Smuggler Archive

Thread: Smugglers and Crimelords

Intelerebel
Wed Jun 09, 2004 1:05 pm
#1

Just a few thoughts and questions to think about in order to help build on your idea....





Xanamiar wrote:

First I'd like to state that I'm not trying to steal anyones thunder.. This entire idea belongs to Jabu'sydi of Scylla server. I just thought I'd see what the communities response is to it... I rather like the idea.


This is purposed as a new system.


Star Wars is known for many things, one of which is the crimelords of the systems (the black sun, Jabba the Hutt.. so on and so forththe list can continue for a long time) Right now we don't have access to be part of these organizations ((the devs intended us to be able to to start with, but changed their mind, based on our feedback)) Jabu'Sydi's system is just what the game needs to make us more involved in the game.


Criminal HeadQuarters

This is a new building type that creates a secretive headquarters for a Crime Lord. ((This building once the SE is out, will act as a secret starport for only those allowed to land there, in their own ships))


A new building type. If this is supposed to be secret, wouldn't a new building type be both sought after and very noticable by other players? Also, would it be necessary to make it so that these buildings CANNOT be placed in player cities? If so, or if not, can the devs make it happen?




Crime Lord

A player who has Master Smuggler, and wishes to create their own crime orginization. ((A new skill tree)) **This new skill tree will recieve no badges, nor titles, it is meant as a secretive skill set, so no one knows who is a CrimeLord**


I think that having a badge might be a good thing. After all, part of the fun about being a crime lord would be earned reputation, no? Something more than just word of mouth. Also, regarding secretive skill set, do you mean a whole new addition to the smuggler skill tree? By the way Jabba was a crime lord, Talon Kaarde was a crime lord.....people definitely knew who they were. But I understand your concept here anyway, and I think its still cool.



Thugs

Trusted players hired by the Crime Lord to help in protecting his business. ((All players are allowed to work for a Crime Lord.. but each Crimelord can't have more than a certain number of Thugs))


I love this idea, my only concern is how this would first effect the status' of many of the different existing guilds in SWG, andhow the relationship between crime syndicates and guilds would co-exist, especially when it comes to recruiting thugs.





Assassination Terminal

A new Mission Terminal used by a Crime Lord to hire Assassins to kill other Crimelords.


Pretty cool. No comment or questions. Implementation of this idea would have to be set with the goal of minimizing any chances for griefing rival crimelords.




The way the system will work.


A Novice Crime Lord sets up a Headquarters, to start his business. He hires trusted associates to help him with making credits, and of course taking missions ((also possibility of a new kind of mission terminals for smugglers. Every mission completed from the Headquarters terminal turns a profit for the Crime Lord .. or Crime boss.. however you want to see it.))


With every new hire the Crime Lord recieves Respect Points .. ((aka face points)) He keeps these respect points unless his trusted associates start to work for another CrimeLord. If a trusted thug starts to work for another crimelord the Crime Lord starts to lose respect points, according to how long he lets it go on. To find out which thug is the one working for another crime lord he has to send another thug into an investigation .. ((he has to be very careful of who he trusts)) Once his respect points hits 0 he is acceptable to being taken over by one of his thugs.. or assinated by another crime lord.


This system brings a lot of complication regarding guilding thugs. You need to identify some way of "guilding" a thug in order to "tag" him as your employee. Otherwise, any player could just walk into every crimelords' HQ and run missions. In this case, you would need to have trusted friends generate enough "FP' so that it could balance out the FP you lose from fickle friends. If you do "guild" them instead, then again, we would have to state whether or not a player can be "double-guilded" with both his PA and his Crime Syndicate.





A thugs revenge.


If a trusted thug decides to work for another crime lord in order to boot his boss out of his position, he must take measures to kill his own boss when he hit's 0 respect. However if he fails in the attempt, then he's sure to be booted from the orginization. If a Thug is successfull in his assination attempt he takes over the headquaters, but he better make sure he has the other thugs on his side, or he'll find himself booted right back out.


