Smuggler Archive
Thread: Revamp Discussion: Contraband & Smuggling Missions
How about we move the PvE vs. PvP discussion to another thread? This one has quite enough of that for GM and everyone else to get an idea of the opinions of both sides. Let's keep the rest of this thread for suggestions and comments so we can help GM's efforts rather than hinder them with more debate posts to weed through.
Currently, you run the risk of getting scanned in Kadaara, Kor Vella, and Mos Espa, and by wandering groups of stormtroopers out in the wilderness. It isn't all that difficult to avoid getting scanned at all. You just have to avoid those cities. Getting to locations that are near those cities may add a few minutes travel by bike or by a shuttle from another city to a player city. But overall, right now, you can easily avoid scans.
From GreenMarine's initial post:
>>Contraband scan frequency will be somewhat increased. Scan bottlenecks will be introduced >>at various locations in major cities, such as starport entries and medical centers.
So we may see some more scans and in a few more places. No where was it mentioned getting scanned at every single starport in the game. Want to go hunting on Dathomir without worrying about a scan? Go to Dath from Tyrena or Doaba Guerfel instead of Coronet. Unlikely to be scans at other Corellian cities, and definitely not on Dathomir. After all, the only "major cities" I think of are Theed, Coronet, and perhaps Bestine. I avoid Coronet as much as possible now, simply because of the lag.
I can hear the objection that Coronet is about the only place to find buffs unless you know a doc, and that's true. But if Coronet becomes a city that gets scanned, perhaps players will start using other cities to avoid the scans, and some docs will end up there as well. Getting people out of Coronet and Theed and into other cities (currently ghost towns) would be a good thing.
Another issue I've seen issues with is the possibility of forced PVP, which most will agree is not good. Again, from GreenMarine's post:
>>The game's "visibility" system will be expanded. Any player can now accumulate small >>amounts of visibility for a contraband infraction. The amount of visibility will be >>dependent on the severity of the infraction.
Please note he said "small" amounts of visibility. It's not going to be that you get caught once with a sliced weapon and you'll show up on the BH terminals. I would guess that you'd have to get scanned and caught ALOT before your visibility gets high enough to get a bounty placed on your head. Since you can avoid getting scanned most times, you are not always going to get scanned even when travelling to a city with stormtroopers, and even if you do get scanned, you are not necessarily going to get caught, I'd say most players will go a very very long time without ever getting tracked by a bounty hunter, even if they always have their sliced armor, weapons, and spices with them.
Will these proposed changes cause some people to modify how they play? Yes, it will, a bit. But I doubt it will be a major change. Perhaps they avoid certain cities where scans are prevelant, or find a smuggler to group with when they have to go to those cities. But people will not stop getting their armor and weapons sliced and will not stop using spices because of this revamp any more than they did when the contraband system was first introduced.
With regards to BabyRancor's post:
Items will now have a range of legality. The following legal ranges will be implemented.
Currently scans are the province of the Empire - stormtroopers conduct scans. If this remains the same how do neutrals fit into this scheme? They cannot (and should not) be attacked. I suppose the scan teams could be CorSec or other non-Imperial forces enforcing the Emperor's decrees.
Must it always be attacks? What about a bribe option based on the level of the offense.
If this is to work - the current immunity of items in droid storage compartments needs to be removed too. With those compartments everyone is functionally a smuggler with a perfect chance of avoiding a scan.
DRWolfe wrote: How about we move the PvE vs. PvP discussion to another thread? This one has quite enough of that for GM and everyone else to get an idea of the opinions of both sides. Let's keep the rest of this thread for suggestions and comments so we can help GM's efforts rather than hinder them with more debate posts to weed through.
Such a thread does exist here is the link:
PvE/PvP thread
Ternque01 wrote:
If you choose to break the law, you are a criminal. It's that simple. To be sure the real issue here is not what is the law from who's perspective. That is not in the equation however interesting you make your post. At this point in time in the Star Wars universe any power that exists be it Imperial, Rebel, or local law enforcement views these items as contraband. No matter which of these three powers you claim allegiance to, the other two will declare your actions illegal and will do what is in their power to reprimand you. This is regardless as if your party views your actions like a hero.
....
Who's law? The law of a fascist dictator who delights in the torturing of others? His laws do not apply to me, I don't recognize them as laws, nor do I have anything to do with them. If I play poker in a public area where I am now, I am considered a criminal in other places of the world. Think on that for a bit.
If a US trooper kills a fellow who he suspects to be a terrorist, who is the criminal? That guy is still dead and depending on whose rules you follow that trooper is either a criminal or a hero. You are operating from only one perspective.
Robin Hood was called a criminal, but perceived as a hero for those he helped.
Almost anything you do can be breaking a law somewhere else. We don't however believe that we are criminals though their law says differently. Smuggling is not just about spice and weapons. It is also about food, clothing and raw materials. Every item that is destined for one faction or another is subject to the searching and confiscation of the opposing side, regardless of it's use. You are aiding the enemy by trying to get items through to them.
So no, I am notnecessarily a criminal when I smuggle something.
I was not, but you did say that the BH community in reference to the whole of it, would be upset by the idea of NPC bounty hunters. I disagreed.
Ternque01 wrote:
First of all, I completely understand that many PvE'ers want absolutely zilch to do with PvP. I was not addressing the issue that you are describing to any degree at all. If you go back up and read my post. I reprimanded the guy I quoted for hastily generalizing that all pvp'ers are not roleplayers. I see you say the same thing yourself. This is a stereotype, and I don't appreciate it being put upon me. No thank you.
