Smuggler Archive

Thread: Smuggling whats possible...

Rissen
Fri Mar 04, 2005 8:21 am
#1


I think it is important to look at what can be done to our knowledge mission and core system-wise that could help give "S"muggler immersion.


We know that they are capable of scanning for illegal items.(ala crack down)


We know they are capable of allowing a profession to modify group rolls(ala our ability to help peopel avoid scans and the SL abilities as well)


We know that missions exist that spawn mobs into your path (ala village rescue and capture missions as well as space escort and patrol missions)


We know they can fail a mission based on leaving an are or missing a checkpoint (ala space missions)


To this end we could have a mission where we are given items to smuggle say spice, npcs, etc. and be given checkpoints. Missing a check point or shuttling could be considered a failure so no shortcuts. Npc's could be placed in our path and could even do scans. Npcs could give chase as in already aggroed(maybe npc BH's after a mark we are smuggling).


I know this isn't new material per se just trying to get a bead on what is possible given current systems.


Another question I have based on discussions here is JTL and smuggling for the fututre should be inter-mixed and how much? Smuggler from the movies/EU obviously are greatly tied to space travel and transport but should we expect that smugglers have JTL in order to do smuggling?


A lot more options avail themselves with space with docking and space station checkpoints.


just sounding out some thoughts...



FELON
NOW RECRUITING IMPERIALS AND NEUTRALS ON BLOODFIN
SPACE, GCW, PvP, PvE, DWB runs
w00t Radio

yimaz
Fri Mar 04, 2005 8:37 am
#2

This is a great way to look at options for Smuggler. Many times ALL of us tend to go a little over the top in our Smuggling revamp idea's. If we look at what is in game that we can take "tweek" and make Smuggler we might have a better shot at new skills/perks. But with that being said Smuggling in general should be the highest iteam the Dev's need to develop with everything else being perk/revamp idea's. Here is the problem atm.... no one has any idea what direction the dev's are taking us in, if we can or will even be able to smuggle. With no info at all we are pissing in the wind (so to speak) so sadly I have nothing to add to your thread but ***** star for you because its a solid idea with a solid foundation. Nice job. :smileyhappy:



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

yimaz
Fri Mar 04, 2005 8:41 am
#3


We should have:


NPC missions/Quest - your idea fits nicely into this one


Player Smuggling - I now have no idea what we can do on this and with nothing on the Dev's end and /masktef out the window Im lost on this one.


Player Cargo Smuggling - there was a great idea on this about 2 weeks ago (wish I could find it) but might be too much for the Dev's to work on...I just dont remember but a great idea none the less.



For a true re-vamp of Smuggling (not Smuggler) we need to have simple and viable idea's for these 3 so Smugglers have a nice full Smuggling system not leaning to hard on NPC's or Players.

Message Edited by yimaz on 03-04-2005 10:42 AM



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

SpinningCloud
Fri Mar 04, 2005 9:04 am
#4

Whatever is done in the way of smuggling missions it needs to involve some skill. Just traveling between checkpoints and taking a roll of the dice to avoid scans would become rather dull after a time.


There have been many good suggestions for smuggling missions in the past including NPC missions and player missions as well as just a game environment where players need our skills to go about their routine business.

I would personally like to see a three-prong attack on the smuggler content;


1. Players needing our services - scans set up at important points such as starports and a LOT more contraband including some raw materials necessary for crafters. This alone would give us something to do.Thes types of activities should draw law enforcement attention if they are done overtly, ie. with smuggler title blazing away overhead, spamming your services in vicinity and transfering goods withing a certain range of law enforcement.


2. Convoluted NPC missions - these would involve criminal factions, transporting special contraband only available from criminal faction contacts that are of special importance to spices, slicing and player crafting. These could generate BH visibility possibilities at various stages; such as running off with the contraband, skimming or failure of the mission.


