Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

AgreaAtodlie
Tue Jun 22, 2004 4:59 am
#1158






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 is an excellent idea!


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)


This should be in a metrics count somewhere, and seems plausible.


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)


I like this idea, maybe instead of on the smuggler...have it on the players who get missions against them.


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).


This is good from an RP standpoint, but would have little in game value, well with the exception that some blood razors won't attack everytime. This may have a snag, as some groups of criminals are rivals, and the way the system is set up now, if you are high in one, you are low in the other. This may just be impossible to do without bugging the entire faction system.


Commands like /bountyhunter or /mostwanted should list these ranked individuals (what bounty hunter or crook doesn’t want fame/notoriety?)


This would be cool, but it might be easier for them if they put out a metrics table once a month with the scores, maybe once a week. Then again, if they did use the ranking system with BH and Smuggler etc. This could work.


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.


This may too hard to do. It integrates a lot of systems, and the chance for something going really haywire would be high. But this is a cool idea and you could also get a badge and say title from it. Also it is a lot to track and may not be feasible, as it would put too much strain on the servers tracking all of that.


Troublesome slicers


Like drug lords but with sliced weapons/armour.Bonuses to slicing skills.


same as above.


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.

They might not do this, due to the fact they already have a ranking system in the GCW. But a metrics once a week in regards to this is something they could theoritically do now, though I know they are immensely busy.







AgreaAtodlie
Tue Jun 22, 2004 5:04 am
#1159






SBRD0C wrote:





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.








Same here, it is cool knowing you are the Devil the Angels fear to cross. But many players want an incentive to use the system. Many would do it anyways, it sounds fun, if they can keep l33tist and griefers in check. But, say you are a Bounty Hunter. Having that bonus to hit, or bonus to speed/damage, maybe a modifier to ranged/melee defense, those are excellent and lend to the idea that you are the best Bounty Hunter on your server.
Masen
Tue Jun 22, 2004 5:13 am
#1160

Regarding Scan Bottlenecks...


I'd like it if Devs used this to get rid of the stupid macrospammers at starports please. Put an Announcements and Adverts page on the bazaar terminals. Let a player look for what he wants, see a shop, save the wp, and go. It's rediculous when you need a freakin gig of ram to load into Coronet, because there's 50 AFK morons outside screaming about various things, none of which is going to amount to anything because they all doign it every few seconds.


Have scanners that patrol outside, people should be scanned every 5 minutes. If they scanned 4 times in an hour, or whatnot, they arrested(shot, whatever) for loitering or soliciting. I have guildmates who concretely refuse to go into coronet because of these meatheads, and as an Image Designer, your decision to limit salons to player cities has effectively canned a third of my business. I've got 512 megs of ram right now, and I can go to Theed with minimal lag, anywhere else with nearly none, or none at all, but one step in Coronet..Loading takes a good 3-6 minutes, I can't read guildchat, can't read group messages, unless I turn off spatial, then I miss the guy next to me asking if I can train tracking 3 or whatnot. it's rediculous. please PLEASE do something, using scans or whatever, to get rid of this problem. People even have shouts in their macros now 'Sorry for the spam but droids only last an hour!' and stuff like that. Make them use the stupid droids, or don't bother with the droids. AFK shouting is makign the game unplayable for a lot of people- I can manage it, but some people crash to desktop when even running PAST Coronet and accidentally getting within loading distance, don't you think that's a TAD much?



No I don't have a freakin sig. Just make something up and pretend it's here man. woman. umm...Whatever.
AgreaAtodlie
Tue Jun 22, 2004 5:15 am
#1161






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.







Good idea for balancing, if done right....if done wrong...welcome all griefers to your evenings entertainment...smugglers would be griefed to high hell...so no. they should NOT get penalized by xp loss, decay or black bar yadda yadda yadda...this would Promote griefing of the worst sort imiginable...


