Smuggler Archive
Thread: A Good Smuggling idea.
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Imperiai2
Sun Sep 05, 2004 5:26 pm
#1
This is something I recently posted in IN CONCEPT under Smuggler Revamp (hmm... there's a topic about something SOE said something about like 'sorry to dissapoint anyone who thought we were making a Smuggler Revamp'... makes a lot of sense...)
Anyhow... it's a good idea.
<<<<<<<<<<Setwe sed:
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Make certain resources illegal like make certain hides, bones, meat, metals, minerals ect. So in order for some one to sell resources they have to hire the help of a smuggler first therefore the smuggler acts as a middleman for premium resources which have been banned, it may drive up the prices of resources but i think the only banned resources should be the ones which are of the highest quality so that the smuggler becomes and integral part of the player economy and player interaction with smugglers will increase.
>>HOLY CRAP. Why didn't I ever think about that?! THAT IS SMUGGLING (seriously, I never thought of this before). They could totally do something with this idea. Make certain resources illegal at certain times (mix it up so we're not always smuggling the same stuff). Make some kind of 'news report' where it says 'Razor Cats are now on an endangered list. The harvesting and transport of thier remains is now illegal'. Or 'The Empire has laid claim to allmetal resourcewithin these waypoints.'Basically, they would have to give thier resources to a Smuggler to get it to thier shop or crafting area or whatever. They could make it so only we could carry said resources (keeping with the examples, say Corellian Hide from a Razor Cat or a type of Copper from Dathomir) over shuttles or off planet.
The tricky thing isfinding the 'honest' smuggler that will deliver your stuff. The only way todo that isto find a smuggler you already trust, or make it sopayment comes on delivery...This is where PlayerSmuggler Missions would come in, and that could be awesome.>>>>>>>>>>>
MaxSteele
Sun Sep 05, 2004 7:28 pm
#3
Imperiai2 wrote:
This is something I recently posted in IN CONCEPT under Smuggler Revamp (hmm... there's a topic about something SOE said something about like 'sorry to dissapoint anyone who thought we were making a Smuggler Revamp'... makes a lot of sense...)
Anyhow... it's a good idea.
<<<<<<<<<
<<
Make certain resources illegal like make certain hides, bones, meat, metals, minerals ect. So in order for some one to sell resources they have to hire the help of a smuggler first therefore the smuggler acts as a middleman for premium resources which have been banned, it may drive up the prices of resources but i think the only banned resources should be the ones which are of the highest quality so that the smuggler becomes and integral part of the player economy and player interaction with smugglers will increase.>>
Yeah, it's something that's already been given as an idea.
Crafters hate the idea because it makes them depend on us to make the best items and they don't want that.
We need to come up with content for the smuggler profession that doesn't negatively affect the rest of the population.
Nicolas_Frost
Sun Sep 05, 2004 10:26 pm
#4
MaxSteele wrote:
Yeah, it's something that's already been given as an idea.
Crafters hate the idea because it makes them depend on us to make the best items and they don't want that.
We need to come up with content for the smuggler profession that doesn't negatively affect the rest of the population.
Basicly, its the same type of crafters as the one's who want the unarmed prerequisite taken out of Smuggler so they can go Master ArmorSmith, Master WeaponSmith, Slicer, and Master Artisan, and other such things.
Like it was already said, this makes sence, and I fully support it, if the devs would actually implement it. Perhaps, add in a couple of ideas, like, resources that maybe plentiful and legal on one planet, are illegal on another. Also, resources that are scarce and expensive on one planet are very restricted, thusly, we have to get them from that planet to one that doesn't have them at all.
Imperiai2
Sun Sep 05, 2004 11:38 pm
#5
<<Crafters hate the idea because it makes them depend on us to make the best items and they don't want that.>>
I find that a very realistic scenario. Remember,the idea I pitched is that it'sto be a random thing. So lots of times it might not even be an important or useful resource. They wouldn't have to make it the 'best' resource so that crafters get mad at us. But a temporary 'shortage' would be a neat thing to have to deal with. These bans or embargos or whatever, would only last a couple days or a week or whatever. So nothing is really negatively affected for long. It puts urgency on a merchant to get some resource smuggled in in order for them to keep up thier pace. If it slows them down or they have to make slightly less inferior products for a week, hey blame the government or whatever for it, but when the little ban is over in a week or whatever, well, that's it until it happens next time.
I think it's a fun idea. I'd love to get stopped by a dude saying 'hey man, I'll give you 200K to get this stuff over to Dathomir, my guildy needs it badly.'
Supply and demand = economy. =)
rogue_eight
Mon Sep 06, 2004 5:40 am
#6
Love it!
How about they make cryatals and Krayt pearls illegal? They're used for lightsabers which should make them some of the most illegal contraband in the galaxy!
Imagine how much you could charge for shifting them? Plus all the great rp and game content it'd give smugglers.
It's also put a bit of a dent in the wannabe stick wavers' day... Heh.
How about they make cryatals and Krayt pearls illegal? They're used for lightsabers which should make them some of the most illegal contraband in the galaxy!
Imagine how much you could charge for shifting them? Plus all the great rp and game content it'd give smugglers.
It's also put a bit of a dent in the wannabe stick wavers' day... Heh.
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