Smuggler Archive

Thread: Eureka! Way to implement smuggling using in-game assets!

ValiantHalibut
Sun Mar 06, 2005 11:29 pm
#1

Ok, I was posting on the JTL discussion boards when this idea hit me like a ton of bricks. I'll repost it here without the brief and irrelavant preamble.

NOTE: the original post can be found here: http://forums.station.sony.com/swg/board/message?board.id=lightspeed&message.id=176431

The gist of the original post was that players should be allowed to land anywhere using a system that breaks the planetary (ctrl V) map into grids. You then select grids and, basically, zoom it in until it loads up the current structure placement system. You use that to find a valid spot to land your ship. What follows was my addendum:



OK, introduce customs at all starports. This would be an automatic security check every time you load in to a public starport, but it would ONLY check for illegal goods. It wouldn't look at faction. If you're carrying illegal goods and if - say 85% of the time - the check succeeds, you would be greeted by the local city guard who either levy a hefty fine or automatically attack.

Now, in order to get around this you land outside the city using your idea - the catch, though, is that only Master Smugglers have a 100% chance of succesfully doing this. When you arive at a space station you're given the option to bribe the attendent who will then allow you to bybass the official channels and land on the planet. The bribe would be half the cost of having a chassis dealer make the ship. I.E. a YT-1300 would have to pay 50k in bribe money. The logic is that a larger ship is more likely to attract attention. Once you've paid your bribe, you open up the quadrant screen as described above.

When you do this a new skill is checked - let's call it clandestine xp - and if you pass the check you can land wherever you like. If you fail, however, you're intercepted on your way down and land at the starport closest to the spot you would have landed, only this time the local police and/or stormtroopers are waiting. Pilots would get +5 clandestine xp at novice, and it would go up by +1 with each branch of pilot skill, and at master it would be +6. All told, a master pilot with no smuggler ability would have a +15 clandestine xp, giving a 15% chance of landing succesfully. A smuggler, on the other hand, would get a +10 at novice, and then bonuses all the way up the underworld tree. Say, +10, +10, +15, +20 and a final +20 at master. That would give a master smuggler +100 and, thus, the ability to land anywhere on a planet they choose - thereby avoiding customs checks and allowing them to smuggle.

I reiterate: Allowing Them (Smugglers) To Smuggle.

Also, this would encourage actual space travel between the planets because you wouldn't be able to do this with the travel option.


I seriously think that this is the best SWG idea that I have ever had. Ever.

Post-Script: Yes, I am aware that, as written, this is a JTL player only idea. If that's your main gripe, please be gentle.



--
Wise man say, "forgiveness is divine, but never pay full price for late pizza."
cpz
Mon Mar 07, 2005 3:05 am
#2








Orcajum wrote:
Of the different "ways to make Smugglers Smuggle" ideas i've seen posted, this is one of the most immersive concepts to date. Though, even as a Master Smuggler myself, I wouldn't want a 100% success rate. Remember, Smugglers are not paid both because of the skills they possess and the risks they take to achieve their goals. A Smuggler's skill may help him minimize those risks, but they should never be totally eliminated. If everyone else were to have a 15% success rate, a Smuggler should have a 10-15% failure rate, and likely face even stiffer penalties than others. Remember, the Empire and many other planetary governments strongly disapprove of Smuggling activity.

I must admit, however, that the major fault with this plan is the same one we've continually run into to create a Smuggling environment. Until there is actual contraband (i.e. illegal goods and cargo) that needs to be transported, there will never be true Smuggling. Theoretically, the Devs could drop in the most perfect Smuggling system into the game, on that solves all the problems with transportation restrictions, a detection system, and appropriate consequences attached, and it would all go for naught due to the lack of "true" illegal items.

As of now, the only two things one could say to be actually contraband in-game are sliced items and spices. Spices currently have very little usage or market value, so they wouldn't need to be Smuggled. And I do not forsee anyoone paying 50k bribery fee + Smuggler profit margin for me to move a few guns and armor from one planet to the next. Especially since the likely fine for transporting these would be less than 10k. To me, sliced items are too small-potatoes to build a Smuggling environment around. I don't forsee the developers wanting to "inconvenience" the playerbase for individual weapons and armor. Again, too small-potatoes.






