Smuggler Archive
Thread: Ternque's Rock-Solid Plan for Player Smuggling
Page 1 of 3
Ternque01
Sat Feb 05, 2005 7:23 pm
#1
Player Smuggling Never Had It So Good!
I'll try to keep this short and sweet.
How this system works!
Okay, imagine we have a tough contraband system implemented. Certain resources which provide a small bonus to crafted items and are used to make spices are available only on offworld adventure planets (i.e. planets where houses cannot be built). Imperial and local trade laws have made them unshipable from these planets, and the only ones to slip past them are smugglers. (This goes with the assumption that there are no allowed factories on these worlds either)
A crafter/smuggling client will approach an NPC criminal on the outskirts of the outposts on these planets to make a request. Of course, our client is looking for a smuggler. The NPC places a mission for an anonymous client in the NPC smuggler network (NPC's are more criminal than a terminal). These NPC's collect all the names of player smugglers across the galaxy willing to do the job, and conveys them to our crafter client along with the reputation of each smuggler vying for the job. Once the client selects a smuggler, the NPC's then discretely disclose the name of the client to the smuggler so that negotiations between the two parties may begin.
So the hired smuggler lands on the adventure planet and groups with the client. The smuggler is given a tool called a Smuggler's Datapad at novice smuggler, which works nearly identically to the Image Designer's window. These Datapads have two windows: one for the cargo, and one for the fee due the smuggler at completion of the mission. A countdown timer of 15 minutes is started to keep the job prompt. In this window, the client enters a destination starport for the goods!
Due to law enforcement patrols, it is necessary to seek an alternate route to the destination starport. The smuggler must travel to another starport, travel on land to another nearby starport, then finally shuttle/fly to the destination starport. On the way, and of course, he/she will run into... problems...
Once the smuggler lands at the destination starport, the clients cargo is instantly placed into his/her inventory. Once past the tough contraband blockades and into the core worlds, the client finds that they can move it at will, provided they don't get caught and fined (a small amount) by crackdown teams. (Or perhaps, the smuggler slices the cargo to appear as legal when it is delivered safetly).
Should the smuggler fail the mission, the cargo will automatically placed in the crafters inventory and marked as legal. The smuggler would not get his/her tip, unless the client feels some compassion. If no smuggler chooses to pick up the client's mission within 15 minutes, the criminal NPC on the adventure planet gets annoyed and slices the cargo to appear legal, for a fee of 10k. Either way, the crafter/client wins.
I propose that the Smuggler's Datapad be used to slice armor and weapons also.Weapons can be modified from the Datapad by slicing, but can never be removed.
If the client does not choose to match the smuggler's requested price, the weapon alteration is not finalized (it is aborted). This will eliminate theft during slicing.
On the whole, the Smuggler's Datapad is the general toola smuggleruses to interact with all clientelle during their day's work.
This system of smuggling is incredibly feasible by using existing game mechanics like the Image Designer's window.Its strength lies in its simplicity, and its design of involving asmuch of players setting up their own deals. This feature of allowing players to decide their own terms and agreementsis perhaps the most important feature because smuggling is most about this client interaction and roleplay.
Some smugglers might not be the nicest people around: some might try to steal the cargo. What should befall these scoundrels??? Below in darkened text are two plans that could be implemented, but, for the sake of the playerbase, will not be formally included in this proposal.
Plan numero uno!
Plan one entails a smuggler stealing a "representation" of the cargo and selling it on the black market. If the smuggler choses to remove the cargo from the Smuggler's Datapad, the mission will go into failure, the crafter will instantly recieve their cargo and tip back in a legal, transportable form. In other words, there will be no penalty for the client taking the risk of hiring a player.
The smuggler will recieve an increase in visibility as well as a decrease in their reputation rating (you could use the previous idea of notoriety rating). Once they have "stolen" the goods they will find a buyer in 3 Earth days. A smuggler can only be in the process of stealing one item at a time, preventing exploitation of the system. The player will face the consequences of their gained visibility and possibly NPC threats. If they are killed, the potential 75k they would receive from selling the item would be forfeited.
