Smuggler Archive

Thread: Finally a workable Contraband System because it's player driven, not NPC

Onohos
Mon Jun 14, 2004 1:25 pm
#1

I love the idea but I enjoy PvP too much on the Imperial side to switch to criminal faction. I like the idea on the bottom that says the way without implementing a new faction (btw at FanFest they said they are adding a Mercenary faction).
Ternque01
Tue Jun 15, 2004 12:30 am
#2

Okay guys and gals, get ready for something revolutionary. Player Driven Contraband System.
NPC scan teams won't work because of server strain. Well I say screw the NPC's. I say we have regular players automatically do NPC's job.

How? That's the easy part. We create a third pseudo-faction and call it the Criminal Faction.
This idea is also rediculously easy to implement, and cooler than hell

Okay, this Criminal Faction works like the existing two player factions (reb/imp). With this faction, you can be an overt or covert member and even get TEF's that flag you ass attackable by anyone who has declared residence withing a certain radius of an illegal activity. Fill in the perks for overt and covert members as you wish. Overt members of the Criminal Faction are attackable by BH's openly.

Here's how we get a contraband system: normal players get criminal TEF's for trading spices and sliced goods between one another. They can be attacked by anyone or by others under certain circumstances. Now the dealings of these goods will have to be carried out in private or in very trusted company. This will bring an illegal "feel" to contraband. BTW, you can also get this TEF by sparse random scanning by local authorities (Corsec, Feddub, etc...) NOT Imperial NPC's. We've got to have cops, not military personel doing this only. All players are subject to these scannings, and all players recieve a criminal TEF for trading illegal goods regardless of any other faction status they might posses (Imperial Colonel for example). Trading illegal good will now be very risky indeed! To fill this idea.. the two people who engage in an illegal trade do not recieve TEF's against eachother.

This is where the talents of a smuggler come in. Smugglers are capable of trading illegal goods in the open without them or their client recieving a TEF. Furthermore, overt Criminal Faction members are only attackable my players whose residence is declared around where that overt member is at the time. Overt Criminal Faction members also get to trade without getting the criminal TEF for them or their client. The one advantage smugglers get is being able to travel anywhere and get incredibly reduced chances of incurring the criminal TEF.

Overt members may requisition NPC thugs to fight with them like current faction pets. Hell why not make structures available to criminals just like bases for the two military factions. Have Casinos or Criminal Headquarters instead. Perhaps these structures allow its members perks within cities of a certain radius. These could be automatic improved mission payouts, or automatic improved profits from vendors (at the servers expense). Covert members recieve less of these benefits

To counter the Criminal Faction, you could also have a Townsperson Faction (not like the lame one we have now ). Players can become overt Townsperson Faction members within a certain radius of the city they are declared in. They can then attack all overt Criminals. Overt Townsperson status falls when the player leaves their "jurisdiction". Perhaps there could be a ranking system for each district much like the proposed Jedi ranking system. The top spots would be Sheriff, Deputy, and maybe a few Officers. The Sheriff would have the perk of being able to call down a scanning team on a suspected player every hour or so (so the server isn't strained).

Please note that these ideas are very rough. I believe it is wholely possible to implement this very easily, and this idea is awesome to say the least. If we are somehow told that getting a TEF flag by trading contraband is impossible, well, just scrap the whole damn thing. I however think it IS possible. Players now currently get TEF from trading with overt military faction members. There is still the problem of having to check every item going into and out of everyplayers inventory to do this, but I KNOW there is a code work-around. This idea doesn't require scanning at all. If illegal items are given an "Illegal Activity Mod" much like the way clothings give skill mods, the server can keep track of what a player's Illegal Activity Mod is when more illegal items are picked up or dropped of. The server currently can keep track of clothing skill mods - it can do the same for an Illegal Activity Mod. Simply tell the server to activate a criminal TEF when this Illegal Activity Mod is altered. It's that simple folks.

I will post this idea on the dev board so it actually gets read. Another note is that this idea can be stripped down to just a player driven contraband system - no factions involved. That way it can be easily "inserted" into the smuggler revamp without all the extra faction baggage attached to it. Tell me what you guys and gals think

Message Edited by Ternque01 on 06-14-2004 02:38 PM

Message Edited by Ternque01 on 06-14-2004 02:43 PM



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Ternque01
Wed Jun 16, 2004 11:15 am
#3

/bump



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
MaxSteele
Wed Jun 16, 2004 9:35 pm
#4

Instead of bumping this thread, put it in the Contraband post that Greenmarine started and is stickied at the top of the forum.



Evarn Terallis - Master Smuggler on Kettemoor

There are missions in which you "deliver an item while hostiles attack you" in every profession. I still don't consider [Smuggler's Alliance] pilots to be Smugglers, nor 'Smuggling' - at least not any more than Rebel Pilots or Imperial Pilots might sometimes "smuggle", with a lower-case s - JFreeman - 10/6/04
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