Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

JohnnyBravoRPD
Wed Jun 16, 2004 2:51 pm
#92

Don't know if I'm first or not, but: WELCOME BACK CAYLIN !!!



________________________________________________________

Tazix Dustrider - Smuggler? - I give up already !!!
Nerj
Wed Jun 16, 2004 3:02 pm
#93






Smuggler_Caylin wrote:



Contraband


Concept


The game’s contraband system will be changed to include a greater number of illegal items, a range of legality levels, and increased penalties for being found with illegal items.


Legal Ranges & Punishment


Items will now have a range of legality. The following legal ranges will be implemented.




      Quasi-legal. A player caught with quasi-legal goods will be attacked.


      Banned. A player caught with banned goods will be attacked. The player’s visibility will increase slightly for each violation.


      Highly Illegal. A player caught with highly illegal goods will be attacked, the goods confiscated (if the attacked player is defeated), and the player’s visibility will increase. Highly illegal objects cannot be transported via the standard travel system by anyone other than a smuggler. The player must use the new smuggler travel system in order to move highly illegal goods. (This new system will be discussed later.)


      This highly Illegal part sounds *awesome* Now, what happens when an item is confiscated? Is there a chance to get it back? Is feign death going to have an effect on whether or not they take the item? I'm excited about this.


Illegal objects will display their legality in the examine properties list.


Great


A faction aligned player who is caught with contraband will lose a percentage of faction appropriate to the degree of the crime.


Sounds Great.


Imperial aligned players will now only be immune to scans regarding quasi-legal goods if they have the rank of corporal or better.


Imperial immunity to scans is a big sore-spot. I don't know if I care for them to be immune even here as that still insures 100% success without picking up smuggler. A high chance at success I don't mind on just quasi-legal items, but I do not believe there should be immunity in any way, for any player. Hopefully droid storage immunity will also be addressed?


I Think that immuinty for both Quasi-legal and Banned should be immune, ONLY if the player is overt. In addition, you would need a hioher to be immune from scans. On the other hand, if covert there should be a % based on being scaned starting at 0% up to 40%. Stacking with Master Smuggler of 50%, would mean that 1 out of 10 times you COULD be scaned


Aggree that being scaned could force you overt.


Old sliced weapons and armor will be converted to have the legality level of "banned."


Cool


Only if players are given a chance to have the slice removed. Players should NOT be punished for things that happened before the revamp.


Scan Frequency


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.


Great! Though I will continue to dream of being hauled in for an 'extensive search' when I board a shuttle.


Random times and locationsbased on player density. This will force players to travel to player cities and different planets, instead of being all in Coronet or Theed. Will also help entertainers spread out.


Contraband Visibility


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.


Isn't this too close to pvp without consent? Carrying an illegal item and being punished by an NPC is one thing, getting hunted down by a bounty hunter in a PVP situation is another.


Players using contraband after the revamp will know that they could wind up being hunted, avoiding illegal items to avoid being hunted then.


Smugglers may attempt to find out or reduce the visibility of any player by slicing a bounty hunter terminal. Failure to successfully slice the terminal will result in the smuggler being immediately added to the terminal. Clamps cannot be used in this form of slicing. (This will be a new type of slicing, not wire cutting.) More information on this is available in the slicing section.


This I honestly don't care for. The mental imagery of bounty hunters hiring smugglers to get themselves on terminals for easy investigation xp is not something I care to see. It's bad enough with Jedi farming themselves out I don't want to see smugglers going down the same road. This is why I've always supported the Counterfeit ID idea, as it does not rely on the smuggler, but the usage of the item by the jedi in order to gradually decrease their visibility while raising the risk of the smuggler who made it.


Two ways to handle this, First a Bounty Hunter can only kill his mark once per server reset. Taking the mission again will give no payout and will REDUCE the XP gained, same if mission failed; Bounty Hunter DBed or Mission aborted (NOTE: This is only for retaking the mission). Second, the smuggler will lose lose the ability to even try to slice into Bounty Hunter Terms. Smuggler Visabilty should be reduced if DBed and if the Smuggler kills the Bounty Hunter. The amount of visabilty is reduced by twice the amount.


Smuggling Missions


Concept


Various criminal organizations throughout the galaxy have found financial success in moving illegal substances and goods from one place to another. The vehicles of these transfers are the smugglers, men and women who store their morality along side coffers full of questionable goods. The smugglers are brave and often brash individuals who risk their lives for monetary gain on a daily basis.


The smuggler revamp will introduce new missions to simulate the smuggling underworld.


Are we going to make all smugglers strictly criminals? Or are we going to allow them to have a 'cause'? For example, I smuggle materials for the Alliance as I believe in their cause. I never lay aside my morality in an RP sense. The idea of having to surrender my GCW faction to actually become a real smuggler is not an appealing thought.


