Smuggler Archive
Thread: Revamp Discussion: Contraband & Smuggling Missions
Ternque01 wrote:
You know what, I couldn't agree more. I think the major beef here is that PvE smugglers don't want the "inconvenience" of monitoring thier visibility. I have said many times that playing your character carefully is all that one must do to avoid PvP. Smugglers are all about being careful, but they want nothing to do with it. I think that instead of the punishment of PvP, PvE oriented smugglers should have the punishment of RP'ing a real smuggler by doing whatever is necessary to protect #1.
Show me any post that has suggested such? We have always, and quite loudly I might add, been for strong content and great consequences. What you fail to read, for reasons I can not guess, or grasp, again I am unable to figure out, is that we just do not want to be forced into a PvP style of play. Thats it! We just want to beable to continue playing the game as we have from Day 1 in our style of playing.
We have never suggested once to make smuggler PvE only, to force nothing but PvE content on you... to give you no other choice but NPC BH's. Nor have we tried to make you think you were less of a player simply because you want to have content that allows you to play the game in your own style. Just show the same respect we have shown you back to us
If PvE smuggler don't want the punishment of PvP, they should get the punishment of having to cover their ass. They already get all the PvE content they could possibly ever want from smuggling missions as they are planned. Plenty of PvE thugs, plenty of PvE authorities, plenty of PvE content. Then they are given a cool PvE tool to keep themselves away from PvP. They complain about that.
If our playstyle is respected, then we would have no need of a "tool" so we are not forced into "content" (Although content does not mean PvP mind ya) that goes outside of our playstyle.
I have put valid suggestions on how to fix this problem without putting in cardboard NPC BH's. The arguments continue here because we need word from GreenMarine on what's going to happen given these considerations.
I personally say grow some balls people,if you don't want to PvP, then for the love of dirty underwear use all of that beautiful PvE content that GreenMarine listed to make sure you don't have to PvP.
There goes that wonderful PvP name throwing and belittlement..... surprising that always shows up.
PvE smugglers see having to monitor their visibility as a punishment. You're damn right it's a punishment. As a PvE smuggler you beat up NPC's on smuggler missions for the PvE content they are so screaming for now, reap the great rewards that come with smuggler missions, but where is the drawback? There's is none. NPC's are dumb and easily out-thought. You PvE guys get your PvE content, but you don't want any risk? Your risk is having to clear your name, mine is getting my ass kicked by another player.
So we should now be "punished" for our way of playing the game? So you do admit that your way is better, that you are better simply for playing the game your way? Your dollar is better then my dollar?
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.
Overly complex ideas such as lowering NPC criminal faction status or implementing NPC BH's are clearly side items to this contraband system, which is simple, powerful, and quite honestly f'ing awesome.
This seems like a good compromise. It gives a clear conscious decision to enter into PvP consentually. You have to physicaly take steps, above the normal job of a smuggler profession (that means beyond doing missions, slicing items, and making spice) to gain better reward for an increased chance of higher "risk" (though I still keep the right to deny that risk has to equal pvp).
I think that would/could make the majority of players happy, but I can only speak for me.
HOTDOG wrote:
There is a terminal with two types of missions (like destroy and deliver) except they are visibility and non-visibility.
One mission says:
Deliver Crate (25) ofGlitterstim for Jabba.
Smuggling XP earned 2000
Delivery Reward: 20k
Your cut: 7k
No visibility will be earned upon failure or non-completionof this mission.
The other mission says:
Deliver Crate ofGlitterstim for Jabba.
Smuggling XP earned 2000
Delivery Reward: 35k
Your cut: 12k
Failure or non completion of this mission will result in visibility and possibly a bounty on your person.
And you get to choose which one you want to take- You are NOT being forced to engage in PvP.
I agree, this is a solution. This is not a drastic cut in our ability to level or enjoy the game. I can even agree to the reduced payout because of the less "risk" envolved in PvE Mission.
This is not ganking our XP, it is not limiting our ability to enjoy the profession to the max... it gives us a bit less credits for the job but I could live with that.
HOTDOG wrote:
There is a terminal with two types of missions (like destroy and deliver) except they are visibility and non-visibility.
One mission says:
Deliver Crate (25) ofGlitterstim for Jabba.
Smuggling XP earned 2000
Delivery Reward: 20k
Your cut: 7k
No visibility will be earned upon failure or non-completionof this mission.
The other mission says:
Deliver Crate ofGlitterstim for Jabba.
Smuggling XP earned 2000
Delivery Reward: 35k
Your cut: 12k
Failure or non completion of this mission will result in visibility and possibly a bounty on your person.
And you get to choose which one you want to take- You are NOT being forced to engage in PvP.
I agree, this is a solution. This is not a drastic cut in our ability to level or enjoy the game. I can even agree to the reduced payout because of the less "risk" envolved in PvE Mission.
This is not ganking our XP, it is not limiting our ability to enjoy the profession to the max... it gives us a bit less credits for the job but I could live with that.
How about less phat loot opportunitys? Could you live with that?
Erillion wrote:
1000th post on this topic .. seems smugglers in SWG are very passionate about this topic.
Have fun
Novarider
(Master Smuggler, Naritus)
Either that or they just like to argue.
This is in relation to greenmarines suggestion on adapting the visibility system from jedi to smugglers.Why not adapt the ‘ranking’ system as well?
This could take many forms, the ones I’ve come up with include:
Most feared bounty hunters.
Easily tracked, simply the bounty hunters that have collected the most player bounties.While ranked the bounty hunter will receive a skill box like ranked jedi which gives the bh additional mods ect.. and increases bounty missions payments (you want the best you have to pay for it)
Galaxies most wanted.