Agreed. So they should make Spice an optional additive - like the BE/Chef ones - that go into buff packs. And make Spices mined by those with Survey IV. Add this starship scans in and omg! Miners and doctors need Smugglers to carry their illegal bulk resources through starports.And what's also nice is that you can't be Master Smuggler/Master Doc.





oooooooooooooooooo
Colonel Narayan Darkfly (RIP)
Master Smuggler
Eclipse

The Awful Truth [now santized for family friendly fun]: One Two Three Four Five Six
Sengis
Mon Mar 07, 2005 4:42 am
#3

great thread all top draw discussion. 5 stars, adn a wistful prayer that the devs read our forums adn give a cr4p



ex Colonel Sengis Ghean NVA
Founder, Arroyo, Dantooine and NVA - I²D²
Master Smuggler since 01/04 | | Spice for sale PST
"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres
cpz
Mon Mar 07, 2005 5:16 am
#4






Sengis wrote:

great thread all top draw discussion. 5 stars, adn a wistful prayer that the devs read our forums adn give a cr4p







Devs don't necessarily need to read these threads...I'm sure they care so passionately about implementing player smuggling that they've had similar thoughts.


Errr....




oooooooooooooooooo
Colonel Narayan Darkfly (RIP)
Master Smuggler
Eclipse

The Awful Truth [now santized for family friendly fun]: One Two Three Four Five Six
HKowalsky
Mon Mar 07, 2005 6:58 am
#5



Concept:

problem is how do you get back to your ship?

a) the ship appears on ground (bad because i imagine "the village" full of ships around and looking like a car park)

b) your ship "autopilots" to the nearest starport (does not make much sense)

c) you get a Waypoint where you can activate a remote control to call the ship back from orbit to pick you up ?


more starwarsy feeling would be a) BUT

then ships should have a big radius where no other ship/building could be placed/landed (except scout camps)


only Multipassenger ships should be able to do that, that way only master pilots coudl try it ( if you say luke landed on dagobah i tell you to review the "landing") and that would give some extra content to JTL end game


when landed your ship should be atackable or no-entry( or else it is a "safe point" where people would exploit it like a house in planets not supossed to have them) which leads to "should the ship turrets be able to be fired" ? and my answer right nowwould beNO



so a) is a hell to implement



lets take a look at b)

b) takes away all those problems but does not feel so real and even self contradictory (how a ship piloted by an AI gets the clearance to appear form nowhere and head to the Sartport?) unless you think you got clearance for the starport you said and set the ship on auto pilot and you hope your small "detour" was unnotticed.


not so bad.



c) "beamus up" way of doing it is unnatural IMO and looks perfet for exploits like jedi running away from BHs by entering their ships

so not c either


now implementing:


implementing contraband on starports could be tedious but not impossible, it would mean some more seconds of lag for each player each time they travel but not more. the problem comes when refering to droid storage units, these storage units should not be capable of holding any ilegal goods so you prevent the pseudo smugglers from using them and also a bit more of a thrill next time people meet a scan (no more sliced compos in droids) you could say that the droid sensors "prevent the storage of ilegally modifiedserial number goods"


implementing the land where you want is a pain visually at first but as you said the deed placement interface is already there, give everybody 3 minutes to leave the ship and then the ship dissapears, both landing and taking off could be 2 very cool animations but that would mean a big patch for those that do not have JTL.



these are my 2 cents



on a side note


the underworld tree could help "bribe" the station commander and it could lead to


a) amazing success = land for a 50% of the bribe or even free

b) great success= land for the bribery

c)success= bribery goes up 10% roll again

d) failure= fine of twice the bribery &you cannot attemp to bribe again in 30 minutes

e)critical failure= group of 10 tier 5 security officers are send to "take care of you"


for this to be even more thrilling you could only try to bribe when /docked to the station thus giving the station forces the advantage over you


do you like it?
Tinkergirl
Mon Mar 07, 2005 6:59 am
#6

Taxes.

The Empire is a government at war. An oppressive government at that. Tax people for goods taken through Starports.

Something like 0.5 creds per unit of a resource, flat rates for each weapon (moving dangerous items? what are you - a rebel?) and crate (I don't care what's in it). Heck, charge double for 'luxury items' like Lokian Wild Wheat, and Dathomir Hides.

