Smuggler Archive
Thread: Revamp Discussion: Contraband & Smuggling Missions
Ternque01 wrote:
Okay, so it looks like we can successfully implement GM's idea. Make smuggler missions so that the only way to gain visibility is to skim your delivery. Failed/caught missions result in no increased visbility.
For those PvE'ers that would like to claim that they are lacking content with a system like this, please note that you will only have to participate in 100% PvE content. Choosing not to PvP should come with lesser rewards, and I feel the system that I described above is absolutely perfect mirroring that.
You can still goof up 100% of the time and never even have to worry about ending up in a comprimising PvP situation. For the more greedy smuggler, they can skim off the top and pay the consequences.
Either way, those who want a rich PvE system already have it. You can run missions and avoid being intercepted or caught with said contraband.
What about illegal cargo flags on missions, above Quasi-Legal has a visibility increase. All cargo in these missions is supposedly 'Highly Illegal.'
Even banned has a visibility increase and that is where they are putting sliced items so players who are not smugglers will also get on terminals.
The only option from there is to place all smuggler items on Quasi-legal status for the most part, but then we have the problem of the imperial immunity still in existence with this plan.
Smuggler_Caylin wrote:
Ternque01 wrote:
Okay, so it looks like we can successfully implement GM's idea. Make smuggler missions so that the only way to gain visibility is to skim your delivery. Failed/caught missions result in no increased visbility.
For those PvE'ers that would like to claim that they are lacking content with a system like this, please note that you will only have to participate in 100% PvE content. Choosing not to PvP should come with lesser rewards, and I feel the system that I described above is absolutely perfect mirroring that.
You can still goof up 100% of the time and never even have to worry about ending up in a comprimising PvP situation. For the more greedy smuggler, they can skim off the top and pay the consequences.
Either way, those who want a rich PvE system already have it. You can run missions and avoid being intercepted or caught with said contraband.
What about illegal cargo flags on missions, above Quasi-Legal has a visibility increase. All cargo in these missions is supposedly 'Highly Illegal.'
Even banned has a visibility increase and that is where they are putting sliced items so players who are not smugglers will also get on terminals.
The only option from there is to place all smuggler items on Quasi-legal status for the most part, but then we have the problem of the imperial immunity still in existence with this plan.
So, in short, all pvp consequences are removed from themissions.
Carrying shipments of illegal weapons will not result in visiblity increase nor truckloads of spice. Yet the cops try to 'bust' us.
Yet being caught carrying your personal sliced weapons/armor or taking part of the shipmentresults in you getting on a terminal.
For a system you were arguing for so vehemently, you just stripped out just about everything that I thought you were arguing for...
/emote starts chuckling then just collapses into hopeless fits of laughter.
It works easily but I personally feel it's a great deal of change, not a small change, from what GM has outlined. Not saying thats a bad thing. Like I said, it seems you just tossed aside everything you were previously so supportive of. I find it pretty funny.
Ternque01 wrote:
What we need to do is contact GM and tell him we need a way for smugglers to progress without the danger of PvP. It's that simple. I'll PM him now.
Just FYI, he hasn't returned my PM from 2 days ago when it first looked like a few things put us in a quagmire. Basically, I just asked him to come in and speak on a the "possibility/probability" of a few of our proposals. No word yet.
Posted that concern (GreenMarine's input)in an appeal to you also Caylin without a reply in return.
Just for the record, I'm comfortable with letting you do the sole PM's regarding GreenMarine, in this instance. I trust you enough as far as that goes. Is that how you want it?
Respect
Smug-Druggler wrote:
Ternque01 wrote:
What we need to do is contact GM and tell him we need a way for smugglers to progress without the danger of PvP. It's that simple. I'll PM him now.
Just FYI, he hasn't returned my PM from 2 days ago when it first looked like a few things put us in a quagmire. Basically, I just asked him to come in and speak on a the "possibility/probability" of a few of our proposals. No word yet.
Posted that concern (GreenMarine's input)in an appeal to you also Caylin without a reply in return.
Just for the record, I'm comfortable with letting you do the sole PM's regarding GreenMarine, in this instance. I trust you enough as far as that goes. Is that how you want it?
Respect
Well I know I have no clout with GM that I know of, so he (ternque)can knock himself out.GM probably has thousands of PM's and unless he knows who to look for specifically, it will be a while before he ever gets to it. I don't know if it will do much good, but it never hurts I guess. I prefer to bribe and seduce their email addresses from them. Tends to get more results... I've yet to get GM's though ![]()
He said he was going to go through all of this and get back to us, I trust him on that.
I have all my PM's, I haven't been following them too closely though lately as I still consider myself on 'break'. I'm having fun for now.
Message Edited by Smuggler_Caylin on 06-20-2004 05:31 PM
Message Edited by Ternque01 on 06-20-2004 07:42 PM
Lol I didn't say that it would be hard to code.
I've in fact proposed that to the developers months ago as an option.
Yours strips out most of the stuff GM had for us with concerns to visibilty, mine keeps most of it intact, but he has to have copied the missions three times and switch around the words 'Rebel' and 'Imperial' to some other third party.
Neither are terribly complex.
Smuggler_Caylin wrote:
Lol I didn't say that it would be hard to code.
I've in fact proposed that to the developers months ago as an option.
Yours strips out most of the stuff GM had for us with concerns to visibilty, mine keeps most of it intact, but he has to have copied the missions three times and switch around the words 'Rebel' and 'Imperial' to some other third party.
Neither are terribly complex.
My idea doesn't strip the visibity meter out of anything. For those smuggler not wishing to tamper with their shipment, they can gain no visibility. For those smugglers who do with to tamper with it to get that little bit of extra reward, they will have risk of gaining visibility. The visibility structure remains intact and ungutted. For the smugglers who choose to play their cards straight, no risk of visibility is to be accepted, but the rewards are less.
I didn't really mention stripping anything out of GM's ideas.
Message Edited by HOTDOG on 06-20-2004 06:26 PM