Smuggler by there very nature are circumventing the LAW of the Land, that makes them criminals. Just because you have ideals doesn't place you above the LAW


Basic System


Smuggling Missions are received from various underworld bosses, called ‘suppliers’. Jabba, Lady Valarian, and other key criminal characters, as well as new characters, will offer smuggling missions. Smuggling missions are only offered to smuggler characters. The difficulty of the mission will scale to the average tier level of the smuggler’s skills.


At its core, a smuggling mission is similar to a delivery mission. The player is given a crate of illegal goods to move to another contact. The player must then return the payment for the goods to the source of the mission.


Ex: Jabba gives the player a crate of 50 narcostims to deliver to a cantina in Mos Eisley. After the player delivers the narcostims, she receives a payment of 12,000 credits. The player then returns to Jabba and delivers 8,000 credits, pocketing 4,000 as payment for the job.


There are no skill boxes specific to smuggling missions, but the smuggler’s skills in scan avoidance and slicing will come into play.


So how does a smuggler figure out how difficult these missions will be? Will a novice smuggler be able to take the same missions as a Master? I'm not quite comfortable with that.


Skillset similliar to BH investigation line and should be just as hard, this would be OUR Underworld line.


Cargo Legality


Smuggling mission cargo is highly illegal. Any non-smuggler caught carrying a crate of any item to be delivered from a smuggling mission will be attacked and have the cargo confiscated.


Due to the illegality of the cargo, the authorities may occasionally hear about a particular supplier’s intent to move goods. Smugglers on a smuggler mission may encounter attacks from planetary or Imperial authorities, depending on the difficulty of the mission. Killing these enemies is not necessary to complete the mission.


Sweet!


The target for a smuggling mission will only wait so long to receive the delivery. If the player does not deliver the goods within a reasonable amount of time (dependent on mission difficulty), the mission will be lost and the player will receive some visibility.


This makes me wonder about the possibility of making our missions give out an XP type required for progression. If that happens, you are again having PVP without direct consent by the player, in order to progress up the skill tree. Interlocking XP progression with PvP is not a great idea for those smugglers who chose neutral for a reason.


Again I can see this being similliar to Bounty Hunter, however the downside would be deliveries to NPCs that are Underground or in Walls like some MARKS are. This would give us Visability through no fault of our own.


Withholding Cargo


The player may choose to withhold part of the delivery. In the above example, the player may choose to only deliver 30 of the narcostims to the contact in Mos Eisley. If the player chooses to withhold cargo, s/he will only be paid a portion of the actual delivery fee. The amount of the payment will be directly proportional to the amount delivered.


In order to split a container of mission supplies, the smuggler must successfully slice the container’s locking mechanism.


Great to hear about this, I've been pointing to this for a long time, in order to increase the novice container availability. Thank you for listening!


The player may also choose to withhold part of the money to be paid to the supplier. For example, the player might deliver all 50 narcostims, but only pay Jabba 6,000 credits.


Withholding cargo or pay will result in the smuggler earning a small bit of visibility. Thus, a smuggler who chooses to defy the crime lords who supply her with jobs faces the possibility of execution at the hands of a hired Bounty Hunter.


The more difficult the smuggling mission, the greater the visibility gained for cheating.


Sounds great.


How about delivery of these items to opposing faction member as well, Valerian goods to Jabaa for example? Perhaps you might make money double-crossing a crime lord . On the other hand perhaps we won't get paid enough as well ( in your example, we get 15000 credits for the delivery or or maybe 7500 credits) persuasion should help here.


Cargo Contents


Smuggling mission cargo often contains items that are components for smuggler crafting. Narcostims, for example, might be a component used in the creation of the spice, Glitterstim. Thus, a smuggler will need to occasionally withhold some of the cargo from a mission if they wish to enter the spice business.


In the interests of the player economy and current game balance, spices will remain craftable. Now, however, smugglers will "assemble" various components into spice packages, instead of chemically brewing them. Experimentation will be added...more details later in the spices discussion.


I'm very interested in this.


Optionable components should also be added to increase dependence on other crafting professions. and vice-a-versa too. Narcostims with Stim-Es to make Damge stims to heal mind or Narcostimms with wound packs to make BF spice. Chef foods and BE componets could be added to with various effects( reduced downtime, longer durations, or stronger effects)


Smuggling cargo may also include crates of low or mid level spices. The player may choose to withhold these spices and resell them to other players if they wish.


Alrighty.


Space Integration


There will be elements of smuggler missions involving space zones & space gameplay, but I can't discuss many space details. The player may have to pick up or deliver goods in space. Players without JTL will not be required to go to space. This is an "after space ships" feature.


