Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

BabyRancor
Mon Jun 21, 2004 3:08 pm
#1054






GreenMarine wrote:





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.






One major part ofthe disinclination tojoin PvPis that PvP has nothing to do with skill, even though the players believe it does.


The fact is - in an RPG, the player with the best kit will win. The player with the best template will win.


In SWG it's all about anarrow set of classes that are head and shoulders above every other. When those classes meet, it's all about who has the better loot-enhanced gear (DOT weapons, krayt jawas, acklay stun batons, Spider-venom poison, etc).


Nowhere in there is a casual player going to do well - which reinforces a defeatest attitude leading to avoiding PvP again. Not to mention the taunting that normally happens afterward.


The issue with "concent" and PvP largely stems from the desire of the majority of the playerbase to experience all the content their class has available without having to subject themselves to player combat and the attendant headaches. I personally have no problem with BH missions, but many players don't want to have to deal with a player combat encounter just to play their class fully as designed.





Jakkin Darkstrider - Master Rifleman/ Master TKA - Sunrunner
"This utopia seems to be more of a Fruitopia"


Combat Balance Proposal Discussion
Jedi Quest System Proposal
rockanddroll
Mon Jun 21, 2004 3:10 pm
#1055


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.



What is to stop a smuggler with a Master Bounty Hunter friend from getting the skill tape, handing it over to his MBH friend, then having his MBH friend kill him to get rid of his visibiity? And doing it again and again and again.


(2) Slicing, Spices, and items acquired from smugglers have little or no contraband properties. This keeps them desirable to players, so them will want to pay smugglers top dollar for the items (without being hassled). Since only smugglers can acquire these items, it makes no sense to keep penalize players for buying them from smugglers.



But spice is illegal. For a comparison, if you by Heroin from a drug dealer, it isn't just the drug dealer that is breaking the law.

(3) Substantially increase contraband scans and power of the troopers near star ports (NOTE: Slicing, Spices, and items acquired from smugglers have little or no contraband properties).

DON'T FREAK OUT YET...I'M NOT DONE.

Create a brand new class of "highly illegal" items, that people will get scanned and killed for possessing if they try to planet hop with them.Smugglers are near required to move these items. These are NOT items that will bug and annoy players every single time they play (like guns and armor), but rarer items that make sense.



I like the REALLY illegal stuff idea!



e Order of the Dying Knights f
Jannie Knowing of Eclipse


Waste93
Mon Jun 21, 2004 3:12 pm
#1056






Dapper_Dan wrote:



Fun before Continuity





Disagree. If we disregard continuity for fun then we are no longer playing Star Wars. We are just playing a futuristic game that has parts of Star Wars asbackdrop. Part of the fun is being part of the continuity.


It would be fun (for some)if we could fight and kill Vader, Palpatine, Luke, etc. But it would destroy continuity and not make this Star Wars anymore.


You can have fun while staying within continuity. You can add various spices or make up new ones without destroying continuity as GM stated.


But we shouldn't give continuity a backseat. It should be at the forefront.





Colonel Waste - The Wookiee Crusader
RohmEnari
Mon Jun 21, 2004 3:14 pm
#1057






GreenMarine wrote:





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.






Hammer...meet nail.


That is exactly it. If only everyone could come to grasp this concept of just walking away and not letting the childish antics of some PvPer's get to them, then the whole process would be much more pleasant.

Like I have said before, if you choose (key word:CHOOSE) to engage in highly illegal activities and skim some money or cargo off the top then be prepared to face the conseqences. One of those consequences just happens to be your avatars (read: FAKE DIGITAL CHARACTER) death at the hands of a Bounty Hunter. If you remain on the up and up and deliver your cargo on time and pay the crime boss his share of the profits then you should be safe.



Here is an idea.


For those people that want to avoid PvP, but occasionally might want to skim a little off the top for themselves, make it to where if you complete X amount of missions for a crimelord and pay him his cut, then you earn prestige points from that crimelord that give you a certain degree of protection. Perhaps some sort of faction point system that tracks how many shipments you have completed on time, % of goods delivered, and payment to crimelord. This way, if you decide after completing X amount of shipments you just want to take the last shipment of really good glitterstim for yourself, you have a certain amount of leeway with that crimelord. Maybe he will just let it slide this time, or give you 30 days to pay him back a portion of the losses, but it prevents you from being placed on the terminals for one infraction.


Two things to consider with this though.


1. No numbers should be revealed to the player base. They should never be able to know that after completing 10 missions, they have freedom to screw up the next 2 before they get in trouble. It should be a bit more random than that, but allow for a bit of freedom. If they playerbase has numbers revealed to them, they will abuse the system.


2. If you botch the first mission you take thinking that you have a chance that you will be forgiven, think again. In the beginning, you have to earn some prestige for whoever it is you are working for before they will forgive you. Screw up the first mission, prepare to have a Bounty Hunter light you up like a Christmas tree.


Anyway, just some ideas and comments. Keep it constructive guys, and work with one another. You have a great opportunity here to make Smuggler into a really awesome profession. Don't screw it up.




Your friendly neighborhood Ranger,


Reyune


LeBob
Mon Jun 21, 2004 3:18 pm
#1058






Waste93 wrote:





Dapper_Dan wrote:



Fun before Continuity





Disagree. If we disregard continuity for fun then we are no longer playing Star Wars. We are just playing a futuristic game that has parts of Star Wars asbackdrop. Part of the fun is being part of the continuity.