This is another excellent idea. However, I see this as something less important to the overall concept of what you're selling here.


Crime Lord vs Crime Lord


An assination attempt by a Crime Lord on another Crime Lord ((VIA BH or other player)) will either succeed or fail.


If the assination succeeds then the Crime Lord who is killed will lose respect points, where as the Crime Lord who succeeded will gain them. However the Crime Lord may send out his own BH or other player to assinate the assassin. If his assasin is successfull in his attempt then the Crime Lord will be given the name of the Crime Lord who put a hit on his head. If he fails, then the respect points will remain the same, but the Crime Lord will never get his revenge, nor will he know the name of the other Crime Lord.


Headquarter bank terminal.

The bank terminal will be located in the Head Quarters, where members of the Crime Lords association can access it. They can also open a savings account with it, where there will be a charge, and interest paid, set by the Crime Lord.









That's about all my comments and questions. Overall I think this is a wonderful idea, but I have a few concerns. Primarily, what it would do to the overall population of SWG. I fear that guilds would be impacted in a huge way, primarily because so many guild members would want to partake in such fun. I would also be concerned that because PvP is currently on life support, that this idea would turn SWG into a "Thieves Game".


Wait a minute, as I'm writing this, a thought just hit me......


We've all been bitching about the delays for the smuggler revamp, and adding smuggler content. In raising all these questions, I've suddenly realized.......


Do you folks have any idea of how HUGE of an impact the smuggler revamp will have on the entire player base in SWG? Outside of the JTL expansion, the smuggler revamp will be THE BIGGEST CHANGE ever made to SWG.





v==================v AOTA v==================v
. Master Weaponsmith / Master Smuggler .

[ Obsidian Fear Team Leader [
Intelerebel
Wed Jun 09, 2004 1:06 pm
#2

Just a few thoughts and questions to think about in order to help build on your idea....





Xanamiar wrote:

First I'd like to state that I'm not trying to steal anyones thunder.. This entire idea belongs to Jabu'sydi of Scylla server. I just thought I'd see what the communities response is to it... I rather like the idea.


This is purposed as a new system.


Star Wars is known for many things, one of which is the crimelords of the systems (the black sun, Jabba the Hutt.. so on and so forththe list can continue for a long time) Right now we don't have access to be part of these organizations ((the devs intended us to be able to to start with, but changed their mind, based on our feedback)) Jabu'Sydi's system is just what the game needs to make us more involved in the game.


Criminal HeadQuarters

This is a new building type that creates a secretive headquarters for a Crime Lord. ((This building once the SE is out, will act as a secret starport for only those allowed to land there, in their own ships))


A new building type. If this is supposed to be secret, wouldn't a new building type be both sought after and very noticable by other players? Also, would it be necessary to make it so that these buildings CANNOT be placed in player cities? If so, or if not, can the devs make it happen?




Crime Lord

A player who has Master Smuggler, and wishes to create their own crime orginization. ((A new skill tree)) **This new skill tree will recieve no badges, nor titles, it is meant as a secretive skill set, so no one knows who is a CrimeLord**


I think that having a badge might be a good thing. After all, part of the fun about being a crime lord would be earned reputation, no? Something more than just word of mouth. Also, regarding secretive skill set, do you mean a whole new addition to the smuggler skill tree? By the way Jabba was a crime lord, Talon Kaarde was a crime lord.....people definitely knew who they were. But I understand your concept here anyway, and I think its still cool.



Thugs

Trusted players hired by the Crime Lord to help in protecting his business. ((All players are allowed to work for a Crime Lord.. but each Crimelord can't have more than a certain number of Thugs))


I love this idea, my only concern is how this would first effect the status' of many of the different existing guilds in SWG, andhow the relationship between crime syndicates and guilds would co-exist, especially when it comes to recruiting thugs.