Plan numero dos!
In this design, the smuggler can actually steal the cargo!!!(This is how the system is currently with slicing) This system is designed as an in-game punishment system for SOE to deter players from theft. It is brutal. Please read on!
Once a smuggler removes the cargo from the Smuggler's Datapad and places it into his/her inventory, they take an instant andDRAMATIC increase in visibility. Brutal NPC teams, as well as money-hungryplayer BH's,will assault the player for a certain period of in-game hours/days. The stolen item is rendered untradeable for this time period. If a player is killed by these NPC strike teams or by a BH during this time, the item is automatically returned to the original owner. If the smuggler survives this trial, they keep the item, yet still suffer a reduction in reputation.
When a smuggler choses to steal from another player, they will take a huge hit in their reputation rating also. This reputation rating will be visible in the Smuggler's Datapad interface to all of his/her clients, and will decay back to normal after time. If a player steals too many items in a certain period of time, they are marked as permanently untrustworthy.
I propose that this Smuggler's Datapad be used during the actual slicing process for weapons/armor also. The item will remain in the trade window, but still be capable of being stolen. This will provide more overall protection for the client than currently, yet still retain the atmosphere of expecting the unexpected during the players' interaction with one another!!!
Hopefully, by placing a limit on one stolen item per time period, this will prevent the system from being exploited for credits. It will also curb client abuse, yet still remain an atmosphere of risk and danger.
This system also eliminates the use of extensive NPC's/terminals handling setting up a mission, allowingthe players themselvesto haggle, smooth talk, and set their own conditions and payments with one another in order to set up the mission.
Above all, this system is workable using existing mechanics (Image Designer window) which retains the feeling of unexpectedness of current slicing business, yet protects the client, and allows the actual players to talk, set up, and institute their own deals.
Please, if you don't mind, offer support and criticism!!!
Message Edited by Ternque01 on 02-06-2005 06:02 PM
Cloudchasing
Sat Feb 05, 2005 10:18 pm
#3
Ok Ternque, here's teh criticism...
.
.
.
.
.
.
.
.
.
...
.
.
.
.
.
.
.
.
.
.
.I don't have any, it's great. I love the concept of the datapad and slicing window, a concept that's been around a long time. I also like that it's basically the same for slicing and smuggling, hopefully making it easier to code. Also, I like that it's for PCs and not NPCs. I also like the penalties for stealing the cargo, and the fact that you included the option. On the whole, a very well thought out and simple idea. Here's hoping that SOETiggs, and SOETyrant dive into this forum again, and see this. Even if they implement something CLOSE to this, I think we'd all be happy.
Great Post
Ternque01
Sun Feb 06, 2005 11:37 am
#4
Guys/gals, check this out. I think this idea is not only do-able, but well designed, i.e. covers exploiting, griefing, etc.
I think this could be implemented "as is".
yimaz
Sun Feb 06, 2005 12:01 pm
#5
Great idea's very sold. Remove the option for us to steal from players and over all its a prefect plan.
Ternque01 wrote:
Player Smuggling Never Had It So Good!
I'll try to keep this short and sweet.
How this system works!
Okay, imagine we have a tough contraband system implemented. Certain resources which provide a small bonus to crafted items and are used to make spices are available only on offworld adventure planets (i.e. planets where houses cannot be built). Imperial and local trade laws have made them unshipable from these planets, and the only ones to slip past them are smugglers. (This goes with the assumption that there are no allowed factories on these worlds either) - may get an out cry from other players but a sold idea for sure. I would say add loot items as welllike karyt pearls, crystals, krayt tissue, akalite (spell check, lol) bone...etc, since this stuff makes illegal weapons.
