Smuggler Archive

Thread: Potential Smuggler Event: Revised v 0.3

Nicolas_Frost
Sat Jan 22, 2005 2:26 am
#1



I'm posting this because I can't seem to find the thread where I got the idea from(that is if I didn't dream up that I saw this idea on a thread).


This idea would have a Smuggler temporarily create is own one-man guild. After that, the Smuggler then goes to the leaders of four to six player cities and sets up a deal with them. In turn, those cities get at least one guild each to declare war upon the Smuggler's guild.


The reason for them declaring war upon the Smuggler's guild, is so that they can act like police forces or bounty hunting guildsattempting to stop the Smuggler. This will be explained later.


Here's what happens for preperation.



  • The Smuggler gets "contraband" stored in his safehouse(guild hall).

  • The Mayor of each city involved would set up dropoff buildings. These would be private, and the Smuggler would be on Admin.

  • Each guild involved would put up X number of credits into the pot as a reward/payoff

  • There would be no camping of the safehouse or dropoffs allowed. To aid in this, these buildings would not be labeled as dropoffs, and don't need to be new buildings at all.

  • The "contraband" could be anything, from loads of sliced weapons, crates of spice, medical enhancements(buffs, or more correctly, steroids), or anything that the city wishes to ban for a short time.

There areother things that can be done in preperation, but this is just the basics of it.


Once everything is prepared, a mail is sent to each city's mayor, and they are to distribute it among the populous, it would go something like this.





Warning! It has come to the attention of Imperial Authority that a wanted fugitive going by the name of Jaecob Maragi will attempt to Smuggle contraband into your city. The time is unknown, as is the fugitive's location, however; we have learned he will attempt to make his deliveries within the next week. Please keep your distance, as this man is known to be a more than comptetant gunfighter and martial artist. He should be considered armed and dangerous at all times. If you spot him, please notify [name of guilds' leaders] immediately. Thank you for your cooperation.




Since the Smuggler has not yet started to make the deliveries, his location will not yet matter, and if the warring guilds approach him, there will be no TEF. He's like a regular guy, no illegal items on him, or anything.


On the day that the actual deliveries going to be made, he declares war upon the opposing guilds. For those people that don't know what guild war does, let me explain.


Guildwars are essentially like two players using /duel, but they do not end when someone goes a certain distance away, and it doesn't end when someone dies. Essentially, you're always overt to the members of the other warring guild.


Now that the "war" is in place, the Smuggler is a "Wanted Man", and not just a suspected felon. The reasoning behind it would be something along the line of saying an innocent bystander happened to see him loading this illegalequipment into crates, or whatnot. The point is, he's nowa wanted fugative with a shoot-on-sight order.


Basicly, this turns into a big game of "Fox in the Hen-House", where the Fox(Smuggler) relies on cunning, strategy, and sheer luck, while the Hen-House(opposing guilds) rely on overpowering numbers and sheer force.


Now, the part where the money comes in. This makes it more of a contest. Should the Smuggler win, and manage to make all the deliveries, then he gets a portion of the proceedes as his payoff. I mean, the Smuggler's not just gonna risk his neck for nothin', right?


If the police forces/bounty huntersmanage to drop the Smuggler before he finishes all of his deliveries, then they get what he would have as a reward or as the bounty on his head, depending how you look at it. The difference here is, the whole guild wouldn't get the reward, just the player or group that made the kill.


To aid in the Smuggler's survival, the Smuggler will be allowed a "posse" to help him out. This posse will not be guilded with the Smuggler, but will simply be grouped with the Smuggler, helping the Smuggler out through use of the group-TEF. The posse is basicly a Smuggler's friends. We all know one ofa Smuggler's greatest assets is who he knows. Now, the Smuggler wouldn't have like, five tanks, three healers, and the like holding his hand through his deliveries, the posse would just be people he knows giving him help when he calls out for it, or, perhaps, the crew to his ship. This will no longer be possible when the removal of the current TEF system is put in place. Anyone who aids the Smuggler will need to actually join the temporary guild.


So, is the Smuggler just gonna port to and from each city? No, the Smuggler will ride across most of the planets aboard a vehicle, maybe taking shuttleports when it becomes a necessity. This would allow for the warring guilds to catch up to the Smuggler, and potentially drop him, as well as a more random-seeming path for the Smuggler to follow. If the enemy doesn't know where you're heading, they can't beat you there. This would lead to the guilds doing three mainthings to find the Smuggler. Watching over thier cities. Sending out search parties. And watching over NPC cities. I can also see them paying off informants for the Smuggler's location, but the other three are going to be the most prominent and most usefull.


This will also mean the Smuggler risks contact with hostile NPCs and crackdown units. In these instances, the Smuggler should rely on his innate skills in order to avoid detection, like it should be, instead of just dropping all the NPCs involved in the search.


Lastly, the Smuggler, if the game allows for this, would travel through space, not just useing starports or the Travel option on the starship terminal. Hopefully, the guildwar system would work in space as well, if not, then we'd just be having fun while en route to the next dropoff.


Rules(Basic):



  1. Anyone who camps dropoff points, safehouses, and the like, risks disqualifying thier entire guild.

  2. The Smuggler will be allowed to feign, as a last resort tactic, not at the first sign of trouble. Anyone camping the Smuggler will risk disqualifying thier entire guild.

  3. If the Smuggler fiegns at the first sign of trouble, he risks disqualification. Likewise, the Smuggler cannot use Feign Death all of the time.

