Smuggler Archive

Thread: What I'd like the Underworld tree to be to me (I'll have one for each branch)

DragonSnack
Wed Feb 23, 2005 9:30 am
#1


After looking at the FAQs, the guides and all the posts - excpet the Smuggelr revamp post with obver 1700 individul posts in it

The following little blurb is what I think the Underworld tree should include.

It is possible that everyhting here was suggested by others in other posts but trying to opick who said what first is next to impossible.

So to whowever I thank you for the ideas.

Based on the current skill set (and allowing for the merchant/contraband issue)

1. Underworld:
Quest based: The devs have to create this.
Create mission type quests that can be obtained from NPCs. Place "street corner" type NPCs similar to the BH informant NPCs that are usable by any level Smuggler to provide simple retrieve and deliver missions for a payout in cash, smuggler XP and Jabba type faction points (not Rebel or imp FP unless the smuggler happens to "kill" imps or rebs during the mission.
Use the smuggling XP to advance through the levels of underworld tree. At each level the Smuggler would gain access to the more advanced NPCs that work for each of the "Crime Lords". Jabba, Lady Valarian, and the other crime lords. would not speak to anyone but a Master Smuggler.

To make it interesting- Have the crime lords and their immediate higher up cronies ignore the faction point standing of the smuggler. Jabba knows that a Smuggler works on for pay and if the pay is right will work for anyone. However the lower level members of the factions resent the Smuggler working for the competition and will (give a random chance of) attacking a Smuggler with high standing with a competitor.

2. For RP: We can create this.
There is no reason that an individual smuggler or a group of Smugglers can not create their own smuggling network and set of contracts with crafters, merchants, and other players to smuggle goods and maybe even people from place to place or through a smuggling network.

As an example (I'm picking on Dak -who is a known Imp; at least to me;- on purpose) I am a covert rebel on Flurry and I have contacts with a less than upstanding -alliance leaning- weapons smith that just happens to be a very good weapon smith that wants to make a buck. The Imps want his weapons. I can smuggle the weapons past the rebel guards, meet Dak, pass the weapons to Dak and he inturn he smuggles them to his Imp friends. And if both of us are totally honest wemight return the payment without skimming to much off the top.

We can make our own content.


Leave the other underworld skills as they are. We should be able to speak more languages than the common person on the street and we should be able to pass skirt customs without too much trouble.



This is what I'd ike to do.

What do you think?



SPICE BRANCH:

Spices;
(Since I forgot to include the term smuggling in my blurb about the underworld branch; If I mention or say anything about moving or relocating or carrying or use any term considered to mean transporting substitute smuggling for that term)
Spices are usually a piece of an organic or mineral based compound.

Although have eaten some chef make "foods" that took the top of my head off the spices we craft seem to more in line with what a medical person creates.
As of today I don't know of any plans to eliminate the spice line from our skill set. We can't replace it with smuggling skills because those should fall into the underworld branch.

For the sake of argument leave all that is in the spice branch alone and add experimentation and also introduce new compounds that we can mix and match to get even more potent spices How about adding Glitterstim to the game.

If we loose the ability to craft the spices then replace the branch with one that we can learn to be dealer as in merchants of illegal goods.
Combine this with the following:

If the banning of contraband items on public vendors goes into affect then....
Give the Smuggler profession the ability place a limited number of vendors (starting at level 3 to limit dabbling to those serious dabblers) and add an additional vendor at level 4 and one a master for a total of 3.
Merchants without Smuggler (SPICES 3 or better can't have an illegal vendor but those with Smuggler(SPICES level 3, 4 and Master can have the additional vendors given at the appropriate level.
Allow these to be placed anywhere the vendor owner can get to regardless of zoning rights; inside or outside. If the town objects to the vendor have the town hunt down the dealer or put up a bounty for the BHs to "take care' of the problem.

We may not have to make them but we should be able to smuggle and "deal" in them.






Message Edited by DragonSnack on 02-23-2005 02:47 PM

SmugglinZane
Wed Feb 23, 2005 10:30 am
#2

Umm, would like things to be a little more Smuggler here... unless you plan on adding smuggling to another tree

Here's a little of what I see:


You take a mission from an NPC. The mission is basicly a high end delivery mission requiring travel.

The mission gives you a package/cargo in which you have to deliver to a instanced spawn on another planet.

Now the key to making it more like smuggling is this. No matter what you are carrying, it is contraband and will flag you if you fail a scan. Failing a scan will flag you as an enemy of the scanning party regardless of your faction standing. Furthermore, the planetary authority (or ciminal/band of thugs for adventure planets) of the planet you are delivering to are watching for deliveries from certain planets. It's up to you to figure out which (and it shifts periodicly similar to resource shift) planets they are watching and attempting to travel into the system from an unobserved system. If you fail in this, an instanced spawn will attack you trying to "confiscate" your goods. In other words, if you die, the package is gone and you fail your mission, and of course there is always the option of forfitting your goods in order to avoid death or faction loss from killing them. Also, there will always be a chance that the person(s) you deliver to will try to take you out in order to claim they never recieved the package and therefore won't need to pay the originator of the mission. If this happens you can either kill them and keep the package, or return it to the originator for your mission payout. Of course there will always be the chance that they catch you doing this and take vengeance on you.


That is what I see as a smuggling mission. Some people see it better combined with the spice tree, but where ever it winds up, the missions need to be more than just simple delivery or destroy missions or else it's not really smuggling.



"Jedi claims of being "broken" are like saying "But my TV isn't widescreen! It's broken! My TV can't show high-def pictures in 1080i, it can only do 720i! It's broken!" Meanwhile, crafters are saying "We'd really like to have a TV that's larger than 12" and gets more than 4 channels and doesn't constantly lose vertical control", and entertainers are saying "Can we get some color instead of this B&W piece of junk?" And smugglers? We're listening to radio programs of "The Shadow" and "The Abbot and Costello Comedy Hour" and hearing FDR's Fireside Chats. We don't even HAVE a damn TV, much less a broken one or a "broken" one by Jedi standards. I'd LOVE to be as "broken" as they are." - The Legendary Solo4114
DragonSnack
Wed Feb 23, 2005 10:47 am
#3

Thanks for adding th e wording I knew I was missing but just couldn't ffigure out what thjose words were.


Missing words and phrases. Leaving out whole ideas.

This sounds familiar.


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