Assassination Terminal

A new Mission Terminal used by a Crime Lord to hire Assassins to kill other Crimelords.


Pretty cool. No comment or questions. Implementation of this idea would have to be set with the goal of minimizing any chances for griefing rival crimelords.




The way the system will work.


A Novice Crime Lord sets up a Headquarters, to start his business. He hires trusted associates to help him with making credits, and of course taking missions ((also possibility of a new kind of mission terminals for smugglers. Every mission completed from the Headquarters terminal turns a profit for the Crime Lord .. or Crime boss.. however you want to see it.))


With every new hire the Crime Lord recieves Respect Points .. ((aka face points)) He keeps these respect points unless his trusted associates start to work for another CrimeLord. If a trusted thug starts to work for another crimelord the Crime Lord starts to lose respect points, according to how long he lets it go on. To find out which thug is the one working for another crime lord he has to send another thug into an investigation .. ((he has to be very careful of who he trusts)) Once his respect points hits 0 he is acceptable to being taken over by one of his thugs.. or assinated by another crime lord.


This system brings a lot of complication regarding guilding thugs. You need to identify some way of "guilding" a thug in order to "tag" him as your employee. Otherwise, any player could just walk into every crimelords' HQ and run missions. In this case, you would need to have trusted friends generate enough "FP' so that it could balance out the FP you lose from fickle friends. If you do "guild" them instead, then again, we would have to state whether or not a player can be "double-guilded" with both his PA and his Crime Syndicate.





A thugs revenge.


If a trusted thug decides to work for another crime lord in order to boot his boss out of his position, he must take measures to kill his own boss when he hit's 0 respect. However if he fails in the attempt, then he's sure to be booted from the orginization. If a Thug is successfull in his assination attempt he takes over the headquaters, but he better make sure he has the other thugs on his side, or he'll find himself booted right back out.


This is another excellent idea. However, I see this as something less important to the overall concept of what you're selling here.


Crime Lord vs Crime Lord


An assination attempt by a Crime Lord on another Crime Lord ((VIA BH or other player)) will either succeed or fail.


If the assination succeeds then the Crime Lord who is killed will lose respect points, where as the Crime Lord who succeeded will gain them. However the Crime Lord may send out his own BH or other player to assinate the assassin. If his assasin is successfull in his attempt then the Crime Lord will be given the name of the Crime Lord who put a hit on his head. If he fails, then the respect points will remain the same, but the Crime Lord will never get his revenge, nor will he know the name of the other Crime Lord.


Headquarter bank terminal.

The bank terminal will be located in the Head Quarters, where members of the Crime Lords association can access it. They can also open a savings account with it, where there will be a charge, and interest paid, set by the Crime Lord.









That's about all my comments and questions. Overall I think this is a wonderful idea, but I have a few concerns. Primarily, what it would do to the overall population of SWG. I fear that guilds would be impacted in a huge way, primarily because so many guild members would want to partake in such fun. I would also be concerned that because PvP is currently on life support, that this idea would turn SWG into a "Thieves Game".


Wait a minute, as I'm writing this, a thought just hit me......


We've all been bitching about the delays for the smuggler revamp, and adding smuggler content. In raising all these questions, I've suddenly realized.......


Do you folks have any idea of how HUGE of an impact the smuggler revamp will have on the entire player base in SWG? Outside of the JTL expansion, the smuggler revamp will be THE BIGGEST CHANGE ever made to SWG.




v==================v AOTA v==================v
. Master Weaponsmith / Master Smuggler .

[ Obsidian Fear Team Leader [
SlickDevlin
Wed Jun 09, 2004 1:13 pm
#3

Awesome concept.


Love to see it come to fruition.


Juzza - Flurry





Juzza - Master Snuggler of Flurry

"I love you, you love me, we all hate jedi can't you see..."

