Smuggler Archive

Thread: Out of curiosity... Smuggler Bounties.

Mythor
Tue May 24, 2005 8:43 am
#79


HOTDOG wrote:
Knowing that I could get enough by running a couple of Low Risk (PvE) missions. ... Knowing that I could Juke one High Risk mission and have enough glitterstim to make the sale. ... The downside being- I would end up on the Terms. See. You cannot reward a player with a "relaxed" game style (as you put it) the same as you reward a player who opts to be hunted by everyone and their grandmother- even if they are doing it for fun -because it causes inconsistances in the long run. ... Greater Risk = Greater Reward.


Sorry Hotdog, looking back I realise I was a little unclear on that bit.

Yes, absolutely, if the mission involves a greater level of risk, the reward should be more impressive than a low risk proposition.
My beef is not with that. Otherwise I'd be essentially asking that we get the same payout for a level 1 kreetle mission as a level 82 rancor mission. That's absurd!

My reference to a more "relaxed" approach was precisely what you arrived at. If I just want to pick up a shipment of low-grade spice for a lazy 10k and a couple of muon doses, I should be able to do that, maybe have a bit of fun with a weak NPC BH and log out for the night.
If I want to pick up a mission for an extremely large quantity of glitterstim for Jabba when I've already shafted him a number of times in a row, with the intention of shafting him again... Well, I obviously have a deathwish, so the game should oblige me on that, too.

No, what I meant was that the PvP missions should not just be rated "harder" than PvE missions, due to them being PvP in nature. A "PvP" encounter is not necessarily any more dangerous than a "PvE" encounter. PvE is as hard as the devs decide it should be, whereas PvP challenges can fluctuate wildly depending on player skills and "FOTM" templates and even resource quality available for weapons.

The player coming to kill you could be very bad at the game, may not understand that a level 45 character has little chance against a level 80, etc.

PvE encounters are likely to be more consistent in that regard. If you take a "level 80" PvE smuggler mission, you'll have a fair expectation that any trouble you run into is likely to be a decently tough fight. Any negative consequences for not finishing the mission are likely to be equally tough, etc.

If the devs decide that a "PvP-Enabled" high risk Smuggler contract should offer the same reward as a "PvE-Only" Level 90+ Smuggler contract, then that's fine. I'd just like the option to try and take on a ridiculously difficult Smuggler mission, without my only option for "difficult" meaning I have to fight off other players.



On the "whining" topic, things like your example are exactly the kind of thing I mean. 3 players against 1 should always have an expectation of being *ABLE* to win. Shouldn't be a guarantee, particularly against a Jedi, but it's absurd to suggest they shouldn't have a chance if they use superior tactics and such.

My suggestion in this regard would be to get the new Smuggler content system into the game as PvE only at first, get everything working properly, make sure mission rewards are working and any NPCs are spawning correctly and so forth and make sure the community is fairly happy with the way it works. Then, and only then, should they take a look and work out where PvP options would best fit. That way we'll have an idea of whether the PvP mission difficulty vs reward is matching up with the mission difficulty and reward from the PvE side and request adjustments accordingly.

(One idea right off the bat is that after X number of screwups, your employer would say in the next missions spiel, "If you screw this up, Bounty Hunter John Smith has been authorised to terminate your contract. Permanently." With the Bounty Hunter being chosen from a pool of players who have "registered" themselves as being available to your employer. This could even open up some more "content" for BHs - tie registration to performing some NPC "naughty smuggler" hits before they can take on "naughty smuggler" players for the Smuggler contact.)

Message Edited by Mythor on 05-25-2005 03:47 AM

HOTDOG
Tue May 24, 2005 9:11 am
#80

I see. And agree. We should have a PvE thing first.


What I worry about is not being afraid of the PvE BH. They HAVE to be a challenge and if Wes sells them on the multilevel/multiBH attack angle I mentioned ealier (By the way THANKS Wes, for doing that) then there is hope.


As It stands now- I would wait for the BH to come after me jus' so's I can kill'em. I was jackin' nightsisters last night with absolutely NO problem. Even when I was a swordsman back in the day, a Night Sister would eat your breakfast if you weren't careful.


Last night I ganked 3 in a row. Rooting and Shooting. No Problem. All of them Level 81. Even got a nice crystal outta it.


HOWEVER- right after that some flying beasties ganged up on my mount (which was my getaway) then jumped me. I rooted all of them with my LBC and continued to fire on them butI kept aggroing more and more ofthem (the way AoE works now you can hit a bunch a targets but only for 0pts.- which only succeeds in pissing them off and you windup dead). Istarted to run- butI was in the mountains and they could fly.

ISHOULD have used burst run and got out of there but instead I made the Jedi decision to eat some food/spice and stay and fight.


I cloned about 2 minutes later.


NPC BHs will most likely be ranged but DEFINITELY need to be able to hand my ass to me- if they come in packs it would make it much more dangerous/engaging but most of all they need to be unpredictable.






TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
Saarek
Tue May 24, 2005 9:15 am
#81






Mythor wrote:

My suggestion in this regard would be to get the new Smuggler content system into the game as PvE only at first, get everything working properly, make sure mission rewards are working and any NPCs are spawning correctly and so forth and make sure the community is fairly happy with the way it works. Then, and only then, should they take a look and work out where PvP options would best fit. That way we'll have an idea of whether the PvP mission difficulty vs reward is matching up with the mission difficulty and reward from the PvE side and request adjustments accordingly.





