Smuggler Archive

Thread: smuggling?

DARTHBAYLOR
Tue May 17, 2005 2:34 am
#1

probably been brought up a zillion times , but im havin a quiet day.............


in this great game we play , you have the combatant players , making their living how they wanna do it in the galaxy


you have the non combatant players , merchants , doctors , artists , etc , who support the more active physical sort of players ,


what i dont understand is we dont have the ability to move frieght , we control our own economy , but we cant ship stuff about , to me this is a huge glaring hole of content that could be put into this game to complement several proffesions ,


and im sure there are some players out there who would actually love to be captains of space freighters , sometimes i would jus like to actually captain my ship , makin my livin , transportin /smuggling stuff , rather than fightin ALL the time ,surely in this dynamic player driven economy , we should be given the tools to have a transport industry loadsa scope for content an quests methinks.


from a smugglers point of view this would be an immense addition to the game , because if the ability to move freight around was needed ,


then the ability to move unregistered and illegal freight would surely be in there too


i dunno , couldnt the devs jus tweak the code so anything above say , 50,000 units is considered heavy freight and needs the owner , seller , crafter / what ever to contact some sort of freighter captain to move it ,


or put a new term in the bazaar or starport , or even in the cantina aswell(thinkin the unregistered/illegal goods here) so if you have a large amount of stuff/resource/etc to ship , you put it on the term , with details of where it needs to go , when its needed by , and you price youll pay for the shiping ,


the delivery address could always be another s/port term or somebodies vendor ,


(possibly smugglers could have an option of selling the stuff to someone else , at the risk of having an npc bh on their a** , or skim off the top of the delivery , same risk involved , )


or slice the term , so your taking a better cut of the pay out ,


once in a while a certain resource could shift on a certain planet that is considered highly illegal at that time and any amount of it would require a smuggler to fly it to its destination , not travel , but proper space flight , so random spawns could pop up to try an intercept the illegal transport


thought???






< Se-Hun Cara,Commander ,212th ISCstorm reg >


< RK-101,PilotMidshipman,DSIN >


< DARK STANCE >http://darkstance.guildportal.com/


Dosi
Tue May 17, 2005 3:35 am
#2

This has all been discussed. Had you read the stickies when you respeced, you'd know that.



==============================================
NDosi AtasiarN
Elder Master Smuggler, Seller of Spices and Imperial Faction
Eta-2 Actis Interceptor "Darkness Fell"
MySpace
==============================================
Bentu Tarlen, Master Shipwright. Vendors in Spacetown, Lok @ 444 -1100

DARTHBAYLOR
Tue May 17, 2005 5:18 am
#3

No need for that pal , jus sittin at work an thought id throw an idea out , thought id left the idiotic flamers on the other boards , i dont get much time to play an I worked my a** off to get my master smuggler tag , so screw you.




< Se-Hun Cara,Commander ,212th ISCstorm reg >


< RK-101,PilotMidshipman,DSIN >


< DARK STANCE >http://darkstance.guildportal.com/


Saarek
Tue May 17, 2005 10:30 am
#4

Its still a good idea.


And still should be kept fresh in everyone's minds.



And I hope I hope, OH HOW I HOPE, that maybe a dev will read the revamp discussions, and at least let us know what they are considering implementing.


Maybe we would have some valuable feedback for them.









------
"The Hawtness is my ally, and a powerful ally it is." RIP SAAREK CARVATHOS :: AUG 4, 2005
------
S A A R E K "SIR WANKSALOT" C A R V A T H O S _Starsider. && _Corbantis.
M A S T E R S C O U N D R E L I AM JACK'S IGNORED PROFESSION
C O A L I T I O N O F T H E L O S T S M U G G L E R S .

GanymedePharuu
Tue May 17, 2005 11:15 am
#5

it's a GREAT idea.

one i've proposed many times on many various forums.
i think that old Binary Load Lifter would be a good tool to use in a Freighter profession.

also in my proposals i've had ideas to totally revamp ground vehicles so that there would be new larger "freight hauling" vehicles... plus many other types.
the post i made was over a month ago and i don't feel like digging for it though hehe.



cccccccccccccccccccc
Kohs V'sto
I wanted Smuggling for Christmas
but all i got was
<--- this stupid hat.

I am Jack's ignored profession.
Luke Skywalker is DEAD!
SpinningCloud
Tue May 17, 2005 11:28 am
#6

A few things are necessary for us to smuggle...REALLY smuggle.


1. Methods of transportation. We have the basics of that already in that we can carry quite a bit in our inventory. Frieghters and such would be a nice addition.


2. A wide variety of TRUE contraband. Be it spice, sliced weapons, special resources, specific weapontry, even gaming tables, frog bowls, shishas and card decks...maybe even casino deeds. Things other players actually NEED but risk too much to procure themselves.


3. Regulations and laws on various planets concerning contraband. Be they out right bans or heavy import tarifs that we, as smugglers, desire to avoid. Different regulations on different plantets would add some variety.


4. ENFORCEMENT of said regulations and laws...SERIOUS enforcement. Make it risky and/or very expensive (ie. tarrifs)for non-Smugglers to procure the contraband.


Given these then we can actually smuggle. AND, I might add, things like card decks and casinos will actually make sense from an underworld and smuggler sense. Note that these points alone will give us player smuggling without ever having to deal with NPC missions.


And, yes, these ideas have been proposed over and over again ad nauseum for nearly two years. Think one day the devs might actually listen?






Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Alpha_Bits
Tue May 17, 2005 11:52 am
#7

I was doing a quest the other night and it occurred to me that in general, conversations with npcs suck in SWG.


Yes, I do have a point.


Rather than just gearing the game mechanics to enable 'smuggling', I thought it would add a lot to the role playing aspect of the game if you had more than one conversation option most of the time when interacting with an NPC. Something other than:


1. <whatever statement would progress the conversation in its typically linear fashion>


2. End conversation


The devs have obviously been doing some competitive analysis with revamps (<cough> WoW <cough>, they should take at look at some Bioware titles to see how interesting conversations can be with NPCs. Having a chance to talk your way out of some trouble with the authorities would be excellent. Or bribe them, whatever. Something beyond it just being assumed that you'll for example ALWAYS make a persuasion check if you're a Master Smuggler, or you'll ALWAYS fail to bribe an official if you don't have your underworld tree filled.


Also, if we were actually moving contraband and trying to avoid authorities... a 'fuzz buster' kind of enhancement to our personal radar would be cool... allowing cops to show up as some coded dot color in our radar at ranges that increase as your smuggler skills increase. That 'sixth sense' that smugglers have for knowing when the heat is on, you know.



========
Gith - Professional Scoundrel

"If I kill one of you, will the other two shut up?"

"It don't matter. None of this matters."
- Carl
Saarek
Tue May 17, 2005 1:38 pm
#8

Another great idea.


I never understood why they just dont spout off this big long blurb then let you go on your merry way a little faster.


Instead, CLICK... wait... CLICK... wait some more... CLICK... comtemplate switching to Guild Wars... CLICK... oh hey, I think i have a mission.







------
"The Hawtness is my ally, and a powerful ally it is." RIP SAAREK CARVATHOS :: AUG 4, 2005
------
S A A R E K "SIR WANKSALOT" C A R V A T H O S _Starsider. && _Corbantis.
M A S T E R S C O U N D R E L I AM JACK'S IGNORED PROFESSION
C O A L I T I O N O F T H E L O S T S M U G G L E R S .

ZallusNuranxis
Tue May 17, 2005 10:16 pm
#9



SpinningCloud wrote:

A few things are necessary for us to smuggle...REALLY smuggle.


1. Methods of transportation. We have the basics of that already in that we can carry quite a bit in our inventory. Frieghters and such would be a nice addition.


2. A wide variety of TRUE contraband. Be it spice, sliced weapons, special resources, specific weapontry, even gaming tables, frog bowls, shishas and card decks...maybe even casino deeds. Things other players actually NEED but risk too much to procure themselves.


3. Regulations and laws on various planets concerning contraband. Be they out right bans or heavy import tarifs that we, as smugglers, desire to avoid. Different regulations on different plantets would add some variety.


4. ENFORCEMENT of said regulations and laws...SERIOUS enforcement. Make it risky and/or very expensive (ie. tarrifs)for non-Smugglers to procure the contraband.


Given these then we can actually smuggle. AND, I might add, things like card decks and casinos will actually make sense from an underworld and smuggler sense. Note that these points alone will give us player smuggling without ever having to deal with NPC missions.


And, yes, these ideas have been proposed over and over again ad nauseum for nearly two years. Think one day the devs might actually listen?




In the days when all we could do is run across the planet, I made some good money with my 5 storage droids moving merchandise for merchants. I felt like I was smuggling!! The good old days....

Message Edited by ZallusNuranxis on 05-17-2005 10:17 PM

CapnKate
Tue May 17, 2005 10:27 pm
#10


Alpha_Bits wrote:

I was doing a quest the other night and it occurred to me that in general, conversations with npcs suck in SWG.

Yes, I do have a point.

Rather than just gearing the game mechanics to enable 'smuggling', I thought it would add a lot to the role playing aspect of the game if you had more than one conversation option most of the time when interacting with an NPC. Something other than:

1.

2. End conversation

The devs have obviously been doing some competitive analysis with revamps ( WoW ), they should take at look at some Bioware titles to see how interesting conversations can be with NPCs. Having a chance to talk your way out of some trouble with the authorities would be excellent. Or bribe them, whatever. Something beyond it just being assumed that you'll for example ALWAYS make a persuasion check if you're a Master Smuggler, or you'll ALWAYS fail to bribe an official if you don't have your underworld tree filled.

Also, if we were actually moving contraband and trying to avoid authorities... a 'fuzz buster' kind of enhancement to our personal radar would be cool... allowing cops to show up as some coded dot color in our radar at ranges that increase as your smuggler skills increase. That 'sixth sense' that smugglers have for knowing when the heat is on, you know.





Actually, one thing I noticed first about JTL was having 2 or 3 different "flavors" of conversation options with the trainers. It was still linear, but now I can be snarky, or all-business, or money-grubbing, and get a slightly different reaction from it. It still goes in one line, but it was nice.

I actually had a huge proposal back during JTL beta for a certain amount of frieght haulling... essentially, it bioled down to having cargo hold space in a ship, and containers you could "slot in" to that space. then you could have a BLL droid take those containers from your hold, and deliver them as structures somewhere on a planet. Essentially, the BLL control device would let you use the place structure inteface to set down a container, which you could then give permissions to put in and take out items to anyone you want. Then you call the droid to load it on your ship. The idea was, for instance, that if a guild was moving from one planet to another, they could hire you to drop the containers, they load them up, you fly them to the new place, drop them off, and they unload them, and it can all be done at people's leisure. Essentially creating the ability to haul large numbers of items around the galaxy for people. I'll see if I can dig up the post, assuming it's still available here somewhere. Or I could just explain in more detail, I suppose, if anyone cares to hear it.

Naturally, this would be perfect for sticking contraband scans in space, and smugglers could get special scan-proof containers of varying quality.



------------------

Smuggler: We Diggs the Tiggs


Kaytlin Mainwaring, Starsider - Smuggler/CM/Commando/Rebel Pilot
Kaitlin Mainwaring, Kettemoor - Master Smuggler/Master Shipwright/Rebel Ace
--Former SpaceBeta1 Master Tester
DARTHBAYLOR
Wed May 18, 2005 1:53 am
#11

sometime I think it would be great jus to kick back an haul freight for a bit to have a steady cash inflow , (then blow it all when you play at the weekend0 , I like my ingame immersion , an bein able to haul freight inspace o and on the ground aswell is missing sorely from this game , lets face it bein a haulier in this galaxy would be far from boring , wether your in space or haulin across the desert , in my opinion s**tloadsa content waitin to be added , plus think of the new vehicles an ship we could have(imagination runs riot).

I live in my soro , im sure other peeps live in their large ships too , imagine bein able to live in your land rig , or what ever , beatin back tusken raids with your roof mounted turbo laser , way cool.





< Se-Hun Cara,Commander ,212th ISCstorm reg >


< RK-101,PilotMidshipman,DSIN >


< DARK STANCE >http://darkstance.guildportal.com/


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