To avoid taxes, get your stuff smuggled.



Books/Datapads, Photography and Libraries.|Game-Bases - Craftable Deathmatch etc.
Pazaak - Make and Play In-Game.|Solace Outpost - Story Arc Example.
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Tinkergirl
Mon Mar 07, 2005 7:05 am
#7

Oh, and we've been told that there won't be other ships landing on the ground because of the size of a patch it would take to send all the ship models out to non-JTL users.

What could happen, (though it takes a stretch of the imagination) is that instead of bribing the Spacestation to let you land, you talk to some Underworld scum on the Spacestation to take you down on a shuttle.

That way, only one model is needed (and we already have landing shuttles) and the shuttle can take off and go away (because your scummy-friend is flying it). Your ship, officially, is still in dock with the Spacestation.

It removes the coolness of seeing your ship land, but it would be technically far easier to implement.

Hope that helps.



Books/Datapads, Photography and Libraries.|Game-Bases - Craftable Deathmatch etc.
Pazaak - Make and Play In-Game.|Solace Outpost - Story Arc Example.
Particle Emitters - Bubbles, Smoke and Sparks.|Sitting Vendors - Cosmetic Mini-Proposal.

HKowalsky
Mon Mar 07, 2005 7:20 am
#8






Tinkergirl wrote:
Oh, and we've been told that there won't be other ships landing on the ground because of the size of a patch it would take to send all the ship models out to non-JTL users.

What could happen, (though it takes a stretch of the imagination) is that instead of bribing the Spacestation to let you land, you talk to some Underworld scum on the Spacestation to take you down on a shuttle.

That way, only one model is needed (and we already have landing shuttles) and the shuttle can take off and go away (because your scummy-friend is flying it). Your ship, officially, is still in dock with the Spacestation.

It removes the coolness of seeing your ship land, but it would be technically far easier to implement.

Hope that helps.





true


buthow big could the patch be if only MP ships could land? i like the idea of the shuttle

(now that i come to thinkabout it xwing model is already on the non JTL players , i've seen it on a PA city as some kind of reward next to the town hall so it can be done with a model downloadedper week)


anyway i think they should remove illegal items from droid storages as a first step. at least to make people fear scans a bit more
ValiantHalibut
Mon Mar 07, 2005 9:41 am
#9

These are all really good ideas. Glad my idea seemed to strike a chord.

The taxing system would be great - it would act as a money sink for the richest players and it would be a perfect incentive to use smugglers. There would be a huge player backlash, though.

As far as having crowded landing zones - well, first there would be quite a lot of risk involved in doing this for a non-smuggler and even for a smuggler because, as was said, a master should have some chance to fail. Second, it's expensive enough that players wouldn't want to do it all the time. Third, the restrictions would be similar to placing a deed - possibly even more strict. You'd need a perfectly flat place to land your craft. Finally, there could be some restrictions on where players could land on the adventure planets - for example, the space around the village might be invisible to the station's sensors due to the force.

As far as keeping players from using the ships as instant getways when they're in a dangerous situation, it could be set up where landed ships need to be prepped for launch. At a starport this is done for you - your taxes at work - but if the player lands outside of a starport they need to do it themselves. It would basically be a wait of 30 seconds to a minute until they could launch, and they cannot be in combat while they're prepping.

Although there are a good number of JTL ships it wouldn't be that difficult to patch them out. Anyway, if they patch through those ship models they could use them on the ground to really enhance the atmosphere. The Rebel bases could actually have some Rebel ships, or Nym's could have a landing area with some NPC pilots that give ground/space missions. If they patch them out a week at a time, as was said above, it wouldn't be much of an inconvenience.

The idea about adding critical failures to the bribe is great as well. That would really keep the numbers of people using this to a managable level and it would add a lot of excitement. Also, one of the fails could be a sting operation - the space station lets you land, but when you touch down there is a group of angry NPCs waiting for you.