Barney Lives!
Xanamiar
Wed Jun 09, 2004 1:20 pm
#4


A new building type. If this is supposed to be secret, wouldn't a new building type be both sought after and very noticable by other players? Also, would it be necessary to make it so that these buildings CANNOT be placed in player cities? If so, or if not, can the devs make it happen?


The new building would stand out, but it would be up to the crimelord, where to put it. ((Jabba's palace was known, but it is secluded, and absent of all maps, it was all by word of mouth)) honestly, if I were a crimelord, I'd be putting my base in the most secluded piece of the map I could find where no other cities, or buildings were.







I think that having a badge might be a good thing. After all, part of the fun about being a crime lord would be earned reputation, no? Something more than just word of mouth. Also, regarding secretive skill set, do you mean a whole new addition to the smuggler skill tree? By the way Jabba was a crime lord, Talon Kaarde was a crime lord.....people definitely knew who they were. But I understand your concept here anyway, and I think its still cool.


With the system as it is.. having a badge would be a bad thing, since you can't hide any of your badges, if you wanted to remain as an unknown crime lord, you couldn't do it... ((Star Wars has many crime lords that no one knew exactly who they were.. ((Xanatos in the Younge Jedi Padawan books)) However if the devs change the current badge system ((which I really wish they would)) so you could hide any of your badges, then a badge wouldn't hurt.






I love this idea, my only concern is how this would first effect the status' of many of the different existing guilds in SWG, andhow the relationship between crime syndicates and guilds would co-exist, especially when it comes to recruiting thugs.


Thugs would become part of a new guild ... by the name of the CrimeLords association... therefore leaving their old guild.. since there will be a limit on how many can join an orginization I don't see a collapse of guild structure.







This system brings a lot of complication regarding guilding thugs. You need to identify some way of "guilding" a thug in order to "tag" him as your employee. Otherwise, any player could just walk into every crimelords' HQ and run missions. In this case, you would need to have trusted friends generate enough "FP' so that it could balance out the FP you lose from fickle friends. If you do "guild" them instead, then again, we would have to state whether or not a player can be "double-guilded" with both his PA and his Crime Syndicate.


The new tag of the orginization would take the place of his old guild. I think someone who want's to join an orginization like this, would be willing to give up their old guild.. ((in case any asks.. Yes there can be faction alligned Crime Lords))





Good questions.. and your right... Smuggler revamp will be cool... but would love to see something more given to them.



Time is Everlasting, but our days are numbered.
Xanamiar
Wed Jun 09, 2004 1:30 pm
#5

Oh and I forgot to mention that Thugs would be able to hire on their own group... but they wouldn't have contact with the Crime Lord, and nor would the Crime Lord gain, or lose respect from the lower teirs...



Time is Everlasting, but our days are numbered.
Intelerebel
Wed Jun 09, 2004 1:33 pm
#6

cool, good answers to everything I said......



Lastly, how do you envision the Crimelords guilds' participation in the GCW?





v==================v AOTA v==================v
. Master Weaponsmith / Master Smuggler .

[ Obsidian Fear Team Leader [
Xanamiar
Wed Jun 09, 2004 1:38 pm
#7

I'm just the messenger.. Jabu'sydi get's all the credit for the idea.



Time is Everlasting, but our days are numbered.
JabuSydi
Wed Jun 09, 2004 2:38 pm
#8


STAR WARS GALAXIES


FORGED ALLIANCE


This involves a senate for each side, made up of admirals that each represent a planet. The admirals will get a percentage of the factional points made on a planet. And are the only one's who can deploy the heavy unit's such as AT-AT, tie advance and a Pvp terminal. Plus each admiral has ten general's that he chooses. This is all done inside his outpost.


