Smuggler Archive
Thread: I think we need an option C on the Vendor/contraband poll
Message Edited by Scoooter on 02-23-2005 11:29 AM
I think not allowing Smugglers to sell spice and such on vendors is just plain stupid...
Message Edited by Scoooter on 02-23-2005 11:38 AM
SmugglinZane wrote:
There's lot's of ideas, but A and B are our options for the poll.
As for illegal items on vendors, what a lot of people are failing to realise is how this impacts the coming changes. On a vendor is one thing, advertised on the bazaar is another. That's just wrong and in no way reflects the illegal nature of the items.
While I'm not really for Smugglers placing contraband vendors because Merchants feel it treads on their turf (and I'll respect that), there is a way for them to work together. A vendor can be "modified" by a Smuggler to carry contraband equipment. The modification is not permanent, say a 2 week lifespan and then it will need to modified again. (The modification is sort of like a Smuggler teaching a humanoid vendor how to deal in illegal goods or slicing a mechanical vendor to allow for the illegal goods.) The key to all of this is it being a punishable offense. If a vendor is caught dealing illegal goods, that vendor is suspended and the Merchant owning the vendor is fined andloses bazaar privileges for a period of time (probably two weeks). Now since we know that scans on vendors is not going to happen, there will be a chance roll every time a purchase is made from the contraband vendor. If the roll is failed, the punishments go into effect.
To me, this is a legitimate compromise between Merchants and Smugglers that allows the items to retain their illegal nature.
I agree smugglers should not be placing vendors, in my case for immersion I use a "fence" AKA a third party merchant. I dont place or stock the vendor myself.
The smuggler modifying the vendor is a good idea.
Unfortunately the A and B selections are either too restrictive given game mechanics or too unrestrictive ruining immersion.
The absolute fact of the matter is
1) Do we want millions of /tells
2) Players have lives and other things they need to do in this game.
3) Time zones especially on lighter populates servers will make it almost impossible for some players to use our services.
Message Edited by Scoooter on 02-23-2005 12:28 PM
Scoooter wrote:
SmugglinZane wrote:
There's lot's of ideas, but A and B are our options for the poll.
As for illegal items on vendors, what a lot of people are failing to realise is how this impacts the coming changes. On a vendor is one thing, advertised on the bazaar is another. That's just wrong and in no way reflects the illegal nature of the items.
While I'm not really for Smugglers placing contraband vendors because Merchants feel it treads on their turf (and I'll respect that), there is a way for them to work together. A vendor can be "modified" by a Smuggler to carry contraband equipment. The modification is not permanent, say a 2 week lifespan and then it will need to modified again. (The modification is sort of like a Smuggler teaching a humanoid vendor how to deal in illegal goods or slicing a mechanical vendor to allow for the illegal goods.) The key to all of this is it being a punishable offense. If a vendor is caught dealing illegal goods, that vendor is suspended and the Merchant owning the vendor is fined andloses bazaar privileges for a period of time (probably two weeks). Now since we know that scans on vendors is not going to happen, there will be a chance roll every time a purchase is made from the contraband vendor. If the roll is failed, the punishments go into effect.
To me, this is a legitimate compromise between Merchants and Smugglers that allows the items to retain their illegal nature.
I agree smugglers should not be placing vendors, in my case for immersion I use a "fence" AKA a third party merchant. I dont place or stock the vendor myself.
The smuggler modifying the vendor is a goof idea.
Unfortunately the A and B selections are either too restrictive given game mechanics or too unrestrictive ruining immersion.
The absolute fact of the matter is
1) Do we want millions of /tells
2) Players have lives and other things they need to do in this game.
3) Time zones especially on lighter populates servers will make it almost impossible for some players to use our services.
LOL... a goof idea? Why because it encourages interdpendance and makes those who have Smuggler/Merchant templates have an advantage over straight Merchants or Crafter/Merchants.
Almost anything can be RPed in the game, we all know this. There needs to be a fluidity and ease to accomplish certain tasks in the game, we know that too. We also know that the game still needs to have boundaries and mechanics to keep the RP aspect of the game for all. Without these things, the game becomes a FPS.
1. There's a simple way to avoid tells. It's called /anon and not wearing your tag, which many people do already.
2. People and time is inconsequesntial. Every player deserves equal weight placed on their skills. If you want to have the best stuff (especially if its illegal), you should be willing to look for the best crafter. That crafter has invested as much time in his skills as you have in yours. People talk about time, but they're about to get buffed and do missions or hit POIs for the next three hours. If they can do that, and having good or illegal items is so important to them, then they need to face the fact that they may need to spend some of that time finding that equipment. This may have been a valid argument before vehicles, but it's funny that it becomes such and issue now that they have been around for so long.
3. I don't know about you, but every server I've been on I've seen multiple Smugglers running around at all times. Servers and character servertransfers exist in both Europe, the US, and Japan, which are where you find the biggest disparities in time zones.
Basicly, I refute the basis of these arguments because they all come down to one thing. People want it all and they want it to be easy. If you don't want a challenge, fine, but there are enough easy ways around things in the game as it it. I'm just trying to find a middle ground for ILLEGAL items for them to finally begin to take on an illegal nature.