Okey-dokey













Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Ternque01
Wed Jun 16, 2004 3:04 pm
#94






JTGAlpha wrote:

Wow. I mean...WOW. Holy Shnikes! This is like...EVERY idea we ever submitted. Awesome! Go Greenmarine, and GO SMUGGLERS! Everyone gets applause!


Now, before I go wrecking this, I wanna say, GreenMarine that I would take this entire system RIGHT NOW, it's that good. But there's always room for improvement.


I LOVE the idea of us getting people off of the Bounty Hunting terminals. But I agree with Caylin. It just has to be done in such a way that we aren't leveling bounty hunters with it and vice versa. Other than that, I LOVE IT LOVE IT LOVE IT.


Contraband...thank you JEEBUS! Finally. Sorry, Caylin, I can live with Corporals and up getting a buy on quasi-legal items. But, perhaps we'd ALL be more comfortable with this once we have a better idea of what exactly is on what list. GM, is the "contraband" list going to be expanded beyond slices and spices, and, roughly, what other sorts of things are going to be on which list? Or is that part of the debate?


As for the non-consensual PvP....I agree with Ryutek. If you don't want the cops to throw the cuffs on you after slamming you on the concrete, don't carry a bag of coke and an illegal firearm. The community may hem and haw over this, but I think this is a GREAT change thematically for the game in general. PLEASE stick to your guns about this, PLEASE!


Wow, I'm so giddy about this I can hardly complain! This is the coolest post EVER.






Wow! No joke! Okay, if anyone wants to know exactly how I feel about this issue... THAT IS IT!!!! I feel exactly the same as JTGAlpha on this one

Now that I know "hard law" is a possibility, I will shoot for that till... well i don't know what Wow it's friggen cool



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Nerj
Wed Jun 16, 2004 3:07 pm
#95






mjPboy wrote:

after this marked difference between teh promised jedi revamp and the product, expect 50% of this to be in and 10% to be implemented up to your expectations


oh and you have to buy JTL...gimme a break SOE.


This game wasnt released ready..all these revamps should have been part of the game already.







Sorry but GREEN MARINE is NOT working the JEDI REVAMP, which should have been put on hold anyway. He HAS worked player cities and vehicles and is working JTL and the SMUGGLER REVAMP.


Now you know why the JEDI REVAMP is NOT as good as it could have been.




Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

JTGAlpha
Wed Jun 16, 2004 3:09 pm
#96

And he DID say that you did NOT have to buy JtL to get this material. Just that it's coming out post space.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

Geevo
Wed Jun 16, 2004 3:24 pm
#97






GreenMarine wrote:

I have to go work on other things now, but I'll continue to monitor the discussion.






Thank you ... this post means as much to me as the others.



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Geevo
Wed Jun 16, 2004 3:33 pm
#98

The idea of 'all old sliced items becoming contraband' ...


If it is possible, I think that a player that logs in after revamp (first log) should get the opportunity to 'revert' their weapon (or armor)back to pre-slice conditions ... with the condition that those items are not able to be sliced again.


If they choose to revert (one chance only) ... then it is not contraband, and no longer has the increased stats from the slice.


BUT NOT ABLE TO BE SLICED AGAIN ... EVER!!



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Ryutek
Wed Jun 16, 2004 3:34 pm
#99






Geevo wrote:

The idea of 'all old sliced items becoming contraband' ...


If it is possible, I think that a player that logs in after revamp (first log) should get the opportunity to 'revert' their weapon (or armor)back to pre-slice conditions ... with the condition that those items are not able to be sliced again.


If they choose to revert (one chance only) ... then it is not contraband, and no longer has the increased stats from the slice.


BUT NOT ABLE TO BE SLICED AGAIN ... EVER!!





Really good idea. I think that would take the issue of "Forced PvP" out altogether...


Then, for new players, have something that shows up when they go through the new player tutorial. This may not cover everyone, but it makes it known...





Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Smuggler_Caylin
Wed Jun 16, 2004 3:44 pm
#100

Ternque,


You know I want hard law as much as the next smuggler, but the REST of the player base may not be as willing.


What we have is a retroactive change that alters all contraband and how it acts in the world. That is great.


This is so much of a fundamental change though that it essentially creates a whole new feel to the game where criminal activities and illegal items are not permitted.


The playerbaseMUSTknow without a doubt that carrying illegal items results in a PvP consequence. If that is not accomplished, I will continue to consider it PvP without consent.


This also applies to how we progress up the smuggler skill tree. I'm not against hard law, I'm pointing out potential problems with things as they currently are, in order to implement it.


I will never wholly agree with a GCW factionreceiving our class defining skill as a faction perk to a larger degree than even a novice smuggler. You are colonels at best right now, and the MP example fits the empire like a glove. You are not Vader or a Grand Moff.