Here's something else that I just thought of: there would be a time limit on how long the ship could be landed. The rationale would be that the planetary authority does sensor sweeps for unregistered ships every so often and if they find one they impound it. The player then has to go to the nearest starport to launch and possibly pay a fine. Maybe you could increase the length of time that you're on the ground by paying a larger bribe at the dock - "Hey, when they pass the sensors over grid 56-12 send a power spike. There's some good money in it for you." Of course, the cost would get exponentially larger for each hour, topping off at, say, 8.

Thanks for the feedback everybody



I've been trying to think of how this could be implemented for smugglers without JTL, but I'm drawing a bit of a blank. Honestly, I never even imagined being a smuggler without considering space, so my view is admitedly skewed.

Edit: Fixed some spelling. Some horrible horrible spelling.

Message Edited by ValiantHalibut on 03-07-2005 09:48 AM



--
Wise man say, "forgiveness is divine, but never pay full price for late pizza."
SpinningCloud
Mon Mar 07, 2005 11:04 am
#10

It's an interesting combination of other ideas already proposed.


My feelings is that it requires a number of components that the devs will simply not put in-game.


Generally ideas of smuggling for players require;

1. A large variety of contraband including rare and critical resources for crafters. Otherwise players will simply live without slices and spice...I have other characters that never use spice or sliced weapons and they are quite effective.

2. Scans at starports. Read elsewhere that the devs think this would tax their servers too much. It would also inconvienience players and at this time the devs seem to be trying to make the game quicker and less risky...not more.

3. Serious consequences for getting caught with contraband. It is unlikely the devs are going to make it yet tougher to get caught with contraband. Most of the player base would complain about it. Money speaks and the Smugglers are a small small minority.


Your idea brings in yet a fourth requirement; that of landing outside of starports. This has been requested many many times all the way back into JTL beta. If they won't do it for the entire player base they aren't going to do it just for a few die-hard smugglers.


I really doubt we're going to see anything like this or all the other similar suggestions implimented. Most certainly not in the next year. Maybe we'll get some simplistic smuggler missions similar to the Fedex missions from terms...maybe.




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."

Ackehece
Mon Mar 07, 2005 11:37 am
#11






Tinkergirl wrote:
Taxes.

The Empire is a government at war. An oppressive government at that. Tax people for goods taken through Starports.

Something like 0.5 creds per unit of a resource, flat rates for each weapon (moving dangerous items? what are you - a rebel?) and crate (I don't care what's in it). Heck, charge double for 'luxury items' like Lokian Wild Wheat, and Dathomir Hides.

To avoid taxes, get your stuff smuggled.




Dathomir is a Restricted world... therefore the materials from there should not be taxed - but treated as an illegal item.


(I still think having stuff seized is ok if it is illegally modified or is an illegal item. I know that players would complain but it would add a bit of spice and danger to situations - and you could always try and blast your way out - better dead then seized right?)





"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




cpz
Mon Mar 07, 2005 12:02 pm
#12


A Smuggler, on being detected should have two options:


FIGHT



  • win andyou keep the goods, but gain 'Law Enforcement' visibility

  • die, and you lose the goods and face a hefty fine - eg 10% of your entire worth

  • Law Enforcement vis brings you NPC arrest and seizesquads. If these squads succeed in killing you, you get the 10% fine

RUN



  • you dump the goods and escape, but you gain Crimelord visibility

  • Crimelord visibility puts you on player BH terminals. If teh BH kills you, he takes 10% of your worth


THis way, no Smuggler is forced into PvP, but also don't have to sit there like a lemon if boarded.



The system could be expanded on, giving you prestige points for each succesful evasion, and having that pretige rating viewable by players, allowing the best smugglers to sit at the top of the profession. And if you really wanted to make things interesting, you coudl then factor in a 'grassing' ability, ie a player can inform the enforcement NPCs doing the contraband scans that they need to heighten their awareness for a 5 minute period, which halves the success rate for Smugglers. What does this do? It allows you to grass up your competition. If Han is top Smuggler, and Talon,ratedat No. 2, sees him approaching a scan, Talon tips off the guards, grassing Han up, and shunting Talon up the ladder.




oooooooooooooooooo
Colonel Narayan Darkfly (RIP)
Master Smuggler
Eclipse

The Awful Truth [now santized for family friendly fun]: One Two Three Four Five Six
Beliblisrevenge
Mon Mar 07, 2005 1:17 pm
#13

nice idea
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