Smuggler Archive

Thread: Smuggling Missions

ner0sputnik
Fri Jul 01, 2005 4:27 pm
#1

Taking the chance of being ridiculed but really hoping that the devs see this I've decided to write exactly what I'd like to see smuggler missions like. Being really close to a MBH I think they've got kind of the right idea.


Novices-

Go to the Smuggler terminal (slice it) and pick a mission. A waypoint is transmitted to a spot outside of town. Since they're illegal goods, they don't want to be caught in town.


You go to the waypoint where there's a camp with 1 contact, 3 guards and the merchandise. [Optional: If you wish to do so, you can kill everyone in the camp and take the merch but you'll be hunted by that faction.] You pick up the merchandise, put it in your transport. (It's going to take more than a swoop to carry this stuff.) Once you've talked to your contact, he gives you another waypoint on that planet to deliver it to.


It's road trip time as you cross the landscape. Avoid all patrols from opposing factions and imps or you could find yourself in a firefight.


You meet your contact inside the target city and he takes the stuff off your hands (minus any you've skimmed,) transmits the payment to your account. You can now choose how much you want to pay your employer. (If you stiff him, you lose faction points for that person. At a negative score (or a certian number of negative points. -200?/-500?)that faction's missions no longer show up on the terminal. So you've got to be careful who you anger. Eventually you will run out of clients and the only way to get back in their favor is to do regular missions for them.)


Intermediate-


Same set up as before. This time you have to take the goods to another planet. So you have to get back to the city your ship is in, take off with the cargo. Arrive at the target planet, and transport them to their destination on that planet avoiding all scans.


Master-


This time it's serious. You do the same thing as intermediate but the merchandise is hot/Your destination is in the hands of the local authorities/Opposing factions are trying to stop you, etc...


(Also, this would be where you get the second tab for missions that, if you fail, you get put on the BH terms.)


What will it take?


Now, mind you, these things will take a LOT of work on the dev's part. First, they'd have to convince LucasArts that we want to do something besides wave light sabers at each other. Second, look at all that stuff. I've never programmed a MMORPG before but that's got to be a lot of crap to put in. Like probably months of programming and testing.


But I wanted to get some thoughts out there on the subject. What do you guys think? What would you want to see in smuggler missions?



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

Balzan
Sat Jul 02, 2005 11:46 am
#2

Right now I feel like Harrison Ford, after finishing "A New Hope." We've just got our slicing system out, not how we wanted it but we have it. So let's get ready for the good stuff. Everyone stop your constant slicing threads and let's start a "I want to whinge about slicing thread," that should take several pages away for the smugglers (lower s).

Now let's get ready for the smuggling missions. AKA smuggler revamp. Smugglers (capital S) let us wash our hands and get ready for the important stuff, slicing is not our profession, forget slicing. Now let's hope the devs get the missions right and don't end up resorting to plan B.



Taerl Setran | Churen Tek-Den
Smuggler 90 | Elder Jedi 90----|

Crew for the Undermyth/ideas for your own crew.
Underworld
How I see NGE smuggler working
DISCLAIMER: By reading the above post you waver all rights to take my post as offensive and completely understand that whatever said that could be misconstrued as offensive was instead offered as humour, unless stated otherwise.
Sinatra3
Fri Jul 08, 2005 10:54 am
#3


I've been thinking about how a player smuggling mission would work and I think I came up with a pretty good idea:


First, there needs to be a reason why a normal player would want to use a smuggler to transfer goods from one place to the other. I think that some items should be labled as highly illegal. These items should not be things that you carry around on your person at all times (ie weapons and armor.) These items should be things that you loot, or buy, that need to make it from one planet to another (maybe to a vendor or house). It's quite possible that certain creatures are illegal to skin on certain planets and are considered contraband, or even certain resources that may be considered hazardous to other planets. There are a few things that you would need to be smuggled without hindering your entire playing experience.