Perhaps you'll read my many posts which do desparately attemp to find solutions for PvE'ers while at the same time maintaining the "bite" of this contraband system. I have shown alot of respect for them, as I've done nothing in the past few days but think of ways to fix their problem. Don't assume otherwise.
To be sure I'm not really sure what you are refering to in your post above. Please note my many recent posts to institute smuggler missions that are of lower risk and make it easy for a PvE smuggler to remain off the terminals. Same smuggler xp, lower visibility risk. Whew! I hope you weren't incinuating that I have no respect for the PvE'er. I have respect for the law (that I will break), nothing more nothing less.
Nura wrote:
question for the PvE side: what can we change to make u happy beside removing PvP? paying fees? paying smuggs to change someones visibility? paying NPCs to change it? implement non scanable backpacks? making SQL, Smuggs and rangers abe to hide contrband stuff for teh whole team?
My main problem is that the plan assumes that people will continue using spices and slices to give the smugglers something to smuggle. This results in either: (1) people continuing use spices and slices and being forced to PvP, or (2) people stopping using slices and spices to avoid the PvP. Smugglers only market for spices and sliced items would be the VERY SMALL group of individuals who (1) want to constantly pvp; (2) don't care about wasting time searching for a smuggler to escort them around; (3) don't care about the inconvience of ALWAYS having a smuggler present whenever they want to use spices or sliced equipment. So, not only would it ruin the spice.slice market, but it would also provide nothing to smuggle after the market is ruined.
The solution I proposed earier (that everyone ignored) is to pick a different item for smugglers to smuggle: Factory Crates. Smugglers are supposed to be moving goods for people...they are not individuals armor/gun caddies. I will repeat theidea for your consideration:
As I have said (and repeat only briefly here) there are 2 major problems with this smuggling system as proposed:
(1) No PC Smuggling -[Paraphrase: If people are discouraged from using spices and slices, no market for smuggling is created]
(2) It is just not right - The plan reduces smugglers to gun/armor caddies (yes as in golf caddies). Smugglers aren't smugging goods like they are supposed to be, they are carrying peoples guns and armor through customs for them. That is absolutely, positively stupid.
Ok so here is a brainstorm I had today. As I have often said, the contraband items under this system that are "highly illegal" need to be items that you will occassionally need to transport (NOT EVERY NIGHT LIKE GUNS AND ARMOR). The market for spices and slices needs to be preserved, AT THE SAME TIME as creating the need to hire a smuggler every once in a while (AGAIN NOT EVERY NIGHT) to help you. If all of the 33 other classes (comprising 95% of players) occassionally need a smuggler to help them, that would create more than enough of a market for the 5% of players that are smugglers.
What about this solution: Factory Crates. Make all factory crates contraband.
Now before you go crazy, hear me out on this.
Currently, all players have the ability to move mass quanties of goods in factory crates from planet to planet, without any interference from the empire, by putting factory crates in their backpacks/inventories. That is a job that should be left to smugglers.
There are only 3 times that players need factory crates: (1) storing goods in their houses or backpacks, (2) artisans moving goods to put on vendors, or (3) players moving goods they have already bought in bulk.
If you make factory crates contraband, it would have the following effects:
(1) Artisans - Artisans often have vendors on several planets, and often need to move mass quantities of goods between planets to stock those vendors. The only way to do this is in factory crates. If the crates are contraband, they will have to hire a smuggler a couple of times a week/month (whenever they restock vendors) to accompany them and assure them a safe passage.
(2) Consumers - Consumers of goods often buy then in bulk factory crates. Whenever that person bought a crate of something, they would have to hire a smuggler to help them get it to their house/bank (where they can remove a couple of items and go on their way). This would mean that all consumers of goods would probably need a smuggler a couple of times a month (every time they buy a factory crate of something).
This would also solve the problem of people running around with unlimited quantities of items in factory crates....the benefit of moving mass quantities of goods between planets should be a SMUGGLER ONLY skill, so ONLY smugglers can move around safely with factory crates.
The net result is that players often need smugglers (not every night, but often enough for there to be a market) to assure them safe passage from planet to planet (and elsewhere) when they are engaged in commerce. THAT is smugglers are supposed to be doing. This accomplishes PC smuggling activities without ruining the spice/slice market.
From a roleplay standpoint, it would work like this: The empire DOES NOT want people trading mass quantities of goods without their permission. To be able to trade goods, you have to have the blessing of the empire. So just like now...super high-ranking imperial players can go through the checkpoints with factory crates (maybe with a decent sized fine). Those imperial players essentially have the blessing of the empire to be engaged in commerce.
For everyone else, they CANNOT move crates of goods though starports without dying (they get attacked) unless they engage the services of a smuggler. They have to hire a smuggler to help them move the goods.
What do you think of that?
do i get u rigth that u dont want to involve any PvP into the may upcoming smuggler system?
so instead of real players u want some NPC BHs killign you?
i hope not cause you would completly fail your task as corrospondend. many people want this PvP stuff.
we need to find a compromise and not a overall change.
Nura wrote:
@caylin
do i get u rigth that u dont want to involve any PvP into the may upcoming smuggler system?
so instead of real players u want some NPC BHs killign you?
i hope not cause you would completly fail your task as corrospondend. many people want this PvP stuff.
we need to find a compromise and not a overall change.
Caylin is doing precisely what his job as correspondant requires of him: Representing the views of all of us.
He has not argued that PvP be totally taken out, he knows most of us want it, currently he is trying to represent those smugglers that don't want to be 'forced' into PvP. But trust me, I've seen him relay Ideas that he has personally hated because elements in the community supported them. When it comes to it, he will suggest to the devs whatever seems most important to us as he has always done.