components or spiked resources, however. Smuggling would be kept within the smuggler community.




Imho Teppa
Former Mayor of Dark City
Former Member of the Council of Seven
Current Loyal Grunt of Pax Imperius
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