Smuggler Archive

Thread: The ultimate revamp:

gassygunslinger
Sat Aug 06, 2005 9:54 pm
#1








The ultimate revamp that will never happen


Though this type of revamp is so huge that SOE would never try and attempt it, to be fair, I doubt any MMORPG would. I call this the “Ultimate Revamp”, because it encompasses most of the downtrodden professions, besides Smuggler, and will provide more “profession based” missions, both PvE, and PvP.


Me passez en contrebande des amour


For the Smugglers:


(By the way, I use the term "Smuggling Skill Success Rate Percentage", and whilst is sounds fancy and imagined, I'm only refering to the numbers calculated when Smugglers attempt to avoid scans In-Game... For reference, Master Smugglers have a 95% success rate)


Of course, there will be NCP’s strewn about the galaxy that will give smuggler missions. There will be four types. Type A is getting to point A, avoiding security A, whilst getting cargo A, then getting to point B, avoiding security B, and dropping it off to person B. The deliveries and drop-offs will be in cities and POI’s… If the security is too close while the smuggler converses with one of the contacts, the entire city security will be called over. Also, the smuggler will have to play smooth to the contacts, and make sure that they’re the right guy, and can be trusted. After a set amount of time, a group of NCP’s will spawn around the smuggler. If they are on a speeder, they will be booted off, and unable to get on. With their leader, a conversation will start. The group may just be planet peacekeeping forces, or they could be competition. The conversation may go like this:


You looked a little suspicious to me… Mind if I check you for illegal items?



Sure, go ahead… (Here, there would be a check against your “smuggling skill”, and could result in no confrontation, or a bunch of guys being sent on you. They could easily get the jump on you if they pretended not to notice anything, so they would send x10 CL-5 friends on you.


I give up… I’m smuggling something… Take it… (You would lose the mission, and pay a fine, and get an NCP BH on you… It has the highest rate of success, but the hardest consequences)


No, I’m sorry, but you will have to get me the hard way! (This starts combat, but since they are taken by surprise, you have better odds, so you only fight x5 CL-5 friends of theirs)


May I ask WHY I am being searched? (Based on your “Smuggling Ability” success rate percentage halved, you will get the following responses. Either, Well, um… Er… Just go about your business, move along… In which case you go free, no questions asked. Or, You’re obviously hiding something! Tak’em down men! At which point they will fire on you, and send x7 CL-5 men after you. This is a more even bargain… Not too high consequences, but not a very high rate of success…)


If you were met by a group of competitors against your employer, THIS conversation would pop up…


Hello there… Would you be so kind as to not say a word and step into this alley with me? Now… What would you say your chances of getting away with that cargo alive would be???


Better than average punk!!!(This would obviously engage combat, and would pit you against x5 CL-5 enemies… There are only a few, because you got the jump on them… Good for knowing your odds, with no gamble.)


What are you talking about?!? What do you want from me? (You will be searched, and based on your smuggling skill, the same % we use to avoid security, will be used to check if they find anything on you… If they do, they have the jump on you and get x10 CL-5 guys on you.)


Okay! I don’t want a fight! Take it! (You will give up the cargo, fail the mission, with no fight, and get a BH on you)


I may be… Persuaded to give them up… For a price, that is… (Based on your smuggling success rate percentage divided by three, you will either get I could work out a deal… At which you will be paid more than your mission worth for the items, by cheating them. This will fail the mission, and get a bounty on you. Or, if the check fails, you will get This scum is trying to cheat me, when I can get it for free! Combat will be engaged against x8 CL-5 enemies.)


Okay… This is all I have… Take it! (Based on your smuggling success rate percentage divided by 1.5, you will get the following responses. On success, Hah! Nice doing business with you! This will only skim off a bit of the cargo, enough not to be noticed, but will satisfy the thugs. You will complete the mission with no penalties. On failure, You lying piece of scum! You’re holding out on us! Shoot him! You will be met by x7 CL-5 enemies.)


These NCP’s would be met after getting the shipment, and before arriving at the destination (both cities and/or POI’s) Upon reaching the drop-off contact, this type of conversation would pop-up:


Gold sparkles brightly in shinning places… The moon of Muon is a dark place in need of it… What do you say?


And so does the light at which is on… The… Uh… Here’s the Muon Gold, just take it! (The mission is over, and you get paid.)


Here’s all of it… This shipment is very light… I hear that’s the most potent kind! (Based on your smuggling skill success rate percentage divided by two, you will get the following responses. On success,


Well my employer will be glad to know that!


