Smuggler Archive

Thread: Concept for Smuggling

RunningRoutes
Sun Mar 20, 2005 3:21 am
#1

Okay, I'm not a Smuggler. But I have an idea for making smuggling happen.

One of the cool things about SWG is the fact that the various professions are co-dependent on each other. Combatants need to buy gear from artisans who need the combatant's money to buy resources. Combatants need entertainers to heal BF, entertainers use tips (if they get any) to buy nicer looking (and better healing clothing), so they need artisans to make clothing. The list goes on and on.

Part of the 'concern' of some non-smugglers about the smuggling thing is that they would be need a smuggler to transport illegal goods... co-dependence is great... dependence is not. So here's the idea.

If someone wants to transport illegal goods (spice, sliced weapons, some of the higher end weapons) to another world, they need one of three things: license (more on that later), bribe official, or a smuggler. Here's how the three work.

License: this is most for people who are roleplaying as mercs and bounty hunters. Odds are, these people will have 'licenses' for un-sliced high end weapons like flamethrowers, beam cannons, grenades, LLCs, etc. So, they go and buy a license for their weapons. Two catches. One, they can NOT be sliced... sliced weapons are not legal, period, end of statement. Catch two: you need a license for each planet you go to. And licenses would have to be renewed every so often as well... Makes a nice money sink ingame to keep the economy under control.

Licenses also have some issues. I seriously doubt the Empire (and other government officials) looks favorably on unleashing massive amounts of firearms inside cities... tends to cause collateral damage, upset civilians, etc. Using firearms inside city limits can cause you to have your license for that planet revoked. IF your license gets revoked and use that weapon again inside a city, police will spawn, if the police manage to incap you (unlikely): you lose said firearm.

Okay, bribing officials. This is mostly for transporting illegal goods to 'wilderness' planets (Yavin, Dath, Dant, Endor) and for transporting weapons you don't plan on using inside city limits. It allows you basically a get through customs free. Again, another money sink in the game; but, one that would be benefitual. Cost would depend on how much illegal goods you want to traffic.

Finally, smugglers. Smugglers can smuggle anyone through customs by grouping with them for transport. Group with a smuggler, both of you transport to the same city/world. Be especially useful with JtL where everyone 'jumps' onto multiple player ships together. However, not everyone HAS JtL, so... set up a screen where when a smuggler transports anyone nearby him in his group can click an agreement popup to transport with the smuggler. Smuggler skills would be 'rolled' against to see if the smuggler succeeds. Penalty to skill depending on the number of people and the amount of illegal goods they have on them. Smugglers can 'smuggle' their own goods as well.

If a smuggler 'fails' the roll, he can earn some dead-beat points (relating to the smuggler revamp idea) and increase the likely hood of someone sending him a not nice visitor. Also, get a fine for their illegal activity. The fine wouldn't be taken right away... more on that in a minute.

Heck, maybe even have smugglers have the ability to forge licenses, that would be kinda cool... not exactly smuggling, but it would fit the whole underworld thing. And frankly, I can't think of a profession more suited for forgery than smugglers (okay, maybe politicians).

Politicians might be able to 'bribe' officials easier than others, reduced rate depending on politician skills. Remember how I said I'd get to the whole fine thing: well, maybe politicans can call in political favors to reduce/remove the fine against the smuggler. Not sure how this would work exactly... maybe cost the politican some XP? Politican would also have to cost some SP if this was emplamented as it would be more useful.

Just a thought. Comments, suggestions?



------------------------------------------------------------------------------------
Star Wars Insider magazine #23:
"'Gospel', or canon as we refer to it, includes only the screenplays, the films, the radio dramas and the film novelizations."

"When it comes to absolute canon, the real story of Star Wars, you must turn to the films themselves - and only the films." - Steve Sansweet, Fan Relations
Akiram_Glockem
Sun Mar 20, 2005 7:14 am
#2


RunningRoutes wrote:

Licenses also have some issues. I seriously doubt the Empire (and other government officials) looks favorably on unleashing massive amounts of firearms inside cities... tends to cause collateral damage, upset civilians, etc. Using firearms inside city limits can cause you to have your license for that planet revoked. IF your license gets revoked and use that weapon again inside a city, police will spawn, if the police manage to incap you (unlikely): you lose said firearm.


The Devs would NEVER go for taking players' weapons, but otherwise I like the license part.



Akiram "The Glock" Glockem
Master SmugglerXCommandoXPistoleerXAlliance Pilot
Grand de facto leader of DLW and bringer of DOOOOOM
"Old Jedi never die, they just end up on eBay"
I am Jack's ignored profession.
RunningRoutes
Sun Mar 20, 2005 7:31 am
#3

Replace loose firearm with hefty fine. But yeah, I see your point. Was thinking too much about how it would be handled IRL



------------------------------------------------------------------------------------
Star Wars Insider magazine #23:
"'Gospel', or canon as we refer to it, includes only the screenplays, the films, the radio dramas and the film novelizations."

"When it comes to absolute canon, the real story of Star Wars, you must turn to the films themselves - and only the films." - Steve Sansweet, Fan Relations
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