Pvp terminals: Located inside player bases, they create larger missions per size of your base (Detatched HQ giving the largest of missions according to current system). This is where the real money and faction points will be, paying at least 10x normal missions, especially near volnurable times. A Rebel or Imperial goes to a PvP mission terminal and he can choose Defensive or Offensive assignments. when he selects missions he would get difference levels of difficulties each paying faction and money accordingly to the size taken, NOT according to player size, allowing the player to select a team to carry them out if needed. Defensive missions would be mostly patrolling from around the base at low levels to patrols around other planets, or Escorting Frigates and/or VIP's offworld. Offensive missions would be a spawned base located on other planets which you will be required to either destroy, infiltrate for sabotage or rescue prisoners or other options, all options would be determined by level of mission. Once this mission is selected all generals and admirals of the opposing faction are alerted and can dispatch troops to defend this outpost, if the base is successfully defended the defending team gets a large reward in faction and money. The defending half of the offensive missions would get a set amount of time for preperations according to the level of difficulty taken by the attacking player (and team).


Admirals and Generals would have a major role in this Galactic Struggle. There will be an incorporated Respect Factor in your faction. A player gains the faction to become colonel he then gets in line to be a General in the Faction. Once he gets into position in the Imperial Senate as a General he has 0 Respect Factor. He/She will be required to assign PvP missions and will need to have bases in his/her name to allow players to use PvP terminals to help gain this needed Respect. A General will need to stay above 0 Respect so as not to be able to be voted off the Counsil and also once under 0 Respect will be Tef'd at all times and able to have a bounty placed on them. Good Respect will gain them the possible position of Admiral if they attain the required respect points. Each Admiral was a prospective color. Admiral of Naboo would be Blue Leader, Tatooine would be Gold Leader, Corellia Red Leader, etc.


Factional Bonus's will be assigned by Generals and Admirals. These include ATAT's, Squads of troopers and other Perks. Admirals will be able to fly Cruisers of their Faction, Generals allowed to fly Frigates of their faction. These can be handed out to players and also stored up for use on bases of yours or other player Generals. PvP terminals will be availible for those adjusted to PvP, allowing them to gain much higher amounts of Faction for each mission. Also Generals and Admirals will be allowed to give out Schematics for altered Weaponry and experimental weapons and armor. (including factioned armor)


Military Cities Will be able to be built by Admirals. The City hall will act as a Base Headquarters. It will be a place for them to plan, hold meetings and overview the war efforts. Large amounts of factional perks can be passed around in here. With a Large Overview Terminal inside Admirals and Generals can go over quick plans for offensive and defensive missions. There will be a Meeting Hall as well where Chat will be altered, Admirals will be able to speak freely but Generals will not be allowed to talk unless allowed to Speak at the Podium, Admirals will be the only ones able to grant Speaking rights. These Buildings would Function as a city hall and would create a outpost of its own able to grow like a city but would have factional perks incorporated but only allowed to be a military type. Air Base would give bonus defenses to Space and air units, Army Base would bonus your ground defenses, or Stronghold which would allow players to place walls in your city. These cities would be allowed to drop air fields and barracks, these would spawn troops at the barracks and Air ships patrolling your skies for Air Fields.


Also Criminal Outpost This is where someone could dive deep into the criminalworld and possibly be a crimelord. Crimelord would have his 10 thuglords under him. But also Bounty hunters and smuggler's can do jobs for them aswell, bonus will be they don't have to be factioned. Tho if a bounty hunter or smuggler don't finish the mission. The Crimelord then will get a email of the failer and will be given the option to put a bounty on the Smuggler or bounty hunter. Keeping respect will be the main concern of the crimelord. Much like the Pvp terminals of the Rebellion and Empire. Only one crimelord per planet if he/she get's negative respect points they will be put on the bounty terminal, once killed the next in line would be the next crimelord.


Money, Glory and aventure.(In time the Dev's will find away to balance the game try not to wine so much


Jabu'Sydi/Syclla/Sydi City-Sense beta

Xanamiar
Thu Jun 10, 2004 12:24 am
#9

First I'd like to state that I'm not trying to steal anyones thunder.. This entire idea belongs to Jabu'sydi of Scylla server. I just thought I'd see what the communities response is to it... I rather like the idea.


