Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

RellikCro
Sun Jun 20, 2004 9:00 pm
#1015






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?










Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
RellikCro
Sun Jun 20, 2004 9:10 pm
#1016






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.




Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
RellikCro
Sun Jun 20, 2004 9:22 pm
#1017






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.




Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
Rueger_Karde
Sun Jun 20, 2004 11:08 pm
#1018






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?



"People are wondering what will happen to Afghanistan when were finished fighting there. Im sure there are plans to rebuild the country, and a lot of times with rebuilding comes a name change. These are some possible name changes the government has been mulling over: Halfghanistan, Pothole-istan, Jenniferanistan, @ssbackwardstan, Bye-bye-Talibanstan, @ss-Kicked-istan."
— Jay Leno
Darkov
Sun Jun 20, 2004 11:26 pm
#1019

How about larger numbers? They say you need to steal some of the shipment to make the new spices, well, stealing a crate of something from one mission isn't going to make a lot of spice, but stealing enough for a 1000 units of spice? I think the numbers should be higher all round, more stuff to move, more xp, more risk, more money. Think bigger.
TheWok
Sun Jun 20, 2004 11:36 pm
#1020

I'm not sure I much care for the NPC bounty hunter idea. The bounty hunter's job is to hunt down hard merchandise and deliver it to the employer (or, in SWG's case, kill the target). I don't want NPC bounty hunters the same was I don't want NPC smugglers.


That said, I do not think PvP should be required for all people all the time. Here's an old idea I had that I'll throw out for everyone.


Novice Smuggler to Underworld 3 allow for PvE smuggling missions. This is basic stuff. Grab cargo from employer, deliver to recipient, get paid. Maybe even throw in some NPC engagements at the meeting point or something. Allow the slicing skill to help determine whether or not opposition is to be expected, and possibly to misroute any authorities from the dropoff point. In this case, death equals mission failure.


Underworld 4 not only ups the level of mission you can take PvE-wise, but also allows for missions that may result in a bounty being placed on your head. The mission descriptions would say something similar to: "Warning: Failure of this mission may result in a bounty being placed on your head by the employer. Accepting this mission signifies you accept that possibility." Since these missions have a higher degree of risk, higher rewards would be offered. Master Smuggler again increases mission difficulty.


This isn't a case of PvPers vs. PvEers. It's a simple matter of those who (like me) want to take the risk of being hunted by a person in exchange for a higher reward if we are successful. I'm no PvPer, but I'll gladly accept being hunted by a BH if it means we have a meaningful profession in this game.


Granted, this only takes into account smuggler missions. I think GreenMarine's expanded visibility idea would be good, so long as there is decay over time, and possibly a way for smugglers to slice terminals to relieve that visibility (which does exist in GM's current plan). Those who wish to take the chance are rewarded with the ability to use better weapons, at the risk of being hunted, but there is a way to get out of it.


I respect the PvE position greatly. I am a PvE player. I rarely PvP outside of RP events and friendly duels. But it is time for people to realize that spices andsliced weapons and armor are notrights. They arepriveleges for those willing to take the risk of using them.



---------------------------------------------
Trini Rio
Owner/Operator of Rio Freelance Cargo - Tal Kyrte, Lok

we smuggler. we want smuggle. no smuggle. bad. no smuggle. no good.
- The Vampiric Hoshi
The History of SWG Smuggling (looking for a happy ending soon?)
How I would make the GCW more meaningful and fun
KaiburrBossMan
Sun Jun 20, 2004 11:57 pm
#1021

I think the whole thing will be proportional. I sincerely doubt that anyone is gonna end up on the bounty terminals that truly wishes to avoid it. The people that will end up there are the rather inept or overly greedy smugglers, or those that wan't the thrill of the chase and will likely have the combat abilities to back it up. For instance, if I slice a bounty term for the express purpose of removing someone else from it, then I have knowingly made myself a target. Screwing with an existing pvp system in the form of BH vs. Jedi had darn well better put me at risk of ending up right next to the jedi on the list of availible marks. This makes logical sense, and like I said, more risk equals more reward. And you can bet for a risk that high, they pay me in advance, and they pay me well.


As for the issue of lvling smuggler without risk of PvP though, I agree wholeheartedly with those who want to keep that particular process outside the realm of PvP. No other profession has the risk of PvP simply by lvling except the jedi. BH (profession with built in PvP) does not require you to kill a single player to advance in the investigation tree, but the reward for risking attacking a jedi is MUCH higher than the standard PvE targets that make up the bulk of lvling investigation. I would imagine that GM would implement something comparable (risk-wise) that would allow a smuggler to advance MUCH faster with smuggling xp by performing acts more likely to put them on the BH terms.


As for the arguments that you should never have to open yourself to PvP to get the most out of the profession, I give you Bounty Hunters, and the new Force Ranking System for the accursed jedi.


I don't think that GM would leave us completely defenseless in the event of a BH attack either. We will likely have abilities that are specifically designed for getting out of a fight, but not likely win one if those are the only abilites you have to fall back on. And those same abilites would be only marginally useful in an offensive capacity by themselves. Thats the trick about it though, how do you boost the chances of successfully evading engagement, without using those same techniques in an exploited manner on the offense? I was as irked by every smuggler around with the most recent panicshot nerf, but reflecting back, I used it while grouped for PvP, hitting them with the delay while my teammates pounded them to hamburger. While this made a smuggler a very valuable member of a PvP team, it was hardly overpowered for most PvE out there. This was just an example as to how moves made for defense can quickly be turned into an offensive nightmare, and this is where GM will run into a lot of balance problems I think.



Wow, I think thats my longest rant yet. sorry guys and gals



Herpes is the Path to the Darkside


Forj Highwind

Smuggler/Hotpants Avenger
SBRD0C
Mon Jun 21, 2004 4:10 am
#1022






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.





Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP

Osrim
Mon Jun 21, 2004 5:38 am
#1023


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.



majorslappy
Mon Jun 21, 2004 5:45 am
#1024

Ternque01,


Please look at my three posts again and realize the I DID offer content that brings a solution to this PvP vs PvE argument. We have had a solution from the beginning. Underworld. Bribes, payoffs, payola, whatever you want to call it. Please read the person's posts before you flame them. I offered content solution. I did not just complain.



--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
majorslappy
Mon Jun 21, 2004 5:46 am
#1025

Hotdog,


This has to go both ways to be fair. Perhaps, it could be limited to smugglers being able to place BHs on the terminals only if the BH had a mission on the smuggler?



--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
SBRD0C
Mon Jun 21, 2004 6:16 am
#1026






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.





Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP

KodaVeers
Mon Jun 21, 2004 7:44 am
#1027






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.








Hey look, its a idea on the post..QUICK EVERYONE LOOK AND SEE what this post should be..solutions and ideas...


Nice post and idea..





"We are the people that can find whatever you may need, If you got the money honey, we got your disease" GNR

To those of you who feel ripped off by NGE, here you go. "You bought an apple, you ate that apple, you enjoyed that apple. Now you've been given a lemon. Eat it, chuck it, squeeze it over a pancake. The choice is yours." As explained by "Coldreboot"


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