Smuggler Archive

Thread: Smuggler Revamp Community Vision Document (Template)

Sugasug
Fri May 07, 2004 6:25 am
#105

Thank you for the comments bagnpo3, I was curious if any other smugglers thought this idea was good, bad or ugly? It seems like it would be easy to code in, and in my opinion would add a lot of fun to the profession.



Aiden Morgan


Rookie Smuggler


Starsider


Sugasug
Fri May 07, 2004 6:34 am
#106


Thank you for the comments bagnpo3, I was curious if anyone thought this idea was good, bad, or ugly? I think it would be easy to code, and in my opinion would add a lot of fun to the profession.


Aiden Morgan


Rookie Smuggler


Starsider


KivanMontres
Fri May 07, 2004 7:19 am
#107

If theres a reputation system put in place how bout this. When a smugler slices an item their name gets attatched to the item as the person that sliced it. If someone gets searched and a sliced item is found them the person that sliced it gets Smugler reputation and is more likely to have a bounty placed on them, be found out in searches, ect.


Since spices have the name of the creator attatched to them they are already halfway there






Judging by the blank stare on your face id say you been playing Galaxies today...
RSQViper
Fri May 07, 2004 11:16 am
#108

Well, as a Smuggler I think one of the most important things we can do is make spice and as of right now spice is highly undesirable. The following is my vision of what our spice line (crafting line) and our Underworld line (smuggling line) can become to effect all characters in the game that not only use spice, but have sliced componants.


You don't want to sell me death sticks... Yes I do!!!


Spice Line


Spice needs adraw in order to compete, but not superceed in all categories, food. Also this line should be treated more as a crafting line than just spice.



  • Spice is highly addictive. Ways to implement this:


    • Make spice not take away from other HAM level or abilities when effective

    • Make spice more effective than food by a small percent, have a shorter span in time you are effective, and have a withdrawal

    • Add new spices such as:


      • poison removal or protection

      • disease removal or protection

      • crafting enhancement

      • aiming bonus

  • Allow more spice to be used to remove your downer

  • We need a spice filling line under character screen like food has a food line

  • Make spice experimentable like food minus the filling line


    • put our experimentation points under the Underworld line

  • Make the ablitity to have "bad spice" in the following manner:


    • When low quality organics are used or a poor experimentation is performed "bad spice" is made


      • "bad spice" acts almost like a poison except effects reflexes, aiming and crafting as well as HAM levels

      • allow an experienced doctor to remove the effect with a stim and a new command to remove spice effect

      • make it so with "bad spice" you at first have all the qualities the spice was supposed to give you, but after a short amount of time have it effect you adversely

  • Allow the Spice line to give the ability to make smuggling items for all players to use to protect themselves from Crackdown checkpoints


    • These items will be small and hold a small amount of spice or sliced items and would include things like:


      • a book with a holehollowed out in the pages

      • a keychain that unscrews to hold a spice or two

      • an unsuspicious suitcase or briefcase

    • These items would protect the holder as high as 60% or 70% (no higher) from crackdown checkpoints and the dependability would come from the Smuggler's Underworld status as well as experimentation success

    • These items should never be as good as actually BEING a Smuggler, but should give the holder a chance to get through a Crackdown checkpoint safely

Underworld


This line should be the line that defines a Smuggler and his abilities to smuggle.



  • Put our experimentation for crafting under this line


    • experimentation under same areas as chefs except for the filling

    • allow experimentation points to be used on the new smuggling items (hollow book, etc..)

  • Our smuggling abilities for Crackdown activities need to be here and listed under our in-game skill tree

  • Keep languages here (this includes understanding lekku)

This is my vision for what smuggling can be. I wrote most of this already, but this is in the format requested.





JTL FAQ [FX] Summ'er Soleil & Sskik Stoksss [MEMS] Corvette
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EltonAlucard
Fri May 07, 2004 2:26 pm
#109




A smuggler idea


To have smugglers smuggler stuff, create a banned item list for each world. For the coding, these items could not be equipped on the world on which they are banned. They would stay in your pack or datapad. All space travel would require all items be in your pack. So if all Tat creatures were banned on Lok, they would not spawn on that planet. If carbines were banned on Corinth they could not be taken out of storage. The would stay in your inventroy so as not to disappear.


