Smuggler Archive

Thread: Smugglers and Bounty Hunters

UncleScrewtape
Thu Sep 11, 2003 9:34 pm
#1

I have read many of the suggestions for the Underworld class. Several of which are great ideas but would seem difficult to code without effecting the game balance.


I havea suggestion for the Underworld class for Master Smugglers only.


1. Allow a Master Smuggler to place a bounty on someones head.


- The M.S. slices into the terminal and transfers credits from his account and creates a realplayer bounties.


It would need to be somewhat expensive, maybeyou lose -500 township faction for each mission you hack. Plus the offered bounty, of course.


I am sure some kind of collectable object akin to a Creature Habitat with contents like "Screwtapes head" would be a welcome addtion to any true PvP'r home.


Just a thought.


Your affectionate uncle,


-Screwtape




___________________________________________________
Your affectionate uncle,
- Screwtape

Master Smuggler, Middle-man (Looking for work - Will find deals for food)
No current vendors
muldov
Thu Sep 11, 2003 9:36 pm
#2

Dear screwtape,


was thinking that myself! Great idea personally



Wormtongue

Acroyear1971
Sat Sep 13, 2003 1:46 am
#3

I'm really not fond of player bounty ideas that are non-consensual. I mean, really, there's not a whole lot of people who can stand up to a bounty hunter with the way combat mods are set up.


It's much better to let a potential mark get him or herself into that kind of trouble with a "high risk" mission acceptance or something. Allowing others to place bounties on people will just lead to a whole heck of a lot of bad things.

Lawst
Sat Sep 13, 2003 1:51 am
#4

I like the idea very much. Would add a new spin to the game and hey, maybe people would be a little bit more polite and less like ub3r l33t r3tards if they knew some smuggler would put a bounty on their head.


I myself would like to see more PvP brought into the everyday drag of the game. Livens things up, and hey, if you go down, no big deal. You got beat. So what? It's not like they came to your house, poked you in the eye and humped your dog. Your "game" character got "knocked down". You didn't lose an item, you didn't lose money, all you lost was maybe a few precious minutes out of your game. Go save up and find out who put out the mark, and put a bounty on their head.


Basically, take sand out of vag*na and have fun.




Lawst Enspace
Master Smuggler
Creature Handler: 4|4|0|0
Pistoleer: 0|4|0|4
Novice Medic
Neclonmite
Sat Sep 13, 2003 2:19 am
#5

They wont do this because it allows too much possibility for greifing. That is why they took out the player bounty system they had actually working in beta.



-Neclon (Rodian) Galaxy of Bria - Master Weaponsmith - Master Merchant - Master Artisan

-Neclon (Slave of the Holocron) Galaxy of Gorath - Desolation Peake
Mastered So Far:
Artisan | Smuggler | Pistoleer | Bio Engineer | Scout | Marksman | Brawler
Image Designer | Entertainer | Medic | Teras Kasi Artist | Fencer | Swordsman
Pikeman | Squad Leader | Weaponsmith | Architect
Shin_Shodei
Sat Sep 13, 2003 2:34 am
#6

umm.. pvp in this game isn't fun at all unless you are a bounty hunter. no other class is so good in pvp and pve then the bounty hunter. a tamer might get b%tched at but we do have a flaw and thats the fact that once we go down it doesn't matter and we have no real combat skills to defend ourselves.. i'm not an ass or anything but i do know i don't like dieing unfairly. i consider getting ganked unfair i considerer getting eye shot to death unfair. getting Zapped by a bounty hunter after killing him and dieing becouse of TEF in 1 hit from a Lcc that hits me for more damage then my hp would alow me (hp limits in this game is pretty gay) priceless. sigh y do bounty hunters have heavy weapons again? i've never understode this..




Rijin Shodei - Naritus - Dark Jedi Master (Active)

"The Dark Side of the force is the path to powers that some may consider..unnatural.."

(////////////////////////////////////°[Ì██[[[[≡≡≡≡≡[F]]]█
whocaresdude
Sun Apr 18, 2004 1:11 am
#7

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!




whocaresdude
Sun Apr 18, 2004 1:28 am
#8

quick clarification..


Should Bob attempt to bypass the smuggler and run through the customs agents, a red force-field similar to those walls on the door when you are tef'd. Basically, if you get caught there with illegals, you are stopped, effectively. You ain't getting on that shuttle until you are emptied of illegals.


This makes you "need" the smuggler in some cases.


Thiswould get REALLY annoying for sliced goods andI don't think sliced goods should countfor this. Slicing comp armor is essential to wear it.And slicing weapons is essential and I would HATE to have to go through this everytime I needed to travel for my armor and weapons, hoping to god the smuggler doesn't gouge me or fail and lose my stuff.


but definitely drugs. Any spices at all are subject to search and seizure. I think there should be more illegals introduced. Certain weaponry... like the bio-weapons theCM's use should be illegal.. moreso than slices, I think. Make some stuff up! I dunno, I'll leave this to you.


Ternque01
Sun Apr 18, 2004 7:41 am
#9

I realy like this idea. The idea that trading spices in only low
visibility cities/areas is nice. This is alot like the idea i had.
Non-smuggler get "force field" over starports when trying to move
spice (yes i know that current spices aren't that valuable ) very
much like the "force field" you get when trying to enter a building
with a TEF.

If i do believe, your smuggling system can be implemented too. I
vote this idea to be implemented hands down. I don't really see a
weakness in it; it's simple too. A little bit of work could add some
"spice" and details to it - but this idea seems so nice, it's like
the meat and potatoes, the rest of the details are just pepper!

Good work and nice thinking man (woman) I can't wait for the
rest of the folks to read this... i feel like such a fanboi

wow!



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
whocaresdude
Sun Apr 18, 2004 11:56 am
#10

thanks Ternque!



Funny thing is, I've never played a smuggler. I just think I know what they want.


It's good to see someone agrees




whocaresdude
Mon Apr 19, 2004 11:14 am
#11

bleh, I must write too much, no one else said nothing


rogue_eight
Tue Sep 21, 2004 6:07 am
#12

This just struck me and I wondered if anyone else has considered it...

If the whole bounty on smugglers thing comes about, does anybody else find it odd that it's possible to have a Master Smuggler/Bounty Hunter character? You can be about 3333 in all BH skills and be Master Smuggler (or any combination thereof.)

Isn't that kind of perverse?

What will it mean for the whole Bounty Hunter/Smuggler hunting thing?

Just struck me as weird...
yimaz
Tue Sep 21, 2004 6:28 am
#13

It will be bad arse to have cross-professions like that, for example. My 2nd slot will be a BH with saber skills, while I know this will take forever to do imagine a jedi charging at a BH with his saber out only to findthe BH is skilled with a saber as well. Makes for all kinds of interesting RP ideas. The more mixed the more your toon becomes your own, Smuggler/BH sounds cool to me.



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

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