A crafter/smuggling client will approach an NPC criminal on the outskirts of the outposts on these planets to make a request. Of course, our client is looking for a smuggler. The NPC places a mission for an anonymous client in the NPC smuggler network (NPC's are more criminal than a terminal). These NPC's collect all the names of player smugglers across the galaxy willing to do the job, and conveys them to our crafter client along with the reputation of each smuggler vying for the job.- we should then be able to "register" with other NPC's when we log on, letting people know we are avalibe to smuggle.Once the client selects a smuggler, the NPC's then discretely disclose the name of the client to the smuggler so that negotiations between the two parties may begin. - nice
So the hired smuggler lands on the adventure planet and groups with the client. The smuggler is given a tool called a Smuggler's Datapad at novice smuggler, which works nearly identically to the Image Designer's window. These Datapads have two windows: one for the cargo, and one for the fee due the smuggler at completion of the mission. A countdown timer of 15 minutes is started to keep the job prompt. In this window, the client enters a destination starport for the goods!
Due to law enforcement patrols, it is necessary to seek an alternate route to the destination starport. The smuggler must travel to another starport, travel on land to another nearby starport, then finally shuttle/fly to the destination starport. On the way, and of course, he/she will run into... problems...
Once the smuggler lands at the destination starport, the clients cargo is instantly placed into his/her inventory. Once past the tough contraband blockades and into the core worlds, the client finds that they can move it at will, provided they don't get caught and fined (a small amount) by crackdown teams. (Or perhaps, the smuggler slices the cargo to appear as legal when it is delivered safetly). - another thing to slice?? Genius!
Should the smuggler fail the mission, the cargo will automatically placed in the crafters inventory and marked as legal. The smuggler would not get his/her tip, unless the client feels some compassion. If no smuggler chooses to pick up the client's mission within 15 minutes, the criminal NPC on the adventure planet gets annoyed and slices the cargo to appear legal, for a fee of15k. 10k - fixed Either way, the crafter/client wins. - oustanding resolution to no smugglers being on line or un willing to help.
Some smugglers might not be the nicest people around: some might try to steal the cargo. What should befall these scoundrels??? I have one of two plans.
Plan numero uno!
Plan one entails a smuggler stealing a "representation" of the cargo and selling it on the black market. If the smuggler choses to remove the cargo from the Smuggler's Datapad, the mission will go into failure, the crafter will instantly recieve their cargo and tip back in a legal, transportable form. In other words, there will be no penalty for the client taking the risk of hiring a player.
The smuggler will recieve an increase in visibility as well as a decrease in their reputation rating (you could use the previous idea of notoriety rating). Once they have "stolen" the goods they will find a buyer in 3 Earth days. A smuggler can only be in the process of stealing one item at a time, preventing exploitation of the system. The player will face the consequences of their gained visibility and possibly NPC threats. If they are killed, the potential 75k they would receive from selling the item would be forfeited. - see below
Plan numero dos!
In this design, the smuggler can actually steal the cargo!!!(This is how the system is currently with slicing) This system is designed as an in-game punishment system for SOE to deter players from theft. It is brutal. Please read on!
Once a smuggler removes the cargo from the Smuggler's Datapad and places it into his/her inventory, they take an instant andDRAMATIC increase in visibility. Brutal NPC teams, as well as money-hungryplayer BH's,will assault the player for a certain period of in-game hours/days. The stolen item is rendered untradeable for this time period. If a player is killed by these NPC strike teams or by a BH during this time, the item is automatically returned to the original owner. If the smuggler survives this trial, they keep the item, yet still suffer a reduction in reputation.
When a smuggler choses to steal from another player, they will take a huge hit in their reputation rating also. This reputation rating will be visible in the Smuggler's Datapad interface to all of his/her clients, and will decay back to normal after time. If a player steals too many items in a certain period of time, they are marked as permanently untrustworthy. - I would say in all fairness that for player to player smugglingwe should not be allowed to steal the cargo period. If we fail the mission the item goes back to the original player and our visibillty goes up.
