Smuggler Archive
Thread: Ok, another smuggling idea. But this one just may make sense!
I like the idea. I still think that the GCW would be better served if scans were more frequent and pretty much guaranteed at large populus star ports... I also think that any rank over Captain in the Alliance should be detectable during these scans in Imperial controled towns and vice versa in Rebel policed ports. How a smuggler would get someone past these scans is an issue for much discussion, but I'd like to see Smugglers and Bounty Hunters having the ability to get to and from their ships from somewhere outside of town (or at least outside of the starport where the searches and scans would be occuring). At least then we would be 'smuggling' people, as our title states. Otherwise, some other means of evasion (such as the scanning troops hang out by the ticket collector instead of inside the port or being grouped with a smuggler gives everyone in the group the same evasion chances as the smuggler... or even a 'smuggle buff'). It would be very nice if these scans also occured in space allowing us to do what we should be doing best.
Thunderheartwrote:
The thing is that smugglers essentially are a "space based" profession (at least the way we think of it)and giventhe inherent client/server limitations, its atough proposition any way you look at. For instance, lets say Imperials do a search for contraband at starports. Can you imagine the lag if we even did an item check for everything inevery player's inventory as they entered and exited a starport? And then there are the guys that run back and forth across that threshold just to lag things out. This is one tiny piece of a larger puzzle. It has to be a cool game mechanic and work in the game system and in a big MMO environment.
The key here is that while I was in beta and I knew everyone (I actually have almost all of it saved on my hard drive, but doing a search on "smuggler" with 12 gig of materials would be insane). Further still, that was a while ago. I want to hear YOUR ideas and Ive worked with the devs and correspondents to focus communication so that correspondents can get me information and also in a way that I can both share it with the devs AND catalgoue it.
Its all a process and we're working on it and its going to take time. The devs want to make a good game, you and I want to play a fun game and as a community, I believe we can make this whole experience very cool.
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=43562&highlight=smuggler#M43562
I realize some of these may be "old" issues to the Devs, but it seems that most of the crackdown has been more of a crackup than anything. I can't even recall the last time I was scanned...
kingfarooq218 wrote:Yeah see the drop in demand for slicingequipmentwas what I was trying to avoid in my solution. I think my idea would reduce the use of slice items a small bit, but the demand would still be there. Personally I feel that if you have contraband on you and you get posittively scanned that you should lose atleast one of your contraband items. This would be a wonderful thing for the smuggler economy because it would keep the demand for sliced items high, unless it backfired and people stoppped wanting slices completely.--Salazar FarooqShadowfire
The devs have stated previously, and I'm pretty much with them here, that confiscating items from players will never happen. How would you like to loose you (for example) 8 million credit RIS helmet because the system (correctly or incorrectly, bugs do happen) flaged it as sliced and it was confiscated?
Undergrid wrote:
kingfarooq218 wrote:
Yeah see the drop in demand for slicingequipmentwas what I was trying to avoid in my solution. I think my idea would reduce the use of slice items a small bit, but the demand would still be there. Personally I feel that if you have contraband on you and you get posittively scanned that you should lose atleast one of your contraband items. This would be a wonderful thing for the smuggler economy because it would keep the demand for sliced items high, unless it backfired and people stoppped wanting slices completely.
--Salazar Farooq
Shadowfire
The devs have stated previously, and I'm pretty much with them here, that confiscating items from players will never happen. How would you like to loose you (for example) 8 million credit RIS helmet because the system (correctly or incorrectly, bugs do happen) flaged it as sliced and it was confiscated?
That's a very valid point Undergrid and one I had not thought of too much, especially the bug aspect. And let me be clear the confiscation aspect is not part of my main idea, just something I was saying that I personally would like, though that opinion may have been swayed a bit by some of your points.
Lets not turn this into a thread about confiscation, let us instead stay focused on my initial idea, and hearing what people think about that, and any suggestions folks may have to improve it.
--Salazar Farooq
Shadowfire
What do you think?