NO ONE should be immune at any point. There should always be a risk involved. You can't say you want hard law on one side of an issue, then give away the ability to avoid those scans in a couple breaths.


I will also call attention to his remark that all 'old' contraband weapons will be put at a certain level of consequence. This immediatly implies that other, more recently sliced weapons, will NOT be at that level.


So how far areyou willingto let the imperial faction take away thatprofession defining ability?


I will continue to argue the point about moral smugglers in a role playing game. With the addition of a third faction, that is criminally oriented, it appears that if I want to take advantage of that I will most likely have to surrender my current faction affiliation.


That, in a word, sucks.


I don't see anything here that would allay that fear at this time.


Do I want to see smugglers help jedi? of course! Look at my post history, but I must admit I am concerned that we interact with a bounty hunter terminal to do this. It just doesn't... for the lack of a better word... jive with me.


It appears we will have a dozen ways to get ourselves on the terminals, but I have yet to see mention of an ability to get us the hell off them.





The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

jseames
Wed Jun 16, 2004 3:57 pm
#101

I also agree with the points of choosing to carry illegal items constitutes consent for the possibility of being tracked down by a bounty hunter. It's not at all different from the fact that very soon, anyone will be able to choose to discover that they're Force sensitive and carry around a lightsaber and manipulate the Force, and have a chance to have a bounty placed on them.


I also completely agree with the fact that we should have the option of not only getting smuggling missions from prominent underworld figures (Jabba, Valerian, Nym, etc.)but also from prominant rebel members as well. After all in the eyes of the Empire, the Alliance is a band of traitors and criminals, and they have been known to employ smugglers and slicers to move information and supplies for them. Perhaps a rebel aligned smuggler would be able to take mission offers from Alliance leadership members such as Leia, Ackbar, Mon Mothma, and the like. Or better yet, let the difficulty of the missions scale based on who offers them. Alliance members who are authorized to perform more general administrative duties (such as the droids or Wedge) would give out lower level missions, whereas the Alliance leaders would give out the higher risk, more potentially rewarding missions. These missions would probably work slightly differently, however, as I can't see the Alliance hiring outindepentant bounty hunters to track down someone who botched a delivery. Perhaps a loss of faction points based on the nature of the failure could be implemented. A rebel smugglersimply failing a delivery due to overwhelming opposition would probably be more understandable in the eyes of the Alliance and only result in a small decrease of faction points, whereas directly keeping some modified weaponry or medical supplies, or selling such cargo or even sensitive information to an Imperial officer for monetary gain would result in a much more significant hit to faction points. This would help to let smugglerswith varying mindsets and senses of moralityfeel more included in what's looking to bea potentially awesome revamp.
Ronus27
Wed Jun 16, 2004 4:00 pm
#102

I've got some ideas on quasi-legal goods:


1) A good part of smuggling in the real world is based on items that aren't necessarily illegal, but they are very heavily taxed. In the U.S. for instance it is illegal to transport a certain amount of cigarettes over the border from one state to another. Some states have huge taxes on cigarettes, and some don't. People drive across the border, buy cigarettes from the cheaper state, and resell them in the more expensive state.


Actually, this leads me to an interesting idea about having a black market bazaar terminal that only smuggler are able to sell goods on, located in the big cities (with starports).


2) I also have an idea about certain animals being declared endangered. As a thought, what if there was a rare animal that had really great resources to be harvested, or even a required resource for certain high level goods. Only Rangers could harvest the resources, and only smugglers could get them past customs.


Just throwing some thoughts out there...



"The dignity of a man lies in his ablility to face reality in all its meaninglessness."
KJFett
Wed Jun 16, 2004 4:04 pm
#103

Wow, those are some great things to look forward to.

My concern..being an Imperial smuggler is that with these changes I will soon by -5K Imperial and -5K Rebel faction after the STs are all scanning me and attacking. I know that there has to be some risk in being a smuggler, but it gets kind of out of balance when all our factions are -5K and every RSF, Mauler, Imperial, Rebel, Meatlump, townsperson aggros us. Seems that the smuggler line should have some way to activley "buy" faction that is lost maybe. I hope some thought is put into make this great profession a balanced one for both sides of the GCW. I would hate to see it get revamped and then only usable by nuetral and Rebel players.



Anika Mon'Sulu
GamerProX
Wed Jun 16, 2004 4:04 pm
#104

Green,


Not only are you making Smuggler one of the MOST cool professions, but your giving Bounty Hunter something we wanted from day one! REAL PC BOUNTIES!!!


Im almost in shock! Every player in the game who deals in Contraband (and alot do) will have a chance to get on the BH Term, that means TONS of Player Bounties, its amazing!!!! Best feature to ever happen to SWG, I cant WAIT till space now!


Pat yourself on the back Green, you nailed two birds with one stone =)



Headed to World of Warcraft


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