Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

Timotheous10
Mon Jun 21, 2004 2:41 pm
#1041

The post of the ideas from greenMarine that started this thread were the first thing that has truly excited me since the game came out. I forsee smuggling in my future even if only 33% of this makes it into the game.


Good work Devil-Dog!



Timotheous - Eclipse
Waste93
Mon Jun 21, 2004 2:44 pm
#1042

Contraband : I would change the Quasi-legal from an attack to a fine. The reason being that we are not talking about illegal items. Just items that are borderline. There is a big difference.


The rest in this section sounds good.


However another suggestion. It isn't only the Imperials that have anti-contraband laws. For that reason allow these scans to be performed not only by ST's but also by the other security forces such as CorSec and those on Naboo. It will more flavor and you could also put in some differences between the various security forces scans. Say CorSec has a greater chance of detecting Spice but is more lenient on sliced weapons.


Smuggling Missions : Most of it looks pretty good. If you find a way to incorporate 'contacts' that would be great. Contacts could be based on the UnderWorld skills.


Also like the idea of withholding payments to the various crime lords. However I would also suggest to make the amount of 'visibility' depend on the amount withheld and whom you are withholding from.


Some small two bit gang leader may make less of a fuss if you short him where Jabba would put a bounty out on 'ya. If you get caught of course.


Another use for the UnderWorld branch would be what crime lords you could work for. As you worked your way up the branch you could have it so you are able to take better paying, and riskier mission, from more famous Crime Lords.


So you would end up doing missions for small gangs and working your way up to Jabba and Valarian.


Some type of 'notoriety' ranking could work here. Each box would give you a bonus to the ranking. Completing missions would give your notoriety. Stiffing payment would result in a loss of notoriety, if caught. The bigger the boss the more the loss when caught, also factor in the amount (percent) withheld. You would need a certain amount of rank to take missions from the various crime lords. Basically it would be just like a form of faction rank.



Colonel Waste - The Wookiee Crusader
GreenMarine
Mon Jun 21, 2004 2:44 pm
#1043






RhettSarlin wrote:


glitterstim is found ONE place in the galaxy, on kessel. you want to potentially make it CRAFTABLE? i know it might be good for the player economy, but it SUCKS for continuity!



Chill out. It was an example. Instead of glitterstim insert "blah blah random spice X". If glitterstim is ever included, I'm sure we can find a way to make it fit with continuity.

Thrasia
Mon Jun 21, 2004 2:45 pm
#1044

I'm not a Smuggler, but I am glad to see a legit revamp is in the works. Being a MBH, myself I would just like to add something:


From what I understand, a Smuggler will have the option of carrying out the Smuggling mission (delivering the goods) or swiping the goods and selling them off to the player base. Swiping too many good will/may eventually land the said Smuggler on the BH terms.


I am fine with this and think this is a good feature. However, there should be more to a smuggling-related death than a simple PvP death. Not something drastic, but perhaps Smuggling xp loss, decay, or black bar the said victim (which would require some down time to repair). Just a suggestion so that there's not a rampant abuse of the Smuggling system.



___________________________
Thrasia
Ternque01
Mon Jun 21, 2004 2:50 pm
#1045

Just wait until GM makes it to the 20 pages of us doing nothing but arguing, trolling, and flaming. Damn I wish we didn't do that and just listed ideas and solutions instead.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
SBRD0C
Mon Jun 21, 2004 2:50 pm
#1046






GreenMarine wrote:





RhettSarlin wrote:


glitterstim is found ONE place in the galaxy, on kessel. you want to potentially make it CRAFTABLE? i know it might be good for the player economy, but it SUCKS for continuity!




Chill out. It was an example. Instead of glitterstim insert "blah blah random spice X". If glitterstim is ever included, I'm sure we can find a way to make it fit with continuity.







You think thats silly, you should see how many people flamed about the random numbers you gave in the mission example being too low.. EVEN AFTER you said they were bogus..



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

RamhornSWG
Mon Jun 21, 2004 2:50 pm
#1047

Hmmm....



(1) Spices and other items (like really good powerups or maybe skill tapes) are acquired through NPC smuggling activities. The greatness of the item is directly proportional to the skill level of the smuggler (as in the better the smuggler the more the "boss" will trust the person with). All of these items are HIGHLY desirable to players. The smuggler has the choice to complete their NPC mission, or to sell these highly desirable items to PC players for a LOT more money, but roll the dice with the bounty hunters.



Uhh...


Why would anyone not choose to sellor keep the items?


Worse case walk around with clothes on, get killed by a BH hopefully a friend so you can split themissioncredits, and clone with no decay.......


Whats the big "fear factor" of going on the terms?


Maybe add in a credit loss if the BH completes the mission?