Maybe, if there has to be a loss, loss of ranking (if it is included or even possible), loss of the highly illegal goods (makes sense, bounty may be "bring me his head and my hijacked Cargo"), maybe a fixed credit loss, awarded to bh for mission completed (if completed in a set period of time, otherwise just the regular bounty, with no cred loss to smuggler). Lots of things can be done to increase the risk vs. reward. Too much risk promotes the worst griefing (the initial Jedi bounties anyone?), and too much reward you get credit farmers.

AgreaAtodlie
Tue Jun 22, 2004 5:24 am
#1162






RamhornSWG wrote:

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?








This would be credit farming, with a system not meant for it...i.e. you would be exploiting. Most players are deterred by this. The few players dumb enough to do it, will get warned, suspended, or banned.
saber1
Tue Jun 22, 2004 5:48 am
#1163

glitterstem from kessel could easily be handled by getting the critical crafting resource from the blackmarket



how about when a smuggler sliced the bazaar terminal they switch the bazaar channel to a blackmarket bazaar to access smuggled goods. there should be a way to allow non-smuggler players temporary access to the black market like a 5 minute pass key useable with a specific terminal this of course raises the players visibility and chance of getting attacked and these keys occasionally fail due to imperial counter hacking
DarthHossith
Tue Jun 22, 2004 5:51 am
#1164

I think that the visibility system is one of the best Ideas I've seen in a good long time. It would make one think twice about using sliced weapons and spice, but make the use thereof much more star warsie



Hosoke Enaitol - Eclipse
Carbineer - No matter what the NGE says
Commander:Nightfall Leigon, protectors of HyperDrive Radio

saber1
Tue Jun 22, 2004 6:00 am
#1165

another thing about PvE vs PvP is one of balance it is most common if someone is a BH there usually a pure combat template whish is prety much impossible to matchso it usually ends up just being a slaughter instead of a even fight much of my problems withGCW also deals with these "fair fight" problems I dont want to PvP with someone i have absolutely no chance of beating just so they can faction farm me im a doctor I got TEF all the time and farmed this action made living in anchorhead unfun so much so that i left for 6 months


id say give everyone a rating based on their skill (or thrie combat history) then allow a level 10 imp to fight a level 8 reb but no lower under certain circumstances like zones also there should be a wayfor a group to combine their combat factor to enguage larger targets as a group a group of thugs combing to 10 would be as dangerous or more than a level 10 single foe like a dog pack on a bear
AgreaAtodlie
Tue Jun 22, 2004 6:17 am
#1166






saber1 wrote:

another thing about PvE vs PvP is one of balance it is most common if someone is a BH there usually a pure combat template whish is prety much impossible to matchso it usually ends up just being a slaughter instead of a even fight much of my problems withGCW also deals with these "fair fight" problems I dont want to PvP with someone i have absolutely no chance of beating just so they can faction farm me im a doctor I got TEF all the time and farmed this action made living in anchorhead unfun so much so that i left for 6 months


If you use illegal items, this is the possible consequence. If you don't want it, don't use it. There is no such thing as a fair fight in ANY online games...its who got the first shot off...then, template vs template...and lastly gear....As a doctor myself...if I am working, i.e. buffing or selling meds/med resources...I never traded with an overt or healed/buffed one...that is common sense.


The system we are discussing is not faction based...It is, if you break the law, a bounty goes out...a player responds, to the conclusion...the bh's death or yours. If you are adverse to pvp, don't use or carry the illegal items.


id say give everyone a rating based on their skill (or thrie combat history) then allow a level 10 imp to fight a level 8 reb but no lower under certain circumstances like zones also there should be a wayfor a group to combine their combat factor to enguage larger targets as a group a group of thugs combing to 10 would be as dangerous or more than a level 10 single foe like a dog pack on a bear


This is Star WARS Galaxies an Empire DIVIDED....It is a combat oriented game. It has just enough non combat related content/classes to keep the carebears happy...and just enough combat to live up to its name...BUT your proprosal turns it into Star er Galaxies an Empire in a tissy...no offense intended...but this is an action based game. There is other content...but if you have no intention of using the system, and don't use the system, and haven't played in 6 months...you are Way out of touch...


Your second paragraph makes no sense...are your talking about the player private difficulty that tells the system the level of mission you can handle? Are you talking about the faction rank? What?


Simply put nah.


Instead, as said by me before...and by others before me, introducing a ranking system, not what you were talking about,...like the FRS for Bounty Hunters and Smugglers. Whoever is the best is the best.







Back to the discussion at hand...*hides the carebear*...Contraband. To me...it is sliced items, force related items, rebel related items, spices, etc.


And personally I say the Smuggling missions should be player paid and made.
AgreaAtodlie
Tue Jun 22, 2004 6:32 am
#1167






saber1 wrote:

I think its prety much agreed that the smuggler class should have something to do with "smuggling" as for underworld contacts this should be approached with faction modifiers and special quests for all classes that a smuggler class can access "buffy, meet vinny the slug hes got a job for you"

also smugglers should have an interesting approach to being able to go into dept either with a loan shark, fence, or druglord this is a debt that has a limited time frame before penalties are applied such as a faction penalty with the shark,, or a number of bounties depending on the size of the debt (and these arnt just any ol death these are BH/thug deaths a mob killing you doesnt count)

these under worlders should have a black market that deals in strictly unique items unavailable only through smugglers art contraban equipment contraban luxury products and and of course weapons and armor and ammo and information like location and strengths of imp troops a particular pass word


Interesting. I like this, from an rp perspective its nice. How can this be made into an applicable and engaging event? It would involve vis. It should involve player BH (npc bh are a joke). And the "loot" should be something like components, each mission gives a piece. You want a speeder sliced for speed or a swoop bike that does better on steeper terrain, you are going to have to work for it, or pay the big bucks. Also, if a random in the wilderness scan team catches you on that illegal speeder that should be their target. Risk vs. Reward equals out.


I like the troop movements thing as well, make it limited, but say 1500m around town, where are the stormtroopers?


slicing: i think there should be ALOT more to slice and more involved slicing some terminals should be quite difficult to slice like an enemy faction mission terminal (can be counter sliced) others have multiple options when sliced like trmporarily disable terminal or cause missions to pau less (enemy faction terminal)smugglers should also be able to forge (slice) tickets to allow hunted people to ride ships ( GCW scan for people at the ticket terminal if there wanted then in a few minutes imps will arrive, two ways to bypass this one buy a forged pass two buy a pass just as ship arives and leave quickly, i think the GCW is weak and needs much more polarization)


This is a great idea.


combat: there needs to be skill and weapon improvement and not just pistol but unarmed as well (also add sword as a viable path to smuggler) these skills need to include a few group benefit skills


I can see the unarmed, and maybe even the 1 handed (knife fighting), but swords? nah, don't see it. But yes, they are going to discuss this in a future focus thread. This one is specifically contraband and smuggling missions. Basically what makes a smuggler a smuggler in regards to these 2 points.


spices: first they need the penalty changed to an adictive one where you dont barf after each use a second dose should delay the barfing you can do this several times but the barfing gets worse and the dose duration gets shorter also smugglers should have some limit or penalty to supplying themselves instead of buying from another smuggler


hmm, again, there will be another thread for this point. But you raise an interesting issue, and I for one, hate seeing people ralph in a starport while waiting for a shuttle...






KloudRunner
Tue Jun 22, 2004 6:36 am
#1168

probably already been covered but i'm tired from work so not really wanting to trail through post after post.


What happens when a BH is sent after a Smuggler. Is the Smuggler required to fight the BH and win in order to loose his Bounty Status or i assume from whats been mentioned that the smuggler could slice the BH terminal and reduce his own visibility/remove a portion of his Bounty level ? Also a fight between a Smuggler and a top level Bounty Hunter hardly seems fair game, even tho the Smuggler relies upon cunning and guile as opposed to huge firepower. Dont get me wrong i love whats been mentioned and really hope that it all gets put into the game.


Also could it be possible to say bribe the BH with some nice rare contrband in exchange for freedom lol i wouldnt mind seieng that option.


Smuggler: Wait dont kill me you can have this


Bounty Hunter: Whats this ?


Smuggler: I dont rightly know but it looks like Darth Vaders Under-roo's.


Well you get the idea.


Love the way this Smuggler revamp is heading , good work devs




Kloudrunner


Smuggler

Scoundral

Pirate


"The only rules that really matter are these: what a man can do and what a man can't do"
RaithStarwind
Tue Jun 22, 2004 6:59 am
#1169






GreenMarine wrote:


I think if there is a switching mechanism it should be on the acceptance of the mission. I.E.: missions that give visibility clearly say so (i.e., you can say to Jabba, "I'm looking for something a little bit more dangerous." and Jabba says "Stupid smuggler. You'll end up dead. I do have something you can do for me, but only if you feel like risking you life. Ha ha ha ha." or whatever sounds particularly Jabbaish.

I don't like the idea of a dialog popping up saying"pick what kind of BHer you want to come after you, PvP or PvE" That breaks with immersion big time.






I think the problem is GreenMarine that PvE players generally do not like the random factor of being attacked. Any form of Bounty Hunting will be met with protests because Player or NPC there is a chance ofthe smugglerbeing caught unprepared. Against players this is even more in protest because a hunter player is smart enough to know when exactly thier preywill be caught unaware.


The way I see it you need to set up basic smuggler missionsso that there is NO chance of involvement with a bounty hunter as a result. You do have the chance of facing npc foes along the way but you expect that when you take the mission and can prepare.You can gain moneyslightlymore thanmost combat missions of the same difficulty and occasionally an item. It would also be fun to form the other criminal organizations like theme parks where you must work your way into thier trust to get better missions. Skimming a little off the top thoughis not an option for PVE players. You are choosing to play it safe by staying with PvE so you wouldnt suddenly take such a risk by stealing.


This would also mean modifying the ability for smugglers to slice bounty hunter terminals. I think personally that to prevent unwanted PvP for the smuggler they should still be able to help a player lower his visibility. If he fails however the PvP player, not the smugglers visibilty goes up. And NPCs spawn nearby the terminal, ready to attack the smuggler and the player involved.


Then I would allow smugglers to choose special missions as you mentioned above. Doing so is substantially more profitable the way Jedi PVP missions are far more profitable for Bounty Hunters over thier PVE Missions. The risk comes in several forms.


  • If it is for criminalorganizations then you are smuggling illegal items like spice and slicing devices. If you fail however or skim too much of the product for yourself you take the visibility hit for all player bounty hunters.

  • Then I would add imperial intelligence and rebel spy NPCs to key locations that offer similar missions for factional only items like the Cries of Alderaan buff or Imperial Armors. If you steal too much or get caught then you gain visibility with factional player bounty hunters and gain the same visibility Jedi have with that faction to the point you are TEF with that faction till you 'lay low' for a while. Lay Low being either a skill or a set number like battle fatigue you have to lower by being in a cantina or someplace you can blend in.

These are just some ideas, the main point being that PVE smugglersshould be designed for no kind of Bounty Hunter Involvement in any form. PVP smugglers on the other hand should see the greater profit in the risk and should not only face the threat of bounty hunters, but the added risk of factional issues if they have chosen to ally with a side in the GCW.


Keeping in mind that I love the aspect of PVP Bounty Hunters after me. No matter what is decided on how to handle it I desperately WANT this. ^_^ Please dont let the PVE players kill this concept.




Raith Starwind.
Master Image Designer and Master Smuggler of Coronet. (Starsider)
Do not meddle in the affairs of Image Designers, for they are subtle and quick to make you an eyesore. ^_^
Kailong
Tue Jun 22, 2004 7:38 am
#1170

Smuggler? Here's my ideas:

Make sliced weapons/armor a lot more powerful, BUT, make is a lot harder to have them equipped in Imperial cities. Where would the Imps most likely be checking for sliced goods? In the Starports. Put a scanning crew in every Imp Starport with a decent size detachement stationed there. Plus, of course, there could be Imp PC's just camping out, helping the cause. Now, on the other side, put a small cantina in the Starport waiting areas where smugglers could hang out and offer travel protection services. Smugglers should also be able to craft special packs that hide slide goods. Then you could make it through the Starport, but you could NOT have your stuff equipped.


Kailong
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