This is purposed as a new system.


Star Wars is known for many things, one of which is the crimelords of the systems (the black sun, Jabba the Hutt.. so on and so forththe list can continue for a long time) Right now we don't have access to be part of these organizations ((the devs intended us to be able to to start with, but changed their mind, based on our feedback)) Jabu'Sydi's system is just what the game needs to make us more involved in the game.


Criminal HeadQuarters

This is a new building type that creates a secretive headquarters for a Crime Lord. ((This building once the SE is out, will act as a secret starport for only those allowed to land there, in their own ships))


Crime Lord

A player who has Master Smuggler, and wishes to create their own crime orginization. ((A new skill tree)) **This new skill tree will recieve no badges, nor titles, it is meant as a secretive skill set, so no one knows who is a CrimeLord**


Thugs

Trusted players hired by the Crime Lord to help in protecting his business. ((All players are allowed to work for a Crime Lord.. but each Crimelord can't have more than a certain number of Thugs))


Assassination Terminal

A new Mission Terminal used by a Crime Lord to hire Assassins to kill other Crimelords.


The way the system will work.


A Novice Crime Lord sets up a Headquarters, to start his business. He hires trusted associates to help him with making credits, and of course taking missions ((also possibility of a new kind of mission terminals for smugglers. Every mission completed from the Headquarters terminal turns a profit for the Crime Lord .. or Crime boss.. however you want to see it.))


With every new hire the Crime Lord recieves Respect Points .. ((aka face points)) He keeps these respect points unless his trusted associates start to work for another CrimeLord. If a trusted thug starts to work for another crimelord the Crime Lord starts to lose respect points, according to how long he lets it go on. To find out which thug is the one working for another crime lord he has to send another thug into an investigation .. ((he has to be very careful of who he trusts)) Once his respect points hits 0 he is acceptable to being taken over by one of his thugs.. or assinated by another crime lord.


A thugs revenge.


If a trusted thug decides to work for another crime lord in order to boot his boss out of his position, he must take measures to kill his own boss when he hit's 0 respect. However if he fails in the attempt, then he's sure to be booted from the orginization. If a Thug is successfull in his assination attempt he takes over the headquaters, but he better make sure he has the other thugs on his side, or he'll find himself booted right back out.


Crime Lord vs Crime Lord


An assination attempt by a Crime Lord on another Crime Lord ((VIA BH or other player)) will either succeed or fail.


If the assination succeeds then the Crime Lord who is killed will lose respect points, where as the Crime Lord who succeeded will gain them. However the Crime Lord may send out his own BH or other player to assinate the assassin. If his assasin is successfull in his attempt then the Crime Lord will be given the name of the Crime Lord who put a hit on his head. If he fails, then the respect points will remain the same, but the Crime Lord will never get his revenge, nor will he know the name of the other Crime Lord.


Headquarter bank terminal.

The bank terminal will be located in the Head Quarters, where members of the Crime Lords association can access it. They can also open a savings account with it, where there will be a charge, and interest paid, set by the Crime Lord.








I know I've missed some things, and may add them later, or may get Jabu'Sydi himself to come and add them. And as always a new idea, always needs some help with making it better.




Time is Everlasting, but our days are numbered.
DrunkBothan
Thu Jun 10, 2004 12:34 am
#10

I love the idea!


as matter of fact a friend of mine and myself have created a new criminal organization/guild. I know its not the first..but I dont see many out there and we want to have good active players and prefer role players to join.


I think this idea would really help the game tons.




Lord Ohari Anasow
Bothan Merchant/Smuggler Loyal servant and advisor to Baroness Tatiana
SWG: The SOE intern program for DEVs


Smuggler_Caylin
Thu Jun 10, 2004 12:39 am
#11




The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Xanamiar
Thu Jun 10, 2004 12:44 am
#12

Very good thread, and great proposal... sounds like others are thinking on this as well...



Time is Everlasting, but our days are numbered.
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