Smuggler Archive
Thread: A conversation about the seediness of smugglers (or lack thereof)
Page 1 of 1
KefkaQ
Mon Jul 19, 2004 1:29 pm
#1
A friend and I were talking about armor upgrade kits, and this conversation spawned.
-----------
me: im going to place down a small generic house
me: I want to fill up all the rooms
me: with crates of illegal goods
armorsmith: making your point to developers are we lol
me: they aren't very illegal, now are they
armorsmith: lol
me: people don't get punished for having sliced stuff, not really, it annoys me
armorsmith: wait until they do change it and then stormtroopers do house raids lmao
armorsmith: i agree
me: now, if i could smuggle those sliced goods through starports for people
me: that would rock
armorsmith: see they should make them illegal on bazaar
me: i agree, totally
armorsmith: so you have to know someone
me: they should be illegal on vendors too
armorsmith: in the underworld to get em
armorsmith: yes
me: spices and sliced goods and other 'contraband'
me: there needs to be more contraband in general
armorsmith: lol most spice should only be sold on adventure planets lol
armorsmith: where the imperials are far
armorsmith: like hutt controlled tatooine
armorsmith: i could understand there
armorsmith: oh oh special smuggler shops/house with secret back room vendors
armorsmith: that would rock
me: That would be awesome
me: and illegal gambling dens
IndySWG
Mon Jul 19, 2004 2:05 pm
#2
One idea I had (which I really like
) to make dealing in contraband a profitable business for the smuggler was to let the smuggler operate an effective "turf".
The idea is that Merchants would have a new player listing option on their vendors called "associate" or something - where they could entera Smuggler's name.
If the Merchant had a Smuggler Associate listed, then the merchant would be able to stock sliced goods / contraband -- and the smuggler would get a kick back.
If the Merchant had a Smuggler Associate listed, then the merchant would be able to stock sliced goods / contraband -- and the smuggler would get a kick back.
This would allow the smugglers to build a small area of influence ... a kind of "protection" racket. And if aMerchant wanted to dabble in the black market without tickin' off the smuggler who's powerful in the area... he'd better get his blessing first (or risk the bounty system).
Some Details to the idea:
- Merchants should be able to sell contraband regardless ... but risk a small visibility increase per sale of contraband if they do not have a smuggler associate.
- Smugglers should be able to set their kick back level (say 1-5% of sale price) so that smugglers can compete in turf wars.
- There should be a modifier in the Smuggler tree that increases the number of vendors they can control in their turf at any given time.
- The ability to have a smuggler associate should be granted somewhere in the Merchant skill tree (not be a universal option on vendors ... artisan business 3 would not be skilled enough merchant to successfully deal on the black market)
This would be good because:
- Dealing in the underworld now pays.
- We likely wouldn't see vendors with 450 sliced weapons anymore ... making the actual ACT of Smuggler slicing a more valuable task to the general populace.
- It gives the smuggler a needed / valuable role in the economy ... without causing balance issues or scanning lag issues...etc
- This lets the Merchants sell what they want ... but adds a feel of illegality to certain items. They need the expertise / connections of a smuggler associate to sell effectively on the black market ... else they'll get caught.
- as a bonus it adds some value to a merchant box

I play a master merchant and a master smuggler ... and I want both to be a valuable profession. It's important that Merchants be able to stock their vendors as they see fit ...but it's totally reasonable toexpectdealing in illegal goods to have an added overhead or risk.
"Oh you want...a modified weapon ... /whisper that's on the vendor in the back room."
/shrug ... just an idea I like.
KefkaQ
Mon Jul 19, 2004 2:13 pm
#3
A backroom option (ala speakeasies) would be a neat immersion thing.
HOTDOG
Mon Jul 19, 2004 2:59 pm
#4
That idea ROCKS Indy!
Man, if that were to happen I would be one happy smuggler.
Too bad we wouldn't even be able to see something like that until next year.
Frans_Solo
Mon Jul 19, 2004 3:08 pm
#5
Something I've learned from SOE so far. They won't ever make anything that might appear to be challenging or difficult in anyway. Even for content's sake. They make an attempt at it then back away fast to return the game to its current "vanilla" setting.
The idea of making more penaltys for illegal goods has been suggested before. Even begged by some of us.
Its a good idea...until they try it, a few non-smugglers complain about too many checkpoints or inaccessible weapons, etc. And they will back off and return it to "vanilla".
Can you tell how much confidence I have in this team?
The idea of making more penaltys for illegal goods has been suggested before. Even begged by some of us.
Can you tell how much confidence I have in this team?
BeigeKnight
Mon Jul 19, 2004 5:12 pm
#6
I've been toying around with spices besides muon, and it has given me an idea to start an "Abandondend Warehouse". Basically, I hang out in Eisley with the newbies and start bringing them to my "hideout", filled with spices of all sorts. Should be a good time...
Havok3060
Mon Jul 19, 2004 6:07 pm
#7
I like this idea since I too am a Master merchant and smuggler.
IndySWG wrote:
One idea I had (which I really like) to make dealing in contraband a profitable business for the smuggler was to let the smuggler operate an effective "turf".
The idea is that Merchants would have a new player listing option on their vendors called "associate" or something - where they could entera Smuggler's name.
If the Merchant had a Smuggler Associate listed, then the merchant would be able to stock sliced goods / contraband -- and the smuggler would get a kick back.
This would allow the smugglers to build a small area of influence ... a kind of "protection" racket. And if aMerchant wanted to dabble in the black market without tickin' off the smuggler who's powerful in the area... he'd better get his blessing first (or risk the bounty system).
Some Details to the idea:
- Merchants should be able to sell contraband regardless ... but risk a small visibility increase per sale of contraband if they do not have a smuggler associate.
- Smugglers should be able to set their kick back level (say 1-5% of sale price) so that smugglers can compete in turf wars.
- There should be a modifier in the Smuggler tree that increases the number of vendors they can control in their turf at any given time.
- The ability to have a smuggler associate should be granted somewhere in the Merchant skill tree (not be a universal option on vendors ... artisan business 3 would not be skilled enough merchant to successfully deal on the black market)
This would be good because:
- Dealing in the underworld now pays.
- We likely wouldn't see vendors with 450 sliced weapons anymore ... making the actual ACT of Smuggler slicing a more valuable task to the general populace.
- It gives the smuggler a needed / valuable role in the economy ... without causing balance issues or scanning lag issues...etc
- This lets the Merchants sell what they want ... but adds a feel of illegality to certain items. They need the expertise / connections of a smuggler associate to sell effectively on the black market ... else they'll get caught.
- as a bonus it adds some value to a merchant box
I play a master merchant and a master smuggler ... and I want both to be a valuable profession. It's important that Merchants be able to stock their vendors as they see fit ...but it's totally reasonable toexpectdealing in illegal goods to have an added overhead or risk.
"Oh you want...a modified weapon ... /whisper that's on the vendor in the back room."
/shrug ... just an idea I like.
Page 1 of 1