I think thats exactly what the Smuggler Experience that's going to hopefully be realeased in the next month or two will do.


I wouldn't expect ANY PvP content for smugglers yet - and maybe not for some time - but the meer addition of a Smuggler term and PvE bountys for screwing the pooch on that term is a GREAT idea.


That way, whether or not a bounty is placed is entirely up to whether or not you can finish the mission within the specified parameters.


Thus paving the way for the addition of SMugglers on the BH terms - provided they screw the pooch on their smuggler mission.


We want it, we can all agree on that (for the most part).




Nuff said.


Now on to getting a sexy female (or male - whaever your preference)"sidekick" *wink*wink* NPC to tag along with us...





------
"The Hawtness is my ally, and a powerful ally it is." RIP SAAREK CARVATHOS :: AUG 4, 2005
------
S A A R E K "SIR WANKSALOT" C A R V A T H O S _Starsider. && _Corbantis.
M A S T E R S C O U N D R E L I AM JACK'S IGNORED PROFESSION
C O A L I T I O N O F T H E L O S T S M U G G L E R S .

Mythor
Tue May 24, 2005 9:59 am
#82


HOTDOG wrote:
NPC BHs will most likely be ranged but DEFINITELY need to be able to hand my ass to me- if they come in packs it would make it much more dangerous/engaging but most of all they need to be unpredictable.

Absolutely and precisely my point!

One level 50 NPC is a pushover for a level 80 Smuggler/Elite. Or is if you know what you're doing.
10 of them would get very hairy, would make for a very involved fight, and if they're all firing blasters, it would look very Star Wars-y.

Which is another reason why Stormtrooper regiments could be ONE part of this system. One Level 80 Stormtrooper coming to arrest you could certainly be a bit troublesome, but it doesn't really fit in to how Stormtroopers operated in the Star Wars universe. But a column of 10, even when they're only around level 40, can quickly turn into a nightmare, as well as being a much more sensible prospect.
And it fits perfectly within the universe and the goals of the revamp - we're on the fringe of the law for assorted reasons and that is going to attract the attention of government officials from time to time.

And just to throw a spanner into the works, you might get collared by a Stormtrooper regiment, and then some thugs from your employer could turn up to "persuade" the stormtroopers to let you go.

Variety in this is essential. Running the exact same kind of mission with the exact same results every time is something I'm (fairly) sure everyone can agree would not be a good result.
Mythor
Tue May 24, 2005 10:01 am
#83



Saarek wrote:
I think thats exactly what the Smuggler Experience that's going to hopefully be realeased in the next month or two will do.


I wouldn't get my hopes too high on that front.

Can we have Ewok sidekicks?
Saarek
Tue May 24, 2005 10:03 am
#84

What's everyone's thought on a 1st person type combat system?


I know I like SWG because its exactly not that, although the "twitch-based" system that space is, could certainly be applied to a combat situation.


What do you all think?







------
"The Hawtness is my ally, and a powerful ally it is." RIP SAAREK CARVATHOS :: AUG 4, 2005
------
S A A R E K "SIR WANKSALOT" C A R V A T H O S _Starsider. && _Corbantis.
M A S T E R S C O U N D R E L I AM JACK'S IGNORED PROFESSION
C O A L I T I O N O F T H E L O S T S M U G G L E R S .

Saarek
Tue May 24, 2005 10:36 am
#85

I hear ya - the gameplay was so fast-paced with JK, it was a great 1st/3rd person adventure.


I really like the idea of MODULAR CRAFTING. That goes for everything from Armor to Weapons to Tailoring and even Ships and Structures.


There would be soo many unique items, it would make SWG stand out above ANY OTHER MMORPG.


AND the model requirements wouldnt be that much higher considering that there are core components to items that you would use, and they would just have different colors - like crafting a speeder bike with different color exhausts or swoop harness, or handles, etc... or maybe (just maybe) adding a jet engine to it, or a gurrcat skull for decoration.


Modular crafting like that really needs to be done in a MMORPG - but I just dont see anyone doing it.



Ah yes, if it were a perfect world.







------
"The Hawtness is my ally, and a powerful ally it is." RIP SAAREK CARVATHOS :: AUG 4, 2005
------
S A A R E K "SIR WANKSALOT" C A R V A T H O S _Starsider. && _Corbantis.
M A S T E R S C O U N D R E L I AM JACK'S IGNORED PROFESSION
C O A L I T I O N O F T H E L O S T S M U G G L E R S .

egbertvanloenen
Tue May 24, 2005 12:37 pm
#86






Lokiman_Lonewolf wrote:
As a Master Smuggler I can say I would love to be hunted. As A Bounty Hunter I can say I would rather hunt smuggler than Jedi. Smugglers do not whine like they do and won't take shortcuts to win or escape.






erm... aren't we suspected of doing EVERYTHING to win/escape???


personally, i'd like it VERY much to be hunted. at the moment, im a BH myself for the PvP-action but once i cna be hunted, i'll drop BH and get other skills.


and i agree with a post earlier in this topic: it's not the fight that's exciting, it's the chase. too bad some BH's grief and aren't the honorable-type(yes, i am probably one of the FEW honorable BH's around, no griefing from me, ever)



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