The reverse of the most feared bounty hunters, these are the crooks (smugglers or non-smugglers caught with illegal goods) that have taken out or avoided the most number of bounty hunters sent after them.Again, each rank will give special mods (will have to be general concidering the fact that these characters could have almost any skill set) and also will be worth more to bounty hunters if the manage to bring then in. (they are the galaxies most wanted after all)
You could add charcterful things in here, like automatic -5000 faction for all ‘law enforcement’ type factions (corsec, RSF ect..) and +5000 faction for all ‘criminal’ factions (word spreads in the underworld that it’s best not to mess with you).
Commands like /bountyhunter or /mostwanted should list these ranked individuals (what bounty hunter or crook doesn’t want fame/notoriety?)
Other ranking ideas:
Drug lords
These are the smugglers whose spice is detected most often (given the player carrying it visibility)The authorities can trace the spice and it come back to you.(in game terms a record is kept of the illegal goods creator)
Benefits could be bonus to spice creation.
Troublesome slicers
Like drug lords but with sliced weapons/armour.Bonuses to slicing skills.
GCW.
The other obvious ranking system would be the top imperial and rebel pvp’ers.(Hopefully coming with the GCW revamp.)
The majority of the code for these systems should already be in the game thanks to the jedi revamp, applying this to other game systems would give us all something to do if we don’t want to fight in the GCW, and give smugglers incentive to participate in the player bounty system rather than the npc bounty system that has been proposed.
Osrim wrote:
This is in relation to greenmarines suggestion on adapting the visibility system from jedi to smugglers.Why not adapt the ‘ranking’ system as well?
This could take many forms, the ones I’ve come up with include:
Most feared bounty hunters.
Easily tracked, simply the bounty hunters that have collected the most player bounties.While ranked the bounty hunter will receive a skill box like ranked jedi which gives the bh additional mods ect.. and increases bounty missions payments (you want the best you have to pay for it)
Galaxies most wanted.
The reverse of the most feared bounty hunters, these are the crooks (smugglers or non-smugglers caught with illegal goods) that have taken out or avoided the most number of bounty hunters sent after them.Again, each rank will give special mods (will have to be general concidering the fact that these characters could have almost any skill set) and also will be worth more to bounty hunters if the manage to bring then in. (they are the galaxies most wanted after all)
You could add charcterful things in here, like automatic -5000 faction for all ‘law enforcement’ type factions (corsec, RSF ect..) and +5000 faction for all ‘criminal’ factions (word spreads in the underworld that it’s best not to mess with you).
Commands like /bountyhunter or /mostwanted should list these ranked individuals (what bounty hunter or crook doesn’t want fame/notoriety?)
Other ranking ideas:
Drug lords
These are the smugglers whose spice is detected most often (given the player carrying it visibility)The authorities can trace the spice and it come back to you.(in game terms a record is kept of the illegal goods creator)
Benefits could be bonus to spice creation.
Troublesome slicers
Like drug lords but with sliced weapons/armour.Bonuses to slicing skills.
GCW.
The other obvious ranking system would be the top imperial and rebel pvp’ers.(Hopefully coming with the GCW revamp.)
The majority of the code for these systems should already be in the game thanks to the jedi revamp, applying this to other game systems would give us all something to do if we don’t want to fight in the GCW, and give smugglers incentive to participate in the player bounty system rather than the npc bounty system that has been proposed.
I think a Ranking system would be cool, I don't think skillboxes are really necessary. Just knowing that I'm the most wanted Bothan in the galaxy would give me a warm fuzzy feeling...
I'm sure a BH would have a special place in his/her heart for knowing they are the most feared too.
Osrim wrote:
This is in relation to greenmarines suggestion on adapting the visibility system from jedi to smugglers.Why not adapt the ‘ranking’ system as well?
This could take many forms, the ones I’ve come up with include:
Most feared bounty hunters.
Easily tracked, simply the bounty hunters that have collected the most player bounties.While ranked the bounty hunter will receive a skill box like ranked jedi which gives the bh additional mods ect.. and increases bounty missions payments (you want the best you have to pay for it)
Galaxies most wanted.
The reverse of the most feared bounty hunters, these are the crooks (smugglers or non-smugglers caught with illegal goods) that have taken out or avoided the most number of bounty hunters sent after them.Again, each rank will give special mods (will have to be general concidering the fact that these characters could have almost any skill set) and also will be worth more to bounty hunters if the manage to bring then in. (they are the galaxies most wanted after all)
You could add charcterful things in here, like automatic -5000 faction for all ‘law enforcement’ type factions (corsec, RSF ect..) and +5000 faction for all ‘criminal’ factions (word spreads in the underworld that it’s best not to mess with you).
Commands like /bountyhunter or /mostwanted should list these ranked individuals (what bounty hunter or crook doesn’t want fame/notoriety?)
Other ranking ideas:
Drug lords
These are the smugglers whose spice is detected most often (given the player carrying it visibility)The authorities can trace the spice and it come back to you.(in game terms a record is kept of the illegal goods creator)
Benefits could be bonus to spice creation.
Troublesome slicers
Like drug lords but with sliced weapons/armour.Bonuses to slicing skills.
GCW.
The other obvious ranking system would be the top imperial and rebel pvp’ers.(Hopefully coming with the GCW revamp.)
The majority of the code for these systems should already be in the game thanks to the jedi revamp, applying this to other game systems would give us all something to do if we don’t want to fight in the GCW, and give smugglers incentive to participate in the player bounty system rather than the npc bounty system that has been proposed.
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