3. Player generated missions - this WAS the original design intent of SWG before beta started. I'd like to know what happened to it and why it was dropped. I would like to go to a mission term and get player generated smuggling missions for hard to get and hard to transport items and resources. Take the mission and succeed and you win the price offered by the player. Either way you run the risk of BH visibility at various steps along the way.


I don't think that we can end up with something that will hold our attention long-term without an array of smuggling options like these.




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."

yimaz
Fri Mar 04, 2005 9:10 am
#5






SpinningCloud wrote:

I don't think that we can end up with something that will hold our attention long-term without an array of smuggling options like these.






I tend to agree with this, my fear is we will get a pumped up delivery mission system and nothing more. That would be boring after a week...man I wish I knew what the dev's were even thinking. I think it would help us all so much.



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

Rissen
Fri Mar 04, 2005 9:16 am
#6

Thanks for the kind words and rating yimaz.


I think Player Smuggling is possible still the biggest hurdle is what players and why. Jedi come to mind cause they are currently hunted obviously and we maybe use some form of "disguise" or "electronic forgery" to make it possible to evade detection for a limited time but I see this having to be very limited to avoid exploitation and likely to still draw much heat from the BH front.


Scans on players are currently to infrequent for anyone to care enough to try and get smuggled passed them. A player bounty system could make the aforementioned idea more prominent but they haven't even conceded to put smugglers on the bounty terms and we are asking for it so my guess is the rest of the player base is unlikely to get put on the terms.


They could implement an "Exile" system where failing scans multiple times ona planet it registers you as an enemy of the state and you are not allowed on the planet until a smuggler escorts you there and takes a chance by slicing into the local holonet terminals and erasing your status and previous scans off. To this end you level could control the level of the "purge" meaning each level of smuggler would purge 20%. slicing 1 and 2 of the failed scans and the exile status removed, slicing 2 means 4 scans and status removed, slicing 3 and 6 scans, 4 and 8 scans, master and all record of you being scanned as an enemy is removed. The purges could be done prior to exile as well. This would give ground smugglers the ability to do preventative and JTL enabled the added bonus of being able to travel a player covertly to a planet he is exiled on.


This would likely take a decent amount of work but exile could work similar to jedi visibility and you are now visible as a criminal.



FELON
NOW RECRUITING IMPERIALS AND NEUTRALS ON BLOODFIN
SPACE, GCW, PvP, PvE, DWB runs
w00t Radio

SpinningCloud
Fri Mar 04, 2005 9:21 am
#7

I love kicking these ideas around...and we've all had fun for nearly two years dreaming of all the possibilities.


But does anyone REALLY...I mean if you're being totally honest with yourself...believe they're going to give us anything remotely this grandiose? Especially after nearly two years of sitting on their asses watching us squirm?




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."

dlc3007
Fri Mar 04, 2005 9:25 am
#8






SpinningCloud wrote:

Whatever is done in the way of smuggling missions it needs to involve some skill. Just traveling between checkpoints and taking a roll of the dice to avoid scans would become rather dull after a time.





To be honest, I'm not sure how this aspect of smuggling can be improved. The fact is, everything in this game is a 'dice roll' -- crafting, slicing, fighting, etc. You can improve your chances of success, but it is still going to be attempt-an-action/see-the-result game. Space combat, obviously, is the only exception. Happily, this opens up the possibility of interesting space smuggling missions.


The player-based smuggling missions would be fantastic! They do, of course, require that both Imperial and Rebel factions flat-out ban important items. By ban, I mean that they would confiscate the objects from a play if caught. A hefty fine would be nice too. Sadly, can you imagine the screaming if someone purchased 3 mil. credits of illegal goods only to have it disappear? I certainly wouldn't mind, but I'm not sure they're going to go there.




Imperial Col. Croda L'to

Jedi kiss their sisters -- repeatedly.



Zombie_Arsani wrote: Quiet jedi, grownups are talking.
dlc3007
Fri Mar 04, 2005 9:26 am
#9






SpinningCloud wrote:

But does anyone REALLY...I mean if you're being totally honest with yourself...believe they're going to give us anything remotely this grandiose? Especially after nearly two years of sitting on their asses watching us squirm?