The choices between A and B are not easy, but any compromise should be just that, a compromise where both parties will benefit from the outcome.
SmugglinZane wrote:
Scoooter wrote:
SmugglinZane wrote:
There's lot's of ideas, but A and B are our options for the poll.
As for illegal items on vendors, what a lot of people are failing to realise is how this impacts the coming changes. On a vendor is one thing, advertised on the bazaar is another. That's just wrong and in no way reflects the illegal nature of the items.
While I'm not really for Smugglers placing contraband vendors because Merchants feel it treads on their turf (and I'll respect that), there is a way for them to work together. A vendor can be "modified" by a Smuggler to carry contraband equipment. The modification is not permanent, say a 2 week lifespan and then it will need to modified again. (The modification is sort of like a Smuggler teaching a humanoid vendor how to deal in illegal goods or slicing a mechanical vendor to allow for the illegal goods.) The key to all of this is it being a punishable offense. If a vendor is caught dealing illegal goods, that vendor is suspended and the Merchant owning the vendor is fined andloses bazaar privileges for a period of time (probably two weeks). Now since we know that scans on vendors is not going to happen, there will be a chance roll every time a purchase is made from the contraband vendor. If the roll is failed, the punishments go into effect.
To me, this is a legitimate compromise between Merchants and Smugglers that allows the items to retain their illegal nature.
I agree smugglers should not be placing vendors, in my case for immersion I use a "fence" AKA a third party merchant. I dont place or stock the vendor myself.
The smuggler modifying the vendor is a goof idea.
Unfortunately the A and B selections are either too restrictive given game mechanics or too unrestrictive ruining immersion.
The absolute fact of the matter is
1) Do we want millions of /tells
2) Players have lives and other things they need to do in this game.
3) Time zones especially on lighter populates servers will make it almost impossible for some players to use our services.
LOL... a goof idea? Why because it encourages interdpendance and makes those who have Smuggler/Merchant templates have an advantage over straight Merchants or Crafter/Merchants.
Almost anything can be RPed in the game, we all know this. There needs to be a fluidity and ease to accomplish certain tasks in the game, we know that too. We also know that the game still needs to have boundaries and mechanics to keep the RP aspect of the game for all. Without these things, the game becomes a FPS.
1. There's a simple way to avoid tells. It's called /anon and not wearing your tag, which many people do already.
2. People and time is inconsequesntial. Every player deserves equal weight placed on their skills. If you want to have the best stuff (especially if its illegal), you should be willing to look for the best crafter. That crafter has invested as much time in his skills as you have in yours. People talk about time, but they're about to get buffed and do missions or hit POIs for the next three hours. If they can do that, and having good or illegal items is so important to them, then they need to face the fact that they may need to spend some of that time finding that equipment. This may have been a valid argument before vehicles, but it's funny that it becomes such and issue now that they have been around for so long.
3. I don't know about you, but every server I've been on I've seen multiple Smugglers running around at all times. Servers and character servertransfers exist in both Europe, the US, and Japan, which are where you find the biggest disparities in time zones.
Basicly, I refute the basis of these arguments because they all come down to one thing. People want it all and they want it to be easy. If you don't want a challenge, fine, but there are enough easy ways around things in the game as it it. I'm just trying to find a middle ground for ILLEGAL items for them to finally begin to take on an illegal nature.
The choices between A and B are not easy, but any compromise should be just that, a compromise where both parties will benefit from the outcome.
LMAO a typo ... good not goof .. my bad .. fat fingered the f when trying to hit the D
Message Edited by Scoooter on 02-23-2005 12:29 PM
- It still allows for the convenience of buying from a vendor.
- It seperates those items fromnormal items so that there easily can be punishment handed down on them.
- If we are the only ones who can run such vendors we are not asking the whole player base to accept punishments (we don't mind facing) for running such vendors.
- It DOES cut down on the amount of contraband out there in that a slight majority of smugglers are not going give up the SP it takes to put down a vendor (24). This means a lot more hand to hand selling and /tells for sure- BUT if carrying a large amount of contraband gets us chased and scanned this could be a good thing.
- It doesn't really change the way the game is at the moment but it could change our profession A LOT.
- In my opinion Smuggler Vendors are cut and dry- you run a vendor you risk punishment- period. It's not messy to track who is doing what and who is responsible for what action. You sell (x) amount of material in (x) amount of time and the authorities come looking for you- or you get a fine- or thugs come to claim their territory- etc. etc.
- I don't think it cuts into merchant stuff as we have to use SP to be able to put the stuff up. As it stands now- they have been selling goods we make illegal without any reprecussions whatsoever. I'm not saying we should automatically get a vendor at slicing IV.
- Merchant/Smugglers wouldn't be affected by this change at all- with the exception of now risking punishment for puttig up a contraband vendor.
Scoooter wrote:
LMAO a typo ... good not goof .. my bad .. fat fingered the f when trying to hit the D
Message Edited by Scoooter on 02-23-2005 12:29 PM