You successfully take a bit off the top of the shipment for yourself, and get paid. On failure,


You’re trying to cheat me aren’t you! My employer will here about this!


(You will be paid half the money, and a Bounty Hunter will be sent after you)
These types of missions offer many choices of getting out of trouble, many ways out, and not always combat… But when combat DOES arrive, you can gun it and run, but usually you will be overwhelmed. Depending on your choice, it’s a gamble of your skills, based on higher consequences on the better possible rewards.


Mission B, would consist of getting to camp/lair A, avoiding or killing guards B, then slicing container C, stealing cargo D, and getting it to drop-off E. The smuggler would get a waypoint to an enemy layer/camp, like a standard mission. The main camp would be replaced with a container. The smuggler has many choices of how to go about getting the cargo. They could go in, guns blazing, they could use cover to sneak up and take them out one by one, they could go in and daze them all long enough to slice the container and get out, or they could try to persuade the leader to give up the cargo. The conversation would be less elaborate than previous ones. It would be a simple,


What are you doing here?


Then, a


Hello, your employer sent me to pick up the goods… I’m a bit ahead of schedule because our boss is getting into a little fit… You know how Hutts get when they want something?


Then, once again, based on your smuggling skill success rate divided by two, you will get the following responses. On success,


I don’t want to anger a Hutt! Here, I’ll unlock it for you!


And on failure,


My boss is Bothan you thief! Gettem boys! Call for backup!


They will be attacked by the main body of 4 equal in CL enemies, backed up by 2 CL-5 enemies. Upon slicing the container, they will get a 50/50 chance on the first try. If they fail, they must have a 30-second warm-up on the next try, which will automatically succeed. This puts pressure on the smuggler if he/she has just dazed the opposition. This is mostly a combat mission, but with many avenues to approach it. In the container, will be 1-3 items. These could range from spice, to slicing components, to rare crafting material. They will meet their employer, and be given a choice of what to give them, being paid for their worth, and what to withhold… Because the cargo is unknown, there is no penalty for withholding some cargo. But, if they choose not to give them anything, they will fail the mission, and get a BH on them.


Mission C is a standard space smuggling mission. You will get to point A, and protect shuttle B from enemy waves C (which will consist of 3 or so equal tier fighters), long enough for them to ready the cargo D to be put on your ship. You will be asked to get enemy waves C (which will be strengthened by 5 more equal tier fighters) off of shuttle B’s tail, and to draw off the heat from them. You will be asked to go to point E, with waves C on your tale before you can hyperspace. These fighters will be made to be VERY fast… You can fight them, or, if your ship is godly enough, you can outrun them… This will add purpose to having the fastest hunk of junk in the galaxy. Once you reach point E, you can hyper to system F, and proceed to point G, and drop off cargo D to shuttle H. That’s pretty much it, and you will get the same option of stealing some of the cargo, with the same pass/fail chances.
Mission D is a bit special, and will be explained later…


Lead me to victory…


For the Squad Leaders:


I can see squad leaders as being a sort of police force. Thus, they will get two types of “policing” missions, which can be done solo, or better done with a group of hand-picked militia (players) with no professional requirements.
Mission A will be as followed… The squad leader will get no names… But descriptions rather, of three NCP’s that are suspected of carrying illegal materials. They can be any NCP in the city. They will be told the species, skin color, and hair color, but no names. Those three NCP’s will spawn, and look like the ordinary cookie-cutter NCP you find around the city. The squad leader will be given a /search command to search the NCP’s once found, or suspected, for illegal materials. The higher skill the Squad Leader is, the quicker it takes… This will go from being 1 minute at novice, to 20 seconds at master. The peacekeeping group will have to find the three people under a strict time limit of 10 minutes. The higher-level mission, the less description will be given, and the less time. Upon finding the smugglers, there will be a random response. 50% of the time, they will attack, turning into a CL level of the highest group member, plus 2 for each member in the group (solo, it would become level 82). 40% of the time, they will give up the cargo, and be fined. But, 10% of the time, they will offer to give you their stuff if you let them go free. You will be awarded with some spice, slicing components, or rare crafting component (of course you could refuse). After the time has expired, they will be awarded with an amount of credits based on how many “perps” they catch (deducting awards for those who let some go).