Using Underworld Skill tree.

A smuggler would get x smuggler point each week. The higher you are in underwould the more points you get. Working out of a starport, and smuggler would target a player and /smuggle. A list of banned item in that player inventory would come up for both players. The player would check off what they want smuggled and put money in a payment box. The smuggler would put from the payment box into a bribe offical box. This box increases the chance of success of the smuggle. Also you underwourd level would give a bonus to smuggles success. When both parties are happy, the click ok and the smuggle is attempted. If it fails, all the cash vanishes. if it succeds, the remaing cash is put into the smuggler bank. The item smuggles gets a 7day tag. It can be used for 7 days before being banned again.

The number if item a smuggler can smuggle each day would be limited. you might get to smuggle 5 items per day, with unused smuggles carried over to a maximum of 15 smuggles. Higher level smugger could get more smuggle attempts per day. something like this.

banned items that smuggles can unban on a planet for a reasonable amount of time. The banned list would change weekly??


this is my idea on how to make smuggling a service to others players.
Mi-T-Feesh
Fri May 07, 2004 3:41 pm
#110

lisadarren wrote in part





We need a new contraband, now people have suggested that we make certain rare resources illegal, but this causes similar problems to above, and as an example, it is well known that buff packs use lokian wheat, if lokian wheat is illegal then by default buff packs must also be illegal.


I suggest we have something completly new as contraband, maybe a new resource type or 3, these can be used in the place of existing resources under certain circumstances and are better than the standard, also possibly give some of the crafting professions the ability to make "modified" versions of certain components that are illegal.


We can then move these illegal goods from place to place... players will want them, so there will be a demand for our services and nothing that is already in game gets broken.


To remove the need for contraband scans in all 'ports tag these items with a special tag that means if anyone who doesn't have smuggling skills tries to move them through the transport system the item is simply removed from their inventory (anything to declare?) and they are punished (maybe the instanced starports idea with instanced customs rooms, where you can either fight your way out or pay the fine)


If a smuggler fails their checks (better chance of success at higher levels, lower chance the more stuff being smuggled) they also get transported to a nastier customs room and we can either use our skills (bribe?) or fight our way out or pay a larger fine, if we don't pay the fine we end up on the BH terminals.


Some ideas for new contraband:



  • GM (Genetically Modified) Lokian Wheat - Always significantly better than the regular current spawn, but spawns less often and for shorter periods (and GM other organics)

  • High Octane Class 4 LPF - Only spawns on Dathomir, and is rarer than normal stuff

  • Weapons Grade Radioactive - Again higher spec, rarer, only on certain "adventure" planets

  • Luxury Woolen Hides - As above

  • Plumbum (sp) Iron / copper alloy - can be used in place of plumbum (sp) iron, but has a higher conductivity. again rare and on adventure planets only...

I am sure the crafters who use these resources would love to get hold of the upgraded versions, and we smugglers could move them around for them and the resource suppliers, I'd also make them untradable on the bazaar and only saleable on vendors under the protection of a smuggler (Another skill?) if at all.










I like this idea for one very big reason


No one can come screaming into the Smuggler forums and say "You are stopping me from having my fun, This isn't Fun!"


As a complete aside and not wishing to derail anything I'd still love to see the Imperial and Droid compartment loopholes closed






"you can have my laser knife when you pry it from my cold dead hands"
Ternque01
Fri May 07, 2004 4:23 pm
#111

Anyone else notice how rich this thread is with awesome ideas???



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Vampirerobot
Fri May 07, 2004 4:28 pm
#112

It is indeed. I think it might behoove us though to create some focus threads on different aspects of the document, like one for BH Visibility, one for Player Smuggling Viability, one for Spices, one for NPC Smuggler Missions, Dirty Fighting, etc.


That way people would know where to post their proposals specific to each area, and we could discuss them in a more focused way.



Kelsin Redgrave
Master Smuggler, Master Gunfighter
Starsider
Ternque01
Fri May 07, 2004 6:27 pm
#113

Well, to be honest it's what we all decide should go down on that document. Caylin's job is to tell the developers what our community wants - and he really doing a good job.


