Smuggler Archive
Thread: what about giving smugglers a neutral faction
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TroiCorp
Fri Oct 29, 2004 4:59 pm
#1
Let us get the ability to be neutral , move up in this neutral faction like the imp/reb ones to say a colonel or maybe something affiliated with smuggler. How it would work is it allows us to buy any faction we want so if i wanted to buy rebel i could or imperial. Maybe change up the conversion a little to suit smugglers. Just an idea so that we can make some money selling faction and be able role play a neutral smuggler role. If your a smuggler and go up imperial or rebel then you tend to get maybe a better conversion rate with FP.
I normally post on my other characters name , but dont feel like logging into that account
Lain_Runner
Fri Oct 29, 2004 5:03 pm
#2
When the game was planned, there was a talk abot a Hutt/Criminal faction. It faded away and may turn in a new expansion some day.
TroiCorp wrote:
Let us get the ability to be neutral , move up in this neutral faction like the imp/reb ones to say a colonel or maybe something affiliated with smuggler. How it would work is it allows us to buy any faction we want so if i wanted to buy rebel i could or imperial. Maybe change up the conversion a little to suit smugglers. Just an idea so that we can make some money selling faction and be able role play a neutral smuggler role. If your a smuggler and go up imperial or rebel then you tend to get maybe a better conversion rate with FP.
I normally post on my other characters name , but dont feel like logging into that account
TroiCorp
Fri Oct 29, 2004 5:37 pm
#3
would be nice if they re-implement that into the game or come up with something for us. It would probably make things more fun in the aspect of roleplaying
JTGAlpha
Tue Nov 02, 2004 2:30 pm
#4
The initial design for the GCW was a three sided war with a Hutt Faction being the third. However, they couldn't reconcile the three party system under the then new TEF system of PvP. They did mention once, however that after JtL the Hutt Faction MIGHT be the 2nd Expansion.
Achilean
Tue Nov 02, 2004 6:21 pm
#5
Well to some extent we have one in space, but thats only a really loose interpretation of it. I really hope that the GCW update ties in the space factions and the ground factions. Since the faction systems ramifications are mostly PvP based I would wonder how we as Smugglers and non-factioned players would want to see as our role in the GCW and PvP. My suggestions are as follows.
Mercinaries: Non alligned players with positive faction in one side should be able to hire themselves out as mercs to one side or another during a given conflict. Giving them the same TEF rules as a person of that faction while he has accepted the assignment. Mercinary roles should restrict the character to being an overt member of his "temporary" faction while he is functioning as a mercinary. Characters that wish to post themselves as potential mercinaries should be able to register with a mercinary recruiter and people seeking mercs could check the recruiter/terminal to see who is available. This will allow smaller PA's and faction alligned groups to pay for extra players to fight on their side dureing a GCW raid or operation. Of course the players would have to be compensated and should be able to set their own price for their services. Once they accept a contract they are an overt member of that faction untill the employer releases them by paying them or the merc decides to bow out of the contract, releasing their employer of their monitary commitment. Being a merc should also raise your visibility and allow BH's to hunt you down.
Spies: This is the far more tricky role since it is hard to track this isoteric forms of information that may be useful. I suggest that non-alligned pc's can be hired as a spy and go to an appointed enemy Player Base. Then they can converse with a high ranking NPC within that base and have a chance of finding out when that base will be vulnerable. Smugglers with high Underworld and BH's with high investigation should have a far greater chance than any other character, but all characters should have a chance of pulling it off. If they fail they automatically become TEF in the middle of an enemy base. Players that want to set themselves up as spies can do so in a simmilar way to Mercs but through Spynet operatives, maybe have to join their little operation by running a set of quests?
Go Betweens: Smugglers of neutral faction should be the only characters that can trade items and money for characters of opposite factions. Probably king of hard to code, but Smugglers who are not alligned to one faction or another should be able to trade with anyone regardless of overt/covert status and faction. This will allow "under the table" trading between shady characters who want to deal with members of other factions incognito. Characters who use Smugglers to do such a trade run a risk of gaining "visibility" for BH's and this chance to gein visibility should be mitigated by the Smugglers Underworld skill.
Just some ideas.
Mercinaries: Non alligned players with positive faction in one side should be able to hire themselves out as mercs to one side or another during a given conflict. Giving them the same TEF rules as a person of that faction while he has accepted the assignment. Mercinary roles should restrict the character to being an overt member of his "temporary" faction while he is functioning as a mercinary. Characters that wish to post themselves as potential mercinaries should be able to register with a mercinary recruiter and people seeking mercs could check the recruiter/terminal to see who is available. This will allow smaller PA's and faction alligned groups to pay for extra players to fight on their side dureing a GCW raid or operation. Of course the players would have to be compensated and should be able to set their own price for their services. Once they accept a contract they are an overt member of that faction untill the employer releases them by paying them or the merc decides to bow out of the contract, releasing their employer of their monitary commitment. Being a merc should also raise your visibility and allow BH's to hunt you down.
