Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

yimaz
Fri Dec 03, 2004 8:29 am
#1210



A full and robust Smuggling system


1. Mission Terminals - (glorifield delivery mission) - mechanics are already in game just need smuggler terms and missions in criminal theme parks. These mission can be done all day every day and xp goes to the Underground Tree. If you fail the mission you build up visablity points for the BH terminals.


2. NPC quest - mechanics are already in game and any or all Crime theme parks are all set for this. High end stuff like Spice and ship parts that can be sold to players for big $$would be your carge if we steal the shipment or fail we run a bigger risk of being on the BH terminals. These questwould only be avalible once every 24hrs.


3. Tuffer Imperial crack down - (playergood's smuggling) - mechanics are already in game. Make random star ports (rotate it so its a player suprise)very tuff to get illegal good out of and remove the Imp and droid exploit. Players will have to group with us to get off world.


4. Jedi/Faction Tef masking - (player smuggling) - mask sent is in game so the basic mechanics are there. Smuglers should be able to mask a Jedi from the BH's andmask a tefed or overt player/group from another faction. So as to not over power this skill it only works for 10min once every hour, can failand while the player will look covert (blue not red dot) or drop off a BH's droid search a BH (if the jedi is in his sights) or opposing faction can still lock onto and attack if they see threw our trick.


Im not sying we should have one of these Im saying we should have them all, then every smuggler has options as to how he wants to play his smuggler (i.e. solo or with other players)



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Krutchu
Fri Dec 03, 2004 9:31 am
#1211


With JTL release, i think that allow smuggler to launch ship from everywhere (specially multyplayer ones) should be a great feature

Message Edited by Krutchu on 12-03-2004 08:31 AM

Czar_Tim
Wed Jan 26, 2005 1:41 am
#1212

the problemm is, smugglers fly their cargo, its not nessisarly their job to bring it to the person , second we r not a combat proffesion, nor should we be, we dont need to be able to fight.



Pokak Wavingfly (Bria) Currently respecing and cant decide between crap proffesion 1 or crap proffession 2
MavriK512
Wed Jan 26, 2005 1:51 am
#1213


Czar_Tim wrote:
the problemm is, smugglers fly their cargo, its not nessisarly their job to bring it to the person , second we r not a combat proffesion, nor should we be, we dont need to be able to fight.





Arr than ya better take down the skill requirment a notch or two. It can git mighty dangerous out thar, and we'll be needin' the SP ta defend ourselves.

edited, now with more pirate!

Message Edited by MavriK512 on 01-25-2005 12:52 PM



Naco-Smuggler-Valcyn
Naogo Belau-Ranger/Creature Handler-Ahazi
ner0sputnik
Wed Jun 22, 2005 4:01 pm
#1214

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The ability to "cheat" the missions at a cost of visibility also adds a lot of flavor, and allows the player to assume as much risk as he/she is willing to bear. If you're a triple-master or have a hot ship, of course you're going to be willing to live more on the edge than someone just starting out.
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It just occurred to me a cool thing to do would be that if you get the bounty lifted on you but someone has already taken the bounty they can still complete the mission... and you'll never really know if you got there in time. hehe


Ner0 Sputnik

New Cov Elite Rebels

(Eclipse)



NeroSputnik
Serenity Valley Shipping Co.
Former Master Smuggler
I support player bounties. Put me on the terminals!
(But let me earn it by Smuggling)

Bakarn
Wed Jul 06, 2005 1:01 am
#1215


Perhaps that that was proposed... To prohibit the accesses to a planet for a time when the smuggler was scan with hilgly illegal contraband...
korvass
Wed Jul 06, 2005 1:13 am
#1216






Czar_Tim wrote:

the problemm is, smugglers fly their cargo, its not nessisarly their job to bring it to the person , second we r not a combat proffesion, nor should we be, we dont need to be able to fight.






I disagree rather strongly with that. Smuggling is traditionally outlawed by most if not all governments, throughout history. This means that you will inevitably come into contact with law enforcement, who aim to stop your activities, meaning conflict. Now you have the choice of running, and/or fighting your way to safety. You need combat skills to do this and live. Of course you can surrender, but then you won't be a smuggler for long (and SOE will have to design a simple convict profession for you, where you get to sit in jail all day and have specials like playing blues on a harmonica, or dodging Tiny).


Currently the Smuggler profession isn't a full-on combat prof. It has some nice and useful escape skills, so currently I view the combat side of smuggler being spot on. Most smugglers, like me, decide to pick up some other elite combat profession on the side to stack the odds of survival in a fight in our favour.







Errathe Afi
Professional Scoundreless
Smuggler till death


"I aim to misbehave!"
"Business is always personal..."
"I'm a smuggler; sarcasm is the only content I got left!"
JarekTiwood
Thu Jul 07, 2005 2:28 am
#1217

Just a few observations and suggestions in my humble opinion


Ok lootable items required for slicing. BAD IDEA. slices are less effective than they used to be and more expensive because now rare items are necessary to do them. There is no way I would pay what I will now charge for an 8% damage slice. ALL items necessary for slicing should be craftable by the smuggler.


I like the idea of visibility for the smuggler. due to the nature of smuggling, if you rip off your boss or get caught nasty people are going to come after you. It's more realistic and more in line with the star wars movies.


I think smugglers need their own ship and you shouldn't need one of the other piloting professions above novice to be able to fly it. Maybe there could be a quest to get it or master smuggler could get it automaticaly. you would still need one of the other piloting professions to use better components and specials but it should be a multi player ship that's fast and maneuverable with good shields with less fire power than the other multi player ships. it's a smuggling ship not a military one. Smugglers need to be able to slice ship components , but once sliced those components can only be used in the smuggler ship which is only flyable by smugglers.