I propose that this Smuggler's Datapad be used during the actual slicing process for weapons/armor also. The item will remain in the trade window, but still be capable of being stolen. This will provide more overall protection for the client than currently, yet still retain the atmosphere of expecting the unexpected during the players' interaction with one another!!! - very few smugglers steal peoples weapons/armor when slicing now and it is something that should be removed from the game (i.e. your great data pad idea but used to keep smugglers from stealing)
Hopefully, by placing a limit on one stolen item per time period, this will prevent the system from being exploited for credits. It will also curb client abuse, yet still remain an atmosphere of risk and danger. - risk and danger comes to the client when the item is sliced and now illegal, risk comes to the smuggler when moving cargo and failing the mission, either player or NPC, i feel very strongly that if we open the door to smugglers stealing from players it will be a point of contention to the player base and we will lose clients not gain new ones.
This system also eliminates the use of extensive NPC's/terminals handling setting up a mission, allowingthe players themselvesto haggle, smooth talk, and set their own conditions and payments with one another in order to set up the mission.
Above all, this system is workable using existing mechanics (Image Designer window) which retains the feeling of unexpectedness of current slicing business, yet protects the client, and allows the actual players to talk, set up, and institute their own deals.
Please, if you don't mind, offer support and criticism!!!
Message Edited by yimaz on 02-06-2005 02:06 PM
JTGAlpha
Sun Feb 06, 2005 12:26 pm
#6
Yeah, they really won't allow a mechanic FOR stealing (though they'll ignore our ability to with regards to slicing). But other than that it IS a solid plan. Don't know from a coding or developement stand point, but I like it. Keep this one marked for when they come back (which will be sometime after the Rapture
)
JTGAlpha
Sun Feb 06, 2005 2:07 pm
#7
Well what I think we're trying to say is that the devs would never code a punishment for stealing, because it would appear as though stealing is permissible, though with consequence. They'd, instead opt to disallow it every time. They would never never never never never code an "in game" consequence for stealing because the implication is "stealing is okay if you don't mind a posse of mobs after you," and in fact, could look like it's being rewarded with "adventure." Stealing is so verboten that they won't even imply that the game allows for it by coding an in game repercussion. So option dos, while cool, will NEVER happen (unless it's an NPC you're "stealing" from-which is an entirely different ball of wax).
yimaz
Sun Feb 06, 2005 2:12 pm
#8
I understand where your comming from but it's easy to exploit system one (why not steal stuff all the time and what are you selling if they get it back, now you have 2 of the same item? Exploit plus 2) and system 2 will never fly, no matter how much you punish someone your still stealing something from another player. I think the over all idea is exceptional and would love to see it in place but the stealing ideas need to be removed fromt he equation, I dont think the dev's would even consider them in the first place. The rest is perfect, we have to consider all people and all situations for anything we want to be considered.
Message Edited by yimaz on 02-06-2005 04:14 PM
JTGAlpha
Sun Feb 06, 2005 2:24 pm
#9
In that case do not allow the smuggler to even steal a "representation." They can't touch it. They only things smugglers can steal is items from NPC missions, where you then run into the "repercussions" and "reputation."
yimaz
Sun Feb 06, 2005 2:25 pm
#10
JTGAlpha wrote:
In that case do not allow the smuggler to even steal a "representation." They can't touch it. They only things smugglers can steal is items from NPC missions, where you then run into the "repercussions" and "reputation."
/agree
Ternque01
Sun Feb 06, 2005 4:50 pm
#11
Okay, let's remove the ability to steal. I am going to darken the text outlining the theft ideas just in case.
I still believe that the potential for risk on the client's part adds a level of excitement that makes player/smuggler interactions alot like they are in the movies.
Thanks for the feedback guys and gals 
JTGAlpha
Sun Feb 06, 2005 4:52 pm
#12
It would, but it'd be viewed as non-consentual PvP. Sure some people might like it...but the ones that don't?
Ternque01
Sun Feb 06, 2005 5:14 pm
#13
What is non-consentual PvP? The part where I suggest a player get on the terminals for stealing from another player?
You make the choice to steal from another player - you make the choice to get your ass kicked by another player. It is pretty clear to me, as it should be to you.
Page 1 of 3