Spies: This is the far more tricky role since it is hard to track this isoteric forms of information that may be useful. I suggest that non-alligned pc's can be hired as a spy and go to an appointed enemy Player Base. Then they can converse with a high ranking NPC within that base and have a chance of finding out when that base will be vulnerable. Smugglers with high Underworld and BH's with high investigation should have a far greater chance than any other character, but all characters should have a chance of pulling it off. If they fail they automatically become TEF in the middle of an enemy base. Players that want to set themselves up as spies can do so in a simmilar way to Mercs but through Spynet operatives, maybe have to join their little operation by running a set of quests?
Go Betweens: Smugglers of neutral faction should be the only characters that can trade items and money for characters of opposite factions. Probably king of hard to code, but Smugglers who are not alligned to one faction or another should be able to trade with anyone regardless of overt/covert status and faction. This will allow "under the table" trading between shady characters who want to deal with members of other factions incognito. Characters who use Smugglers to do such a trade run a risk of gaining "visibility" for BH's and this chance to gein visibility should be mitigated by the Smugglers Underworld skill.
Just some ideas.
TroiCorp
Wed Nov 03, 2004 1:35 am
#6
I really think the devs should implement something like this, this way we can work for both sides. I was reading another post that had a link to stratics and I read it , pretty cool stuff. I think for the fun of it we should also as smugglers be able to enhance our ships beyond RE stuff and make it more customizable to a smugglers need. Like a smuggler and shipwright get together to "improve" the smugglers ship. They should also allow us to put hidden compartments as part of these "improvments" so we can put items and/or people that we are smuggling
JTGAlpha
Wed Nov 03, 2004 2:36 pm
#7
Mercinaries: Non alligned players with positive faction in one side should be able to hire themselves out as mercs to one side or another during a given conflict. Giving them the same TEF rules as a person of that faction while he has accepted the assignment. Mercinary roles should restrict the character to being an overt member of his "temporary" faction while he is functioning as a mercinary. Characters that wish to post themselves as potential mercinaries should be able to register with a mercinary recruiter and people seeking mercs could check the recruiter/terminal to see who is available. This will allow smaller PA's and faction alligned groups to pay for extra players to fight on their side dureing a GCW raid or operation. Of course the players would have to be compensated and should be able to set their own price for their services. Once they accept a contract they are an overt member of that faction untill the employer releases them by paying them or the merc decides to bow out of the contract, releasing their employer of their monitary commitment. Being a merc should also raise your visibility and allow BH's to hunt you down.
I REALLY like this idea. A safer way to do it would be you get credits per enemy killed. That way, the money is automatically in your pocket but you have to actually do your job to get paid.
I REALLY like this idea. A safer way to do it would be you get credits per enemy killed. That way, the money is automatically in your pocket but you have to actually do your job to get paid.
Spies: This is the far more tricky role since it is hard to track this isoteric forms of information that may be useful. I suggest that non-alligned pc's can be hired as a spy and go to an appointed enemy Player Base. Then they can converse with a high ranking NPC within that base and have a chance of finding out when that base will be vulnerable. Smugglers with high Underworld and BH's with high investigation should have a far greater chance than any other character, but all characters should have a chance of pulling it off. If they fail they automatically become TEF in the middle of an enemy base. Players that want to set themselves up as spies can do so in a simmilar way to Mercs but through Spynet operatives, maybe have to join their little operation by running a set of quests?
This sounds a lot like one of the things we've asked for in the past, but the old idea, and I think I like it better because it's simpler, is you slice the bases maintence terminal (no clamps allowed) to get the info. If you fail then you are overt, and you would get visibillity (provided we GET an visibillity system). A Bounty Hunter could "check" a terminal to see A) if it had been sliced, and B) if the slice was failed, who sliced it.
Go Betweens: Smugglers of neutral faction should be the only characters that can trade items and money for characters of opposite factions. Probably king of hard to code, but Smugglers who are not alligned to one faction or another should be able to trade with anyone regardless of overt/covert status and faction. This will allow "under the table" trading between shady characters who want to deal with members of other factions incognito. Characters who use Smugglers to do such a trade run a risk of gaining "visibility" for BH's and this chance to gein visibility should be mitigated by the Smugglers Underworld skill.
We've been asking for this for a long time as well. So I agree.
We've been asking for this for a long time as well. So I agree.
Good ideas, many of them familiar, so you're not far off the rest of the community.
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