Smuggler Archive

Thread: Criminal underworld proposal

Shrendyc
Thu Jan 13, 2005 2:21 pm
#1


To give a smuggler the tools he needs to do what he is named for, a proper underworld must exist for this to occur. In reading a number of posts on this subject, I have had a few ideas running around in my head for a while, and I finally decided to write them down and see what the community thinks. I must preface this by saying that this is a hybrid of a lot of people’s thoughts over time, so I am in no way claiming this for my own. If you see something in there that you posted months ago, chances are I read that post and liked it, so I included the idea(s) here. Special acknowledgement must go to DrWolfe, Solo4114, Wes and Caylin for items of theirs I know I have included.


This proposal will touch on a little of everything, and while all the details are not all worked out, this is about as far as I think I can take it without knowing what is possible by a programming/game platform standpoint. It is my hope that the current correspondent can float this in front of people who will read it and perhaps spark an idea or two which would result in a better smuggling profession for us all.


NPC's


First, there will be some added NPC’s to the game world, specifically Dealers and Contacts. Dealers and Contacts would be tied to the various crime factions found within the game.


Dealers are the NPC’s who will sell spices to the player base. Dealers can be found in most NPC cantina’s across the galaxy. If the owner of a player city cantina is also a smuggler, he will have the ability to place a vendor in his cantina as well (see the section on “sidekicks”). Dealers are also potential pick up points for smuggled goods done for other players.


Dealers are stocked by player smugglers taking missions from contacts (see below). If a dealer in an NPC cantina runs out of spices, it will remain empty until a smuggler runs a delivery mission to that particular vendor. This avoids a glut of spice on the market and removes the “always stocked” threat to PC Cantina vendors. Also, an NPC cantina vendor will hold only so much of each kind of spice, so a delivery mission will only “top off” the vendor, not overload it with spice X.


If a Dealer in a PC Cantina runs low or out of spice, it is up to the Owner to request a restock through the contact. The owner can request the kind of spice to be delivered, which determines the cost of the spice. Once the credits are paid, the mission goes onto the contact for a smuggler to take. The payout for this mission will be generated by the difficulty of the level of the spice, to fall in line with the NPC missions. If no smuggler takes the mission within a set amount of time (2-3 days) the spice will appear on the vendor; this allows the cantina owner to proceed with their commerce without the obstruction of no one ever taking the mission, but also gives content and a form of PC smuggling to the smuggler base.


Contacts are the NPC’s that issue missions to the player smuggler. Missions can be either spice deliveries to NPC cantina dealers (available at all times), spice deliveries to PC cantina dealers (available only at the request of the cantina dealer) or at the request of another PC trying to move some form of contraband they cannot get off the planet they are on. When a contact has a Player mission, when a smuggler walks by within a certain distance, the contact would say something like “psst – buddy, I have some work for you.” to let the smuggler know that a PC mission is available. Players with negative numbers in the affiliated faction might find it impossible to get anything other than a player sponsored mission.


With these two NPC’s in place throughout the galaxy, a smuggler can network and finally ply the profession for what they are named, smuggling.

Message Edited by Shrendyc on 01-13-2005 01:24 PM



"Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction. "
Shrendyc
Thu Jan 13, 2005 2:25 pm
#2



SMUGGLER MISSIONS


The basics for any smuggler mission are simple – retrieve items deemed illegal by the empire or other civil authority, move them past police patrols and military scans to their final destination for payment.


For NPC smuggling missions, the smuggler would approach the contact and select a mission from a list of options. The payout, number of drops, level of potential resistance, etc is determined by the power of the spice being delivered; in doing this, the risk is worth the reward and a lower level smuggler will still have some chance of success without being completely gated from the harder content as they still have the choice to take a harder mission.