JTGAlpha
Mon Jun 21, 2004 2:51 pm
#1048

Actually, GM, many Smugglers, myself included were rather dismayed at the lack of continuity spices, and were happy to see Glitterstim being introduced. I'd also like to see Ryll and deathsticks (and Ryloth but that's a different subject ) in as well. We LIKE continuity spices. At least many of us do.



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

Dapper_Dan
Mon Jun 21, 2004 2:51 pm
#1049






GreenMarine wrote:





RhettSarlin wrote:


glitterstim is found ONE place in the galaxy, on kessel. you want to potentially make it CRAFTABLE? i know it might be good for the player economy, but it SUCKS for continuity!




Chill out. It was an example. Instead of glitterstim insert "blah blah random spice X". If glitterstim is ever included, I'm sure we can find a way to make it fit with continuity.







Fun before Continuity



Signature Here:
GreenMarine
Mon Jun 21, 2004 2:51 pm
#1050






HalasterTheBlack wrote:

Because PvP costs you time. Time to find a doctor *again* to get buffed. To wait in line for that same doctor. And then to wait for the shuttle *again* to get to wherever you were going in the first place. Up to 30 minutes of time for someone who can play 2 hours per night, 2 nights per week is a significant impact, even if his armor won't degrade in the death.





I don't consider this a valid argument against PvP. Those are the penalties for dying, not the penalties for PvP. Most PvEers are saying "I don't mind a penalty that might involve my death, but I don't want to die to another player."


The reason players do not like PvP is that


  1. PvP is harder. This isn't a major reason, but it is true.

  2. PvP involves emotions. Sometimes nasty ones. Revenge, anger, and so forth.

  3. PvP approximates murder. Some players aren't comfortable with that.

  4. PvP is unpredictable. It involves a different skill set from PvE (Although its a subset of PvE).

I believe 2 & 3 to be the main reasons. You'll see players saying they want PvE bounty hunters to come after them, but not players. The penalty for failure is nearly the same. The loss of time is invariant.

GreenMarine
Mon Jun 21, 2004 2:54 pm
#1051






Ipseck wrote:
I'd gonna make a few comments about the whole "force pvp" issue. First of all, the term itself is meant to incite people. Second of all, whats the big deal? Whats the difference between fighting an npc and a pc?




I agree that the term is meant to be incindiary. There are different kinds of PvP and "voluntary" and "involuntary" is too black and white. Anyway, the reasons people don't like PvP generally have to do with the emotions involved. Getting beaten by another playercan behumiliating. It can be frustrating. It can be depressing. It can be enraging. It approximates violent behavior in a way the player may not be comfortable with. PvP is IS emotionally more charged than PvE.


The result of failure is nearly the same (the player is dead). The fear isn't dying because you ripped off Jabba one too many times. It's having to face all the stuff that comes along with a player vs. player encounter.
GreenMarine
Mon Jun 21, 2004 3:02 pm
#1052






Limbonik wrote:

Sorry for the hijack everyone, but I just now noticed the name....


GreenMarine: Are you the same greenmarine from #uED and #unreal-ed waaaaaay back, by any chance?




Yes.

Waste93
Mon Jun 21, 2004 3:03 pm
#1053






GreenMarine wrote:



The reason players do not like PvP is that


  1. PvP is harder. This isn't a major reason, but it is true.

  2. PvP involves emotions. Sometimes nasty ones. Revenge, anger, and so forth.

  3. PvP approximates murder. Some players aren't comfortable with that.

  4. PvP is unpredictable. It involves a different skill set from PvE (Although its a subset of PvE).

I believe 2 & 3 to be the main reasons. You'll see players saying they want PvE bounty hunters to come after them, but not players. The penalty for failure is nearly the same. The loss of time is invariant.






Wanted to add another reason here. It has to do with TEFs. Group TEFs are kind of hard to understand or follow and causes problems. As someone that rarely does PvP the few times I've done it I've been discouraged from this aspect.


People that are grouped with the person you are fighting do not turn red on your radar. So it is difficult to tell whom is now your enemy until they attack. This allows them to get in the first attack which can be a major advantage resulting in severe frustration.


You also have the issue of not being able to tab to these people. You actually have to click on them which in a moving fight can be take some time as it relates to the combat.


Right now PvP is just kind of quirky as compared to PvE which is what most people are use to. So they expect it to work along the same lines. When it doesn't they get frustrated.


Just as they do when they get dropped from someone that shows blue on their radar and they couldn't attack until that person attacks them first.


You also have those cases where the winner of the PvP starts to taunt the defeated opponent. Or vice versa. Something that quickly aggravates players, especially those that rarely PvP.




Message Edited by Waste93 on 06-21-2004 04:06 PM



Colonel Waste - The Wookiee Crusader
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