It would be fun (for some)if we could fight and kill Vader, Palpatine, Luke, etc. But it would destroy continuity and not make this Star Wars anymore.


You can have fun while staying within continuity. You can add various spices or make up new ones without destroying continuity as GM stated.


But we shouldn't give continuity a backseat. It should be at the forefront.








I could not have said it better.



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Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
"Every single Jedi is now an enemy of the Republic. Do what must be done. Do not hesitate. Show no mercy."
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Account cancelled as of June 23, 2005

KaernLegorah
Mon Jun 21, 2004 3:18 pm
#1059



GreenMarine wrote:


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 player can be humiliating. 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.




Also, the term "forced PvP" is, in my opinion, meaningless. Holocron (for those of us players who remember him!) once said that joining a faction is "signing up" for PvP. Similarly, if you rip off Jabba (or whoever) then you're making a choice, and you know that choice can result in PvP. So, in reality, it isn't "forced PvP" since you made a concious choice that you know can directly place you in a PvP situation.

Anyway, back on the more broad topic of Smuggling... if it hasn't been suggested already, then I think a having a form of Feign Death for the JTL would be a great thing for Smugglers. Think of it this way: You're flying to Rori in your ship, when suddenly a small squad of patrolling TIE fighters appears on your radar. You know that you're transporting a load of illegal cargo, so you've got three basic options: 1. Hope they don't stop you to inspect your ship, or 2. Blast them first, or 3. Run. What if you had a fourth option that involved Feign Death, where you could completely power-down your ship to appear like a disabled piece of space-trash? Maybe there could even be rules to using it, like any passengers on the ship have to keep quiet and not move around much or else the enemy ships will detect something coming from the ship. I think that'd be a very fun thing to keep in mind when adding Smuggling to JTL.



----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
HOTDOG
Mon Jun 21, 2004 3:19 pm
#1060


Thrasia wrote:


"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."



/agree

Because there is nothing stopping a Smuggler and a BH from exploiting the system and splitting the cash.


Here's my idea:


If a player (any player since under GMs proposal anyone can earn visibility) dies at the hand of a BH due to a bounty then they are not allowed to participate in illegal activites for 1 online hour.


That means you cannont:

equip sliced weapons/armor

use spice

slice weapons

slice terminals

Etc. Etc.

You will get the "Can't do that now..." message until you have spent 60 minutes online, contrabrand free.


I think that is a pretty big punishment- I mean, how much money can you make slicing weapons for an hour?









TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
Nerj
Mon Jun 21, 2004 3:25 pm
#1061

What I would like to find out is, HOW the missions will be run?


For example:

You go to a ? and get a mission to see some (spice miner) NPC on Rori. On Rori there are informants you need to see to find the location of your contact, some information MAYBE mis-leading; you run into ( Imperials - if rebel, Rebels - if imperial, Local authority - if neutral ). Your level in underworld should let you know Who you can trust, plus a certain amount of smuggler's luck and/or persuasion should help. This should help keep you from gaining some visibility since, you don't even have the product yet. Knowing where to deliver the product should also be more .. ah interesting. Lower level smugglers may have Cantina deliveries for example. While a higher level may find that the person that they need to deliver to has left for another location that we need to get to. On the way to deliever, we may again run into rival gangs. Defeating these NPCs may increase our quantity of items so that we can recieve a higher payout or keep the product to avoid the "skim" penalty.


In addition, for those with a faction desire we should also be able to smuggle NPCs themsselves. Transporting rebels looking to avoid Imperial involvement or smuggling Imperial spys to avoid rebel sympathisers ratting them out ( a little something for the GCW). Imperial scans may POP a tef for both sides and a dead "package" may cause loss of more than just the mission -- FP loss too.


Again just some ideas




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

GreenMarine
Mon Jun 21, 2004 3:26 pm
#1062

Holy CRAP can you guys talk! In all seriousness, though, I'm very impressed with the level of participation in this discussion. I'm up to page...25 or so.
JTGAlpha
Mon Jun 21, 2004 3:27 pm
#1063

Heh. Of COURSE we can! It's all we've been doing since launch!



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
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Ternque01
Mon Jun 21, 2004 3:30 pm
#1064






GreenMarine wrote:

Holy CRAP can you guys talk! In all seriousness, though, I'm very impressed with the level of participation in this discussion. I'm up to page...25 or so.






LOL, that's funny as hell



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
GreenMarine
Mon Jun 21, 2004 3:39 pm
#1065






Rueger_Karde wrote:


Here is a little programming (Im using Java as the example, since thats the language I use most) You have these things called classes that are chunks of programming.


Funny you mention that, our gameplay code is written in Java.

wookgunner
Mon Jun 21, 2004 3:41 pm
#1066

If you read the Han Solo Trilogy, you will find the Hutts had an opeation on Ylesia for the creation of Glittersim by using slave labor. The raw material was smuggeled off Kessel. This was very profitable for the Hutts and it wouldnt be beyond imagination that other enterprising organizations like the Black Sun could create a similar operation.


The one thing that needs to be followed for continuity is that glittersim must be processed in complete darkness and it is done by hand. The effect glittersim once taken is a mild telepathic ability. I dont know how the DEVs will simulate that.



Nagamitsu: Wookiee Master WS/AS/DE
Triston: Master Swordsman/Rifleman Force sensitive, but will never be a Jedi
Medreka: Master Tailor/architect
Builder of Dar'Xun City, Tatooine and Sierra, Dantooine
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