Smuggler Archive

Thread: Legitimate Businessman

SnowJoke
Fri Jul 02, 2004 7:37 pm
#1



Could get a little rambly...I'm not entirely sure what I'm trying to say in this post.



Seeing the Force Sensitive skills, I saw "Persuasion" as a skillmod. Without knowing, neither then nor now, I assumed this was something that got you better reactions from NPCs. I also thought this would be used as a part of the Smuggler revamp for the getting out of trouble skills Smugglers have (except Han Solo...he didn't spend enough skill points on them).


What I'd love to be able to see is a new building, in a couple of styles, with the focus on being an office. All crafting professions could use it...perhaps it would benefit from showrooms, warehouse basement, a reception area, etc.. (perhaps an ability for Smugglers to slice a lock shut for a private office?). This would allow all crafters to roleplay the part of a highly sucessful businessman with their own personal premises, more professional looking than a guy in the corner of your house.


Maybe people could buy office space in cities, so you can say - go see my receptionist (NPC?) and leave a message with him/her/it in my Keren/Bestine...etc office. I would love to be recognised as a legitimate shipping company, using the office premises as a front, while using the private office, and maybe different greetings from the receptionists to run a smuggling business.


What I mean by different greetings is this. Maybe the receptionist could be programmed to greet individuals/guilds/races/factions, whatever with "Hello TK-123 and welcome to XYZ Shipping Co." or "Ah...Hello....what will it be this time, Spice or weapons?"


Maybe Stormtroopers could perform raids on the office and your skill at Persuasion would be transferred onto your receptionist so whoever was there at the time could try to convinve the stormies to go look atsomething else. E-mails could be sent from the receptionist to you "Ah...sorry about this boss, we lost 4 crates of Muon in a raid while you were away"


A downside to this I can see is that, if the Persuasion mod is used, Smugglers will feel they need FS skills to try to deflect as many raids as they can. Perhaps another mod could be used to prevent this.


What do people think of this?And more to the point, might any be possible?

Message Edited by SnowJoke on 07-03-2004 03:50 AM

Message Edited by SnowJoke on 07-03-2004 06:42 PM



::Jos'lea Tiori::
Winner of the Jos'lea Tiori Paegant for Excellence, judged, hosted by, and competed in by Jos'lea Tiori
"A true visionary of our time" - The Corellian Times
"An obvious Master of the musical arts" - The Imperial Board of Culture
"A roguish Smuggler who must be stopped" - The Imperial Board of Criminology
"Um....he has one of my paintings...I think....maybe" - Finra Nova


JTGAlpha
Fri Jul 02, 2004 7:44 pm
#2

Oooo! I like it!



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

KaernLegorah
Fri Jul 02, 2004 7:46 pm
#3

The Persuasion skill-mod allows you to get better prices on "goods" from NPCs, such as training from skill trainers.

I would certainly like it if the usefulness of the skill mod was expanded to have more uses against NPCs, and add in with Smugglers too. That way a Force Sensitive Smuggler would be even more persuasive than a non-FS Smuggler.

There's also a Jedi Luck skill mod, which would be nice to have as a Smuggler too, though just called plain Luck.



----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
JTGAlpha
Fri Jul 02, 2004 7:52 pm
#4

Yep. Burned my taters that they got skills that we oughta get (they could just have better ones dagnabbit)



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

KaernLegorah
Fri Jul 02, 2004 7:55 pm
#5



SnowJoke wrote:
A downside to this I can see is that, if the Persuasion mod is used, Smugglers will feel they need FS skills to try to deflect as many raids as they can. Perhaps another mod could be used to prevent this.
What do people think of this? And more to the point, might any be possible?




Just wanted to add...

Many players are going to feel like they need FS skills in order to play. This especially goes for PvP players, who will load up on Melee/Ranged Defense and Melee/Ranged Accuracy. Even Medics/Docs/Combat-Medics can get +10 to Injury Treatment and +10 to Injury Treatment Speed that they may feel they need to be the best they can. The Crafting Mastery set of FS skills will be highly desired by top crafters for the increased Experimentation, Repair bonuses, and reductions to Critical Failure rates.

But that's the whole idea. Anyone in Star Wars, who is very good at what they do (ie. Han Solo being a good Smuggler), has at least a little bit of Force Sensitivity. So, in order to be one of the best, you're going to feel pressured to pick up FS skills. This goes for PvP'ers, Medics/Docs, Crafters, Scouts (additions to Foraging, Terrain Negotiation, Trapping, Mask Scent, Harvesting), and even those who love Swoop racing (Vehicle Speed and Vehicle Control skill mods).



----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
SnowJoke
Fri Jul 02, 2004 8:00 pm
#6

I guess I should have made it read -Smugglers will feel they need to take FS skills if the stormies are seen to be too heavy handed with confiscations, but at the same time it needs to be a threat even a Master will fear.



::Jos'lea Tiori::
Winner of the Jos'lea Tiori Paegant for Excellence, judged, hosted by, and competed in by Jos'lea Tiori
"A true visionary of our time" - The Corellian Times
"An obvious Master of the musical arts" - The Imperial Board of Culture
"A roguish Smuggler who must be stopped" - The Imperial Board of Criminology
"Um....he has one of my paintings...I think....maybe" - Finra Nova


SnowJoke
Fri Jul 02, 2004 8:21 pm
#7


Argh...I totally forgot something else.


Wouldn't it be great content to have a member of the event team randomly join in some of the raids, and instead of choosing answers made available by a persuasion skill, you actually have to talk your way out of it, your persuasion skill guiding the event team how severe to be. Also, this could be used to create dynamic content. TK-123 could mention he's taking ALL the spice he finds for the next fortnight because a Rebel blew up his house and family, or he is under review for pro/de-motion. This way, a smuggler could either put the word out to watch out for TK-123 or maybe suggest to him that you happen to know a different smuggler (PC) has more spice than you, allowing for interesting underworld politics.

Message Edited by SnowJoke on 07-03-2004 04:22 AM



::Jos'lea Tiori::
Winner of the Jos'lea Tiori Paegant for Excellence, judged, hosted by, and competed in by Jos'lea Tiori
"A true visionary of our time" - The Corellian Times
"An obvious Master of the musical arts" - The Imperial Board of Culture
"A roguish Smuggler who must be stopped" - The Imperial Board of Criminology
"Um....he has one of my paintings...I think....maybe" - Finra Nova


Smug-Druggler
Sat Jul 03, 2004 3:36 am
#8

Snowjoke! Good to see you're back, buddy!


And still in top form with the ideas. I love it!


I've been pushing your old "Dirty Vendor" idea from March 22, when ever the topic came up. It's good to have you able to argue it now.


This is really weird you mentioning this. A new mall just opened near my house, andI was thinking yesterday "how slick would it be if I could have a suite of offices with the open-air top floor "penthouse" as my own main office?"


Glad to see you posting again and keep it coming, Snowjoke.



Keer Tregga the "Smug Druggler" -- Corrupting the Galaxy One Spice Run at a Time....
WesBelden
Sat Jul 03, 2004 4:19 am
#9

I'd love to see buildings in cities(not player cities) used in this way. Cities like Tyrenna, Coronet etc really seem like ghost towns to me, despite the many people hanging around the starports etc. - if they actually had buildings we could go into and use for crafting and office space, it would make the whole thing far more immersive.



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Grable22
Sat Jul 03, 2004 9:16 am
#10

Cool idea.



Mathos Tekura- TKM
CH
Smuggler

Chilastra- home of the unbearable, inexorable macroists.
Page 1 of 1
Previous Next