It's my and alot of others' commitment to amalgamate these ideas into a working revamp document! How cool is that last sentence? We actually get to make a revamp document! Better yet, we get to ammend the pre-existing one. That's some cool stuff.


Anyways HimFan, you get a say in it, it's all of our job! It's the smugglers who get to decide what goes on that sheet



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Mentski
Fri May 07, 2004 8:23 pm
#114

I made a post a minute ago in its own thread, but I thought a bulletted version of my ideas to revamp the spice tree (and in effect, other smuggler related issues), would be of use here.



  • Make spice a spawning/surveyable/mined resource, with qualities which would effect the products made out of it (e.g. toxicity, enhancement effects,etc) this resource would be highly illegal (ties in to ideas above about other powerful resources being marked as contraband), anyone caught in a search is liable to a fine and/of confiscation of the resource.

  • Change the spice crafting tree into a spice refining tree, where the smuggler refines the spice into a potent drug. experimentation along with the raw spices qualities, would allow for improvements of the product (example using a spice with a high stat enhancing quality, but a low toxicity, to reduce the downer and increase the buff on some muon)

  • The new spice resource may also be used in some way by other professions, chefs may be able to add spice additives, or weaponsmiths could make guns with nasty DoT style effects, (these may be available through limited schematics, for example)Of course, a spice improved product would be considered contraband, too.

  • Certain raw spices with certain qualities spawn on different planets (much like how the spawns for quality avian meat for good doc buffs do) hence require transporting, and hopefully, smuggling.






Mentalla - Master Smuggler, Master Pilot, Master Cynic
Mentalla's Little Kashyyyk @ 1548, -4508, Jealhimet, Tatooine (Chimaera)

I swear, It's like talking to a brick wall round here....
Mentski
Fri May 07, 2004 8:24 pm
#115


I made a post a minute ago in its own thread, but I thought a bulletted version of my ideas to revamp the spice tree (and in effect, other smuggler related issues), would be of use here.



  • Make spice a spawning/surveyable/mined resource, with qualities which would effect the products made out of it (e.g. toxicity, enhancement effects,etc) this resource would be highly illegal (ties in to ideas above about other powerful resources being marked as contraband), anyone caught in a search is liable to a fine and/of confiscation of the resource.

  • Change the spice crafting tree into a spice refining tree, where the smuggler refines the spice into a potent drug. experimentation along with the raw spices qualities, would allow for improvements of the product (example using a spice with a high stat enhancing quality, but a low toxicity, to reduce the downer and increase the buff on some muon)

  • The new spice resource may also be used in some way by other professions, chefs may be able to add spice additives, or weaponsmiths could make guns with nasty DoT style effects, (these may be available through limited schematics, for example)Of course, a spice improved product would be considered contraband, too.

  • Certain raw spices with certain qualities spawn on different planets (much like how the spawns for quality avian meat for good doc buffs do) hence require transporting, and hopefully, smuggling.






Mentalla - Master Smuggler, Master Pilot, Master Cynic
Mentalla's Little Kashyyyk @ 1548, -4508, Jealhimet, Tatooine (Chimaera)

I swear, It's like talking to a brick wall round here....
Mentski
Fri May 07, 2004 8:26 pm
#116

doh. double postage.




Mentalla - Master Smuggler, Master Pilot, Master Cynic
Mentalla's Little Kashyyyk @ 1548, -4508, Jealhimet, Tatooine (Chimaera)

I swear, It's like talking to a brick wall round here....
HimFan
Fri May 07, 2004 9:02 pm
#117






Ternque01 wrote:

Well, to be honest it's what we all decide should go down on that document. Caylin's job is to tell the developers what our community wants - and he really doing a good job.


It's my and alot of others' commitment to amalgamate these ideas into a working revamp document! How cool is that last sentence? We actually get to make a revamp document! Better yet, we get to ammend the pre-existing one. That's some cool stuff.


Anyways HimFan, you get a say in it, it's all of our job! It's the smugglers who get to decide what goes on that sheet






WellI put more then my 2 cents in . I really like reading everyone elses ideas on how they see their vision of the smuggler profession. It would be nice if he had a set date for the community to hand in our doc. This way we could go over it, edit it, add to it, or even make different versions and have a vote. I think it would shock the devs if the community actually created something that we could all agree on .



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