No, but it is good to have dreams.





Imperial Col. Croda L'to

Jedi kiss their sisters -- repeatedly.



Zombie_Arsani wrote: Quiet jedi, grownups are talking.
yimaz
Fri Mar 04, 2005 9:41 am
#10


See this is going to be the new problem with the community. We have been working on this stuff for almost 2yrs and now we are hitting burn out. I know for myself I have nothing to offer in regards to Smuggling because they tell us nothing and we dont know where to go with this anymore. We have kicked this idea around for so long and come up with so many idea's and are now to the point where we need answers...answers we are not going to get any time soon. This makes me sad because I know and can see that most of us (myself as well)are kinda done with the whole "Idea on........" threads....

Message Edited by yimaz on 03-04-2005 11:41 AM



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

HOTDOG
Fri Mar 04, 2005 10:18 am
#11






yimaz wrote:


See this is going to be the new problem with the community. We have been working on this stuff for almost 2yrs and now we are hitting burn out. I know for myself I have nothing to offer in regards to Smuggling because they tell us nothing and we dont know where to go with this anymore. We have kicked this idea around for so long and come up with so many idea's and are now to the point where we need answers...answers we are not going to get any time soon. This makes me sad because I know and can see that most of us (myself as well)are kinda done with the whole "Idea on........" threads....

Message Edited by yimaz on 03-04-2005 11:41 AM




Tell me about it Yim.


But here we go-


You got PHAT ideas Riss- and I'm gonna add to it a little-


As you are using in-game mechanics I will also point out that Scouts have Mask Scent- where they actively turn it on and go past animals who may not detect the scouts presence.


I think Smuggling should work in this fashion.


You should have to actively type /sneak as you pass those who may bust you.


This way you would:



  1. Actively be smuggling instead of just running around and passively beating scans.

  2. Always be checking your surroundings for those out to get you.

  3. Be managing how you used you /sneak skill so as not to have the timer go down while you were in a bad area.


I truly LOVED using my /maskscent skill when I was a scout.

That was the closest I ever got to smuggling-

An Artisan out checking harvestors using mask scent to smuggle himself past a pack of pissed off Wrixes.



As far as smuggling people. We should be slicing Jedi off the terminals-

My idea was:

A jedi comes to you.


You group with the jedi and hit a term.


You slice it-


If you fail the slice you are added to the terms at a generic price.


If you are successfulboth your name and the Jedi's name go on the Terms for twice the price the jedi was on there before.


You get a waypoint to another terminal.


You now have 30 minutes to get to that terminal and do the second slice finishing the transaction.


You and the Jedi must remain grouped untilYOU successfully slice the Terminal at the WP location.


Break the group and both names stay on the terminals.


Take longer than 30 minutes and both names stay on the terminals.


Fail the slice and both names stay on the terminals.


IfYOU (the smuggler)are killed (by anyone except a bounty hunter who has the mission) before the 2nd slice both names stay on the terminals.




I could see Jedi using us for this purpose at a good price too...

Unfortunately I can see a lot of people exploiting the system as well and haven't thought of a way to stop this. The Smuggler needs to have something at risk- GREAT RISK for failing this type of mission or a serious Jedi-BH-Smuggler exploit tryst could be the result.







TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
SpinningCloud
Fri Mar 04, 2005 10:25 am
#12

yimaz,


I hate to agree but I do.


Every 'new idea' post I see I know I've seen one or more variations of over the past 20 months.


This isn't bad mind you, I applaud all the 'new' ideas but SOE HAS them from us even though the routinely ask for them all over again. I can't for the life of me believe that they have such poor record keeping that they forget everything we do from one quarter to the next.


Basically SOE has MORE than enough ideas from us to work with. I too would like to hear from THEM for a change. We've given and given and given again, both ideas and monthly fees, and we as Smugglers have gotten absolutely NOTHING of equal value in return.


SOE, it's about time you stepped up and forked over what has been LONG overdue.




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