Smuggler Archive
Thread: Good News Smugglers: The Imperial Crackdown is Now Officially Stronger!
- Only high level Imps get the letoff
- The increase in HAM/firepower WAS needed
- Confiscating a player's possessions will NEVER happen. There are better ways to punish.
- Losing a rank is extreme for an Imperial, perhaps a loss in faction points would be better
- Scan teams need to be put at the mouths of starports so that transporting spices off planet is a bad, BAD idea
It is not overcompensation. This is the Crackdown finally being capable of doing just that: cracking down. There is no more killing them all and getting off clean. Sure it would be better to put them near starports, but the player base isn't yet ready for this yet I think.
You are right, some problems do still persist, but the increase in HAM/firepower is the most effective change they could do at the moment, especially considering how easy it is to change the HAM. It is a good change, Scan teams are now TOUGH, but not insanely so. This is a big step toward the Crackdown doing the Empire's intended job.
Ternque01 wrote:
Sure it would be better to put them near starports, but the player base isn't yet ready for this yet I think.
Yeah, I agree that the player base is not ready for this yet. I, for one, would like to see it evolved to this though but only when the player base has been gradually moved towards it. These changes indeed could be the first steps in actually creating a "crackdown" atmosphere.
Maybe this might push me to returning to my old smuggler days. I had one from Sept '03 until about 2 weeks ago and it broke my heart to type "yes" to drop that master smuggler box. Maybe, just maybe they will implement smuggling one day and hopefully this will turn out to be a good first step in that direction to where I would not have to create my own content with a soloist style playerbase as a good portion of it is currently. Hope to hear of some of you being asked to help get people past these scan teams ![]()
This is a GOOD thing- let's not look this gift horse in the mouth.
At the same time every point AnaM makes is valid and hopefully will be addressed in our fabled revamp- with the inclusion of making spice super ST sensitive.
ana-mo-cara wrote:
General overcompensation again. lets just jack up the power on the stormies. The problems still persist.
Imps get a slap on the wrist.
Stormies auto recognize high ranked rebels.
Still too many safe haven towns.
Non faction players just get a slap on the wrist.
In other words a neutral player will only pay a 1000 credit fine. A imperial will get let off easy. The high level rebel will be shot reguardless, and people will still avoid korvella mos entha mos espa kadarra.
What needs to be done is spread the presence all over the galaxy. With just a few exceptions moenia anchorhead wayfar rebel outpost. Perhaps. Make the pressence exist on yavin endor dathomir, but make a couple walking around.
Right now al the system does is pack players from all sides pack into safe haven cities and avoid the stormie minefield towns. It would be far better if each town had like fifteen stormies in it plus a probot. They march random patrols in the city perhaps five in each group and the droid just latches onto players it finds, just to make it from being predictable. That would be much better.
Institute real penalties
Imperials instantly lose a rank. For being found with spice or slice. Just that simple.
Rebels get shot upon detection, and all contraband is seized.
Neutrals get shot upon detection and all contraband is seized. You may call this heartless but the empire is kind of heartless.
Make temporary slices possible so we can slice weapons for people going on big hunts. Make armors sliceable but just let one slice to one part attach to all. A tempory slice should last a couple hours.
Make spice really good so that people who cant take the risk to carry it themselves need a smuggler to bring it.
Decrease the success rate on scans perhaps only 33 percent of the time successful for non smugglers and only 10 percent for smugglers. So that a player can still carry spice or slice without totally being jacked.
Until soe does stuff like this. No matter how buffed they make the stormies it dosent matter. I can go forever with only seeing a stormie at 50 meters at the closest.
Good points, but what I'd prefer to see was a reason for people to travel to the Imperial towns and regions....ie crafting bonuses, buff bonuses, uber resources and the like. This way, players are forced to venture into hostile territory. This would precipitate two things - firstly, protective gangs for scraftersa dn resources hunters - ie mercenaryroles for all combat classes And secondly, suddenly Smugglers become useful for smuggling these crafters through the blockades
Now taking this on a step, you could build the entire game around this, if you addthree funcitons ino the the game
- you allow overt players to destroy factional crafters' installations
- you follow the leadof thearmour upgrade and allow faction crafting bonuses for faction-specific combat-related equipment
- incorporate a /confiscate action for all players
Can you imagine that?
You kick start the GCW, as crafters need their installations to equip the armies, so rather than bases, the GCW becomes about resources and logistics. You give all crafters and smugglers content. You give all combat classes a purpose, and community. You turn the galaxy into an endlessly pulsating battle for resources. You lay the seeds of real tension between the factions. And, if you can find a way of factoring in a player bounty system, you open up BH/Smuggler content. Hell, why not expand on that and tie in general PvP ranking to player bounties, so Imperial crafters can place bounties on the most effective Rebel Smugglers and most effective GCW soldiers. And the /confiscate command allows defending troops to confiscate all smuggled goods, ie contraband stuff but also the resources that drive the war.
Jesus, if only these ideas...bah