Smugglers don't really need to be able to craft spice. They could buy it from a supplier on one of the adventure planets and then transport it to one of the habitable planets. This would give them smuggling xp to fill the underworld and spices tree. with higher spice skill better spices can be purchased. Smugglers would have to transport the spice to other planets and risk patrols in space and in the star ports. This would increase the actual "smuggling" smugglers would be required to do. Smugglers would get xp every time they placed spice on a vendor on a planet other than the one they got it from. or they would get xp for arriving in a starport with the spice on a planet other than the planet they bought the spice from.


There should be scans in space. Maybe a 30 or 40% chance of being pulled out of hyperspace into a random sector by imperial or rebelpatrols. They couldautomaticallydisable the ship (disabled engines due to the shock of being ripped out of hyperspace) and send a boarding party. players in the ship could fight off the boarding party while the engineer and the pilot repair the ship to get away. Or the smuggler can dump the shipment and get an automatic bounty put on his head and have a, say 70% chance of being released by the patrol. This would promote smuggler guilds because smugglers would need people on the ship to help him defend the shipments.


I like the idea of being able to rip your boss off while smuggling. and it ties in with the whole bounty/visibility thing. Ifyou rip your boss of by A keeping the shipment B Skimming off the top C dumping your cargo in space to avoid apatrol orD getting caught by a patrol and having your cargo confiscated, you lose faction and get a bounty put on your head. lose enough faction and you can't work for your boss anymore until either the bountyhunter gets you or you work your way back into his good graces by earning faction. as far as smuggler missions go you could run guns or medical supplies or whatever to the rebels in imperial sectors or imps in rebel sectors or just about anything for the various criminal organizations. The slicing skill would tie in by letting smugglers slice bounty hunter terminals to lower the bounties on their heads or at higher levels havinga chance of erasing the bounty all together. you could have two options while slicing choice 1 lower bounty choice 2 erase bounty. If you try to erase and fail you get caught and the bounty goes up 25% or something like that. If you choose to lower the bounty and fail there's no consequence.


As far as non PVP missions go you could run spice for your supplier. since you already paid him for the spice he could care less if you get caught with it hence no bounty hunter. You could also leave a deposit with your employer equal to the value of the shipment. Shipment gets lost you lose your deposit and faction no bounty hunter. shipment gets delivered you get the deposit back.


I think smuggler has the potential to be a really cool profession but as it stands now it's kind of lame. Don't get me wrong I'm a master smuggler myself but it's just not anywhere near what I hoped it would be.




___________________________________________
Darron Tiwood
First Lieutenant
If you show up to a fair fight, you're wrong.
smkelly
Thu Jul 07, 2005 5:19 am
#1218

As far as slicing goes, I would love to be able to slice my Ships components. Crafting slice components is a must, be should only be done on a master level, If your still set on looting how bout the reverse engineering ability. We loot 5 components, RE it, build 20 with that schmatic. So now I don't have to charge so much for a decent slice, and can keep 1 piece for myself as well.


Smuggler missions is a must. But don't make it the "go to this waypoint kill all that's there and talk to this person" mission. Evasion and time limits should make it interesting. Blockaid runs would be nice, or getting caught between a SD and a Mon Cal (make a new ship up so it can be smaller) battle with lots of tie's and A wings all which agro you because they don't know who you are.


Addingsecret cargo holds to your speeders and ships for transporting goods, Oh andthe big one, allow use to grant admin rights to people onare POB ships so they can become a partner.
Merc32
Tue Aug 23, 2005 1:27 pm
#1219


Good to hear it, this is going to be very cool.



"We must learn to live together as brothers or perish together as fools."
--Martin Luther King Jr.
gassygunslinger
Tue Aug 23, 2005 3:23 pm
#1220

Don't you people realize its never going to happen? They said there would be no revamp, just (possible) smuggling missions (like I beleive that) from pre-existing systems (aka a delivery mission with a bit of combat slapped on it... Yeah, you've been taking this long to make that... I beleive you!) and they consider this to be "new content" and "new content" won't get fixed after bugs (but of course in the case of a jedi themed expansion, it can be pushed back all the way to never!)... A week ago, I was still hopeful for them to implement at least SOMETHING... But now, after the info about the expansion, I have no hope. Read the "History of Smugglers" thread if you haven't already, andlook ata few of the more recent updates not posted there.



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Ternque01
Tue Aug 23, 2005 3:55 pm
#1221






gassygunslinger wrote:
Don't you people realize its never going to happen? They said there would be no revamp, just (possible) smuggling missions (like I beleive that) from pre-existing systems (aka a delivery mission with a bit of combat slapped on it... Yeah, you've been taking this long to make that... I beleive you!) and they consider this to be "new content" and "new content" won't get fixed after bugs (but of course in the case of a jedi themed expansion, it can be pushed back all the way to never!)... A week ago, I was still hopeful for them to implement at least SOMETHING... But now, after the info about the expansion, I have no hope. Read the "History of Smugglers" thread if you haven't already, andlook ata few of the more recent updates not posted there.





Have you hit the cancel button yet? I have, and it feeeeeeeeels good.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
gassygunslinger
Tue Aug 23, 2005 5:15 pm
#1222

Sadly, no... The only thing keeping me here, is maintaining my city, "Smugglers' Run"



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