Okay, I was reading the Letter about smuggelers needs, and from that letter I've determined three things. One, Smugglers want to smuggle.
Two, players want to trust their smuggler. If they are paying them money to get an illegal good moved, they have to be assured they are going to get it moved, not have the Smuggler go offline right afterward with a THANKS for the STUFF Moron! attitude that could arise.
Three, Bounty Hunters want a piece of action. Hunting the terminals is almost as lame and uneventful as actually hunting theJedi themselves.
Now, I propose this idea.
Create a menu for a smuggling transaction that is different thana normal trade window, and basically allow the smuggler and the client to agree to the terms. Now, basically, you would want to do this in an area not near a city, or if so in a lesser controlled one. You may be okay doing this in Anchorhead, but.. definitely not in Bestine, where there are imperial entanglements and other law enforcement types. Each city needs to be gauged on a visability factor. Talking about an illegal movement of goods should draw some attention if you are within site of anyone. Imagine a rebel Jedi initiate sparking his saber right out in front of the starport in Theed. You aren't gonna see it. Therefore making a drug deal while Cor-sec's are walking around you shouldn't be allowed. Go find a quiet little guildhall in town, or just exit town and talk.
There should be a drop off box inside every starportlobby for smuggler deliveries.
Now, here is the scenario.
Bob hires Joe to move some glitterstim from the highly restricted section of Coronet, to the lesser controlled area of Moenia, on Naboo. crossing with this substance would surely get Bob into big trouble as soon as he stepped into the hallways off the lobby of the starport. (where the ticket machines are).(In theeds case, the two doors in the back of the shuttle bay)
Joe however has a MUCH greater possiblity of getting it by "customs", he's a master smuggler, his stealth and deception skills come into play when he's going through those gates.
He still could be caught, and he would have to use some fast talking or some evasion and disguise or some other means to get by, perhaps he has to slice a terminal before entering to avoid a silent alarm. This should be all randomly generated, so that there isn't some constant list of.. well the proceedure for Coronet is you A. slice the term, and then B fast talk the blah NPC and then use blend into crowd stealth skill, to get past the pursuit.. or any of that.. It should be completely randomly generated events in the event of being "caught" so that the smuggler has to think on his feet constantly.
Joe has his contract to move this stuff now.. he is under an obligation to move it. Why? because Bob has set the terms that it must be delivered within the hour, and if it does not get deposited into the Moenia starport box within that time, the full amount of money that Bob had in escrow does not get transfered to the smuggler. Now, basically, the smuggler can set the price because he knows how many jumps it will take, and how much risk that is of not making it. If he's coming from Coronet, that's a big time risk right there, cause Coronet should be a heavily patrolled zone. That could add to the price, to get it out of there. If he is coming from Nym's to Moenia, on the other hand, that's not such a great risk, so the price should be cheaper...
Soin another example, if the same transaction took Joe from Coronet to a player city on Lok, he would nowhave to makespaceport jumps and thus haveEIGHT more chances of being caught with the contraband. (one check through thegate to get a new ticket, and then another back through the gate to the shuttle)
As far as payment, I like the idea of "half up front, the rest when we get to Alderaan." as Han says. So, basically, the Smuggler has half his pay in the beginning with the incentive to get the rest upon his success. He could decide to run withhalf, right?Enter the Bounty Hunter.If the smuggler does not reach his drop off in the allotted time, he is immediately placed on Bounty Hunter terminals, and the Bounty Hunter now has a target.
This BH,upon sucessof his mission haskilled his mark (the smuggler) and this in effect recoups the money for the client, so that the money goes right to the client... and the bounty hunter takes away the money for the mark which should be double the recouped cost.
Say Bob's fee to Joe the smuggler was 40k for 2 jumps, and the smuggler fails. The smuggler keeps the 20k but is now being hunted by VERY eager Bounty Hunters.
Joe is thinking he is pretty slick going Doaba instead of Coronet to hide, when a Bounty Hunter finds him and opens fire on his target, killing him at the feet of the ticket collector. The Bounty Hunter says Thank you very much for the 40k, have a nice day.
Bob is happy cause his mark was collected on, and he has been refunded... and the Bounty Hunter is happy cause he is involved, and the smuggler is happy cause he is being a smuggler! that's now his job, and his risk to get the job done professionally, and shy away from entaglements, keeping his Underworld status.
Now then, the risk of using the smuggler should be the loss of the item being smuggled.
That's it. you use a smuggler to get some glitterstim somewhere and he fails, the Empire is gonna (try to) confiscate that shipment.
The smuggler should get a chance to "dump" the shipment somewhere if he can though, basically stashing the goods (or a potion of the goods) somewhere (perhaps to smuggler's underworld associates ... NPC's similar to Spynet guys, and even in the heat of combat, you can run over and give the items to these guys and they "move" it for you around the world you are on, and.give a random wp of the guy that ends up with it so you can retreive it. This all takes time, of course.. and remember you are under a time limit. Better some get there than none though.. and I believe part of the interface of the contract with the smuggler should be a cost per unit. Say Bob had Joe the smugglermove 10 units of glitterstim, at 4k a piece for two jumps. 40k for the smuggle. Say only 5 arrive. Joe receives nothing more than he got at first, but he is still rewardedsmuggling exp and recognition.
I believethat there should be a recognition ranking ofsmugglers on thier bio's. Players should be able toexamine how many sucessful runs as opposed to failures they have ranked up, so that the smuggler can get some noteriety as a good smuggler, and as such can charge more. Hey look man, you want me? I got 50 sucessful attempts and only 2 failures. I'll get that done better than Joe can, he's sittin at 3 successes, and 50 failures. If you want all the spice gettin' where you want, use me.
So.. you see? and why am I not working for you guys?
Comments please!