  4. If the Smuggler is Rebel, and made Overt, allowances should be made to allow the Smuggler to return to Covert status again, as Overtness could hamper the event. If the Smuggler wishes to remain Overt, then game on. However, if the Smuggler chose to go Overt(for either faction), and while fighting a warring guild, gets ganked by a random opposing faction group, then its his own damned fault. The reward at this point goes to the group he was currently fighting, and not the Overts who came in for the kill.

  5. Local shuttleports are fair game to camp, as this is a real tactic used by police forces(stakeouts).


Please tell me if you believe this would work, if so, please give information would be usefull. I'll take what I like and edit it into this post so that it covers everything.

Message Edited by Nicolas_Frost on 02-13-2005 03:38 AM



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


DrevenStrobe
Sat Jan 22, 2005 2:40 am
#2

Sounds good in theory...


But, correct me if I'm wrong, don't you need a to maintain a minimum number of members to have an actual guild? I mean, after a certain period of time, doesn't the server automatically disband a guild if it doesn't meet minimum requirements?


Of course, if you could form an actual Smugglers Guild with 10-20 members, that would solve the problem...



Dreven Strobe (Colonel) Tristyn Strobe
TKM / Master Pistoleer / Master Smuggler / Master Merchant
Imp FP Broker: 130c/FP Starsider Imp FP Broker: 130c/FP
Smuggler 'til the end...and then some.
"Everything I tell you is a lie. The truth is always bigger than the words we use to describe it."
riotcontrol
Sat Jan 22, 2005 2:46 am
#3



DrevenStrobe wrote:
Sounds good in theory...
But, correct me if I'm wrong, don't you need a to maintain a minimum number of members to have an actual guild? I mean, after a certain period of time, doesn't the server automatically disband a guild if it doesn't meet minimum requirements?
Of course, if you could form an actual Smugglers Guild with 10-20 members, that would solve the problem...





AFAIK, it does, but the guild hall doesn't vanish like the city hall does in absence of the minimum citizen count, so... perhaps you could just create another guild then as long as you have the GH maintenance?



__
wieland argosy <gunslinger>
maloso
Sat Jan 22, 2005 2:49 am
#4

jedi aren't a part of this so there for it will be nerfed



Maloso Las Vegas - Killer of Ka'hik, Destroyer of -UG-
Hated by most, Loved by YOUR MOM!
Nicolas_Frost
Sat Jan 22, 2005 3:02 am
#5






DrevenStrobe wrote:

Sounds good in theory...


But, correct me if I'm wrong, don't you need a to maintain a minimum number of members to have an actual guild? I mean, after a certain period of time, doesn't the server automatically disband a guild if it doesn't meet minimum requirements?


Of course, if you could form an actual Smugglers Guild with 10-20 members, that would solve the problem...






Which is why I'd form the guild at the beginning of the week, that way, when the game deletes the guild, the event would likely alredy be over.


Plus, at the end of the event, I'll remove the guild anyway, so either way, this guild would be temporary.



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


riotcontrol
Sat Jan 22, 2005 3:06 am
#6


Nicolas_Frost wrote:


DrevenStrobe wrote:
Sounds good in theory...
But, correct me if I'm wrong, don't you need a to maintain a minimum number of members to have an actual guild? I mean, after a certain period of time, doesn't the server automatically disband a guild if it doesn't meet minimum requirements?
Of course, if you could form an actual Smugglers Guild with 10-20 members, that would solve the problem...



Which is why I'd form the guild at the beginning of the week, that way, when the game deletes the guild, the event would likely alredy be over.
Plus, at the end of the event, I'll remove the guild anyway, so either way, this guild would be temporary.





Could you (I'm not sure if this is possible) keep the guild hall in place even without the guild as I've speculated above and use it whenever such an event would take place in the future to make either a temporary one-man guild or a guild with a few Smugglers?



__
wieland argosy <gunslinger>
Nicolas_Frost
Sat Jan 22, 2005 3:32 am
#7

Yes, a guild hall is the exactsame as any building someone would place, save for the ability to form a guild. Placing a guild hall does not create a guild, creating a guild is done through use of the Guild Management Terminal on the inside.


Personally, I'd prefer to place the hall, for only then length of time neccisary. Afterwards, I'd remove the guild, then pack up the hall. The reason being is that I wouldn't want another money sink using up my lots while I'm not making any practical use of it.



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


riotcontrol
Sat Jan 22, 2005 4:25 am
#8


Nicolas_Frost wrote:
Personally, I'd prefer to place the hall, for only then length of time neccisary. Afterwards, I'd remove the guild, then pack up the hall. The reason being is that I wouldn't want another money sink using up my lots while I'm not making any practical use of it.





You could make a weekly or bi-monthly 'live event' with slight story changes depending on how the people involved want to RP the event - the whole idea and the framework is pretty good. Perhaps make the GH a 'mercenary hideout' of sorts, and place a RP vendor with the rules of participation, and some kind of 'participation tokens' people could buy for their 'queue' in the event, which would finance the GH maintenance. That, of course, depends on how interested the players on your server would be in such a thing.



__
wieland argosy <gunslinger>
Qojan
Sat Jan 22, 2005 8:11 am
#9

HEHE you want to add content. Hmmm a price on my head, having to watch over my shoulder, reling on my skill and luck. I LOVE IT.



Main Qojan-Master Carbiner, Master CH, Master Cynic, Explorer, Sabacc player, Glowing Fool and Reluctent Pilot, Retired Smuggler
"Hokey religions and ancient weapons are no match for a good blaster at your side."
Alt Bohica-Master Artisan/Master Talior Glowie Clothing and Spice vendor 759 -5519 just steps from the shuttleport in Athens Smuggler vendor in Woofie's Warez and Watering Hole Athens, Corellia. 661 -5246
We Want to SMUGGLE!!
Nicolas_Frost
Sat Jan