Mission B is one in the same with Smuggler mission D. Once taken, it will be mostly like a duty mission. The Squad Leader will be informed of possible perpetrators (player smugglers) with a mission contact in the area. They will get a full description of the player, but no name. They will be informed of any and all Smugglers, and not just one. They will be able to use their /search command. Against Smugglers, the Squad Leaders /search skill will be measured against the Smugglers smuggling success rate skill… Being a 50/50 chance with two masters. For each point of advantage on either side, their success rate goes up ½ a percent. Upon identifying the player who is smuggling (which may be triggered by a Master Smuggler title) they will be given the option to attack them (but trade will still be able to work). If the Smuggler refuses to give up their cargo, the Squad Leader may decide to attack them (or they could be trigger happy and shoot them on sight). The Squad Leader can ask to trade the contraband. If they accept, and the Squad Leader has the items, they will no longer be able to attack the Smuggler. They may be able to make out a deal. Upon giving up the items to the Squad Leaders employer, the items will be destroyed, and the Smuggler be fined (and lose the mission based on how much he/she gave up)… But they could cut a deal, where the Squad Leader could keep the stuff, at the expense of not being paid. Once a perpetrator is caught, the mission doesn’t end, as he/she is still on duty. If a smuggler fails a mission that is PvP (aka mission D) they will also get a Player Bounty Hunter after them, as opposed to an NCP.


The hunter and the hunted


For Bounty Hunters:


Once a Smuggler “screws up” on his/her mission D, they will be added to the Bounty Hunter Terminals. This is like a standard Jedi mission, but with an interesting twist… There are no SpyNet informants up to the job of this mission… They will have to hire a player… Who else could find them but a Ranger? (Because Bounty Hunters already have missions, there is no need to go into detail about them, but move onto Ranger missions)


No place to hide…


For Rangers:


First off, Rangers will only require two branches of Scout… Because Rangers have Explorer Missions, there is no need to give them exclusive PvE content. But, for PvP content, they will be vital to the success of a Bounty Hunter mission. They will not get their missions from terminals, but will be hired from player Bounty Hunters, with a possible /covercharge command, or something similar. Their job? To find the location of the Smuggler, and give their location the Bounty Hunter. Their part of the mission, will start out with the Ranger being given the name of the last starport the bounty was seen at. Using their /trackPlayer command (which will be given at novice, and will increase in distance the further along they are), they will be able to find their tracks (or locate the player if they are still there)… Their tracks will give them a waypoint of where the player left the starport at, which is at a distance equal to 10m times their skill in tracking away from the starport. If an obvious target is seen, they may go in that direction, towards a nearby city maybe, or POI, and look for them there… If the Ranger is unsure, they may travel whatever their “tracking distance” (1000m at master) in that direction, and find out where they went from there (what direction). They will also be notified if they took a shuttle in the area. A crafty smuggler would be able to mask their trail to throw a skilled Ranger off. Eventually, the Ranger will get to the place the Smuggler is hiding at, be it in the wild (and obvious) or in a house. The Bounty Hunter will then be notified, and can kill the smuggler. Once the Smuggler is located, the Ranger will be paid their agreed payment (agreed upon before hand in an Image Designer type interface). If the Smuggler gets away again, the Bounty Hunter can hire another Ranger to find them again.


In Closing:


I hope what I suggested would be considered fun for all parties included. Tell me what you think, and SL’s, and Rangers, tell me if my suggestion for your missions are “fun” enough to suffice for your lack of love……. Even though this will NEVER happen.



Message Edited by gassygunslinger on 08-06-200509:58 PM


Message Edited by gassygunslinger on 08-06-200509:58 PM


Message Edited by gassygunslinger on 08-06-200511:13 PM


Message Edited by gassygunslinger on 08-06-200511:15 PM


Message Edited by gassygunslinger on 08-06-200511:15 PM


Message Edited by gassygunslinger on 08-06-200511:17 PM


Message Edited by gassygunslinger on 08-06-200511:17 PM


Message Edited by gassygunslinger on 08-06-200511:21 PM

Message Edited by gassygunslinger on 08-06-2005 11:21 PM



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riotcontrol
Sat Aug 06, 2005 10:26 pm
#2

Could you please do the ultimate revamp of your post? The font size is completely unreadable.



__
wieland argosy <gunslinger>
gassygunslinger
Sat Aug 06, 2005 11:13 pm
#3

....Yeah, about that... See, I had to copy and paste it from Notepad in order to get it to post... Otherwise, I get the Error=style' message from hell!



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gassygunslinger
Sat Aug 06, 2005 11:23 pm
#4

Okay... I -think- I fixed it... It makes more sense now... Notepad REALLY butchered this post... It took out all the italics and bolds, and deleted a lot of spaces.



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