So why use a smuggler? I think that everyone should be scanned upon entering a starport. I don't think it should be by a NPC, but a device on the entrance to the starport. That way it won't stop gameplay for those that do not have contraband on them. Those that do have this illegal material on them will be ejected from the starport and attacked by local city personel. Whether or not you escape your demise from this attack, you will not be allowed to enter the starport until you "dispose" of the illegal goods. This is where a smuggler comes in.



At every major city there should be a smuggler terminal that works as a deposit box for the non-smuggler and a mission terminal for the smuggler. A player would place the goods in this deposit box and select the city and planet that they want the goods taken to and the price the smuggler would recieve upon completion. Then a smuggler would come along take a mission. Upon recieving the mission they will also obtain a "special package". For security sake, the actual goods would never "physically" move from the deposite box until the mission is completed. The package would be a representation of the actuall goods. (Of course, no one needs to know that because it would take away some of the realism)



The mission:



A smuggler recieves the package and heads to the starport. Like everyone else the smuggler is scanned, but has a higher chance of not getting caught. If caught, though, the smuggler is not banned from the starport, they just have to deal with security. If the smuggler is not caught, then they continue with caution. I know that not every smuggler has JTL, but I am going to continue as if they had. The travel button, when smugglers have a mission, will be unusable. Smugglers must launch into space and hyperspace to the designated sector. Upon approaching the space station, they will be scanned and deal with the results. They will be scanned again upon arrival on the planet. If all goes well, you deliver the package to the terminal, the client recieves an email, you recieve your money, and the mission is complete. Your mission will only fail upon your death. If you are caught at any time you will have a chance to run, or fight. If you die the mission is over and another smuggler has an opportunity to recieve the mission. During the course of the mission there will be 3 definite scans and a chance for random scans by patroling security officers.



I dont see why this couldn't work, but i would like to hear your ideas or concerns.




Luuc Moonrunner-Dark Teras Kasi Master
Captian of The Covinnus
LM Starfighters
Alpha_Bits
Fri Jul 08, 2005 10:58 am
#4

I seem to remember some kind of 'technical' reason for not doing scanning at choke points, back when we were being told how they'd need a server like Deep Blue just to be able to implement the code required for real smuggling. Basically, the server load of having everyone going through a starport scanned would be large... and also they didn't want to make people wait in the starport for any reason, slowing you down, that kind of thing.


Of course, that wouldn't stop you from using outposts. I thought it was kind of fun when I hyperspaced to Endor last night, asked for permission to land and the controller didn't know about the smuggler outpost. THAT'S kind of cool stuff.


Of course... why player cities can't have landing pads for ships a-la Jabba's palace is... beyond me...



========
Gith - Professional Scoundrel

"If I kill one of you, will the other two shut up?"

"It don't matter. None of this matters."
- Carl
Antonnio
Fri Jul 08, 2005 11:25 am
#5

A simpler idea would be that while these items are in your inventory, you recieve a StarPort TEF that refuses to allow you to get into starports.

Smugglers are immune from these TEF's and we follow through with your idea.

There has to be a reason however to prevent basic players from picking up Novice Smuggler to avoid this whole problem.



Smuggler4LifeSmuggler4LifeSmug  |
gler4LifeSmuggler4LifeSmuggler | Antonnio J. Rossi
4LifeSmuggler4LifeSmuggler4Lif | Captain of the Lone Wolf
eSmuggler4LifeSmuggler4LifeSmu | For Profit Only
ggler4LifeSmuggler4LifeSmuggle | * * *
r4LifeSmuggler4LifeSmuggler4Li |
feSmuggler4LifeSmuggler4LifeSm | My Holonet Page
uggler4LifeSmuggler4LifeSmuggl |
er4LifeSmuggler4LifeSmuggler4L | We're made to suffer. It's our lot in life.
SpinningCloud
Fri Jul 08, 2005 11:55 am
#6

What's REALLY amusing is that for FIVE months we discusses SOEs concept about smuggler missions on the In Concept thread. It magically vanished right before Publish 19 went to In Test and has never been mentioned again.


Since SOE doesn't feel the need to discuss SMUGGLING content or even reply to what THEY started, I fail to see any reason in discussing it again here after two years of doing so.






Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Page 1 of 1
Previous Next