Smuggler Archive
Thread: Revamp Discussion: Contraband & Smuggling Missions
Osrim wrote:
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.
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.
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.
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.
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 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.
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...
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.
- 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.