With the mission selected, the smuggler is given a WP in which he will go and meet a generated NPC to get the deliverables. This is on a timer; should the smuggler run into law enforcement, aggroing creatures, or rival faction NPC’s and get waylaid, there is a chance that the contact he needs to make will leave, thus failing the mission, losing faction and generating a small amount of Notoriety, which is the device used to ultimately end up with a bounty placed on them. If the smuggler gets to the NPC on time, they receive an unopenable container and get the waypoints to the NPC dealers they need to deliver to. Again, the smuggler must avoid all entanglements and make the deliveries within a certain amount of time or penalties will apply. If a smuggler is incapped or killed by police or a rival faction, the mission is failed, they lose faction and Notoriety is gained. If the smuggler makes all the deliveries but is after the time limit, the payout is reduced and a possible faction hit is given; it should be possible to be so late that the penalty completely eats up the payout. However if the smuggler manages to make the deliveries well before the time has run out, a bonus may be included in the payout with a bump in faction and a possible dip in notoriety.


Player initiated smuggler missions would work the same basic way; once the smuggler picks up the mission, he must avoid all hostile elements and safely deliver the cargo to the selected location. In the event of a failure, the smuggler suffers the faction loss and notoriety increase, but the mission goes back on the Contact for someone else to take. Upon delivery, the payout is made, and the Playerhaving his goods smuggled is notified that those goods are awaiting pick up.

Message Edited by Shrendyc on 01-13-2005 01:31 PM

Message Edited by Shrendyc on 01-13-2005 01:41 PM



"Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction. "
ana-mo-cara
Thu Jan 13, 2005 2:33 pm
#3

Smuggler in spirit I agree. Though there is the issue of undercutting player made spices. Perhaps these dealers could allow smugglers to aquire a powerup or additive to a spice. Such as maybe an additive that will decrease negative affects add duration, or add strength.


That way you do not undercut a spice dealing smuggler, and you create a way to reduce the amount of spice in the game. Since a smuggler could only run so many additive missions in a given time.


Just a thought.
Shrendyc
Thu Jan 13, 2005 2:37 pm
#4

I hadn't posted the entire proposal yet, please go back and read the remainder; in my proposal, there is no player crafted spices, only player refined spices, which are better than the baseline materials out there.



"Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction. "
DRWolfe
Thu Jan 13, 2005 2:48 pm
#5

That's all good, but I wouldn't limit the PC cantina Dealers to just cantinas owned by Smugglers. That would generally lead to the Smuggler owners Smuggling for themselves. Let any PC cantina owner place a Dealer in the cantina, and they can request spice the same way you described. That way, we'd be smuggling for PCs other than Smugglers or ourselves.



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

Shrendyc
Thu Jan 13, 2005 2:51 pm
#6






DRWolfe wrote:
That's all good, but I wouldn't limit the PC cantina Dealers to just cantinas owned by Smugglers. That would generally lead to the Smuggler owners Smuggling for themselves. Let any PC cantina owner place a Dealer in the cantina, and they can request spice the same way you described. That way, we'd be smuggling for PCs other than Smugglers or ourselves.





Good idea, I'll edit that in tomorrow. Thanks!



"Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction. "
Ternque01
Thu Jan 13, 2005 7:05 pm
#7

Very cool ideas man. Your buyer/contact system I have never seen before, and look easily implementable.


Your ideas on Smuggling Missions... I like your form, but don't you think we could "spice" smuggler missions up by introducing a variety of mission types? I mean, who wants to run delivery missions until they are blue in the face? I think, instead, that you could incorporate missions that would accomplish certain goals that a smuggler would have with respect to their relationship with their crime faction.


For example, let's say that a smuggler has botched too many of the missions you described. He/she might want to clean up their name with Jabba (or whoever), to be sure. Let's say that they could do work for Jabba to improve their respect/trust with him. Perhaps contacts could tell smugglers tasks that would repair things with Jabba. Perhaps the contact wants some rival thugs beaten up or killed. Maybe Jabba could really do without a politician that has been a thorn in his side for a long time... time to umm... take him out of the picture.


Perhaps a smuggler doesn't really feel like getting spice on a certain day, and would rather have more credits than spice in their pockets in order to repair their ship. Let's just say a contact might know of a bank that might be vulnerable at a certain time of day... Give your slicing skills a chance to earn your money... bypass security and slice into a vault. Sounds like fun to me....


How about CREATIVE ways of obtaining spice? Kessel and criminals aren't the only places with it. Try government facilities. They have mounds of spice stored in military and confiscation holders. Sound challenging to get it?


Another thing I notice about your smuggling mission system is the timer. I'm just wondering if having too many things timed too tightly will make it hard for people with low computer resources or painful lag.


Other than that, Shrendyc I really recommend you post this in WesBelden's Underworld Discussion Thread!



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
CorellianCowboy
Fri Jan 14, 2005 12:50 am
#8



Ternque01 wrote:
How about CREATIVE ways of obtaining spice? Kessel and criminals aren't the only places with it. Try government facilities. They have mounds of spice stored in military and confiscation holders. Sound challenging to get it?





Good point, and that spice wouldn't all be contraband that had been confiscated. Let's not forget that spice is sold through legal methods by the Empire, but it's ridiculously expensive and it's also illegal to move it from one planet to another without a permit.

A little aside here, when it comes to spice, it's definitely a case where the Empire is the good guys for a change... one of the reasons spice is restricted is because different spices have different levels of danger for different species... For example, glitterstim is the only spice that I've ever heard of one of the main characters in a Star Wars book ever voluntarily taking because it gives the user certain telepathic abilities (note: it's used as a pleasure drug when in the company of others who are on various other euphorics because it allows the glitterstim user to experience what all the others are going through simultaneously)... we can assume from the way that Han talked about it being used on several occassions that it's pretty safe for most people; however, it drives Bith completely crazy. *shrug* There's your lesson for the day



Col. Dusty Duneroller
Pilot and Gunrunner for the Alliance
Restrik
Fri Jan 14, 2005 12:41 pm
#9

amazing thread. I liked it, gave smugglers a bit of depth. I think these changes would make for a great additon to the smuggler revamp







The NGE is a decent start. Now lets bring the rest of the worlds up to par with Tatooine and Mustafar
yimaz
Fri Jan 14, 2005 2:13 pm
#10

Great ideas, whats cool is we smugglers have tons ofreally strongideas on how to smuggle and enrich our profession. The Dev's Im sure will add some sort of Smuggling option into our profession because with all these ideas floating around how can they not.



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Jaguarrr
Mon Jan 17, 2005 4:46 am
#11






Shrendyc wrote:


SIDEKICKS


It has been mentioned in the past that smugglers should have sidekicks, or NPC’s that would take the place of a “pet”. This sidekick would be stored on the datapad, and could be called when needed to help fight for the smuggler, lending support when needed.


Sidekicks would be granted at the faction headquarters by someone high up on the chain of command, perhaps even by the faction boss themselves. This would cost faction points, as the granting of a sidekick would be deemed a favor by the boss. There would be several levels to the sidekick, all costing various amounts of faction points. Lower cost sidekicks would be fairly weak; higher cost sidekicks would be much stronger. A smuggler could only have one sidekick at a time, and there would also be a 2 week time limit within which a sidekick cannot be replaced should it meet its death.

Sidekicks could be given weapons or armor to use, with the knowledge that once the equipment is given, that equipment cannot be reclaimed.


For a smuggler to have a vendor in their Player City Cantina, they would need to use their “sidekick” slot for the vendor. This way the smuggler would need to make a choice on how they choose to do business, but would not lose out on having a vendor if they had no merchant or artisan skills.

Message Edited by Shrendyc on 01-13-2005 01:40 PM





I like the sidekick option. But your NPC-sidekick should be upgradeable. If I like the appearance of my sidekick but need to make him stronger i dont want to use the destroy-option.


And an additional idea is why not making a PC your sidekick? You could gain several boni based on the template of your friend. So if he is a scout you get a creature to hit bonus. Or if he/she is a Smuggler increasing the future-to-be-skills of the same. This works only if you are grouped and in 64m range.



We couldn't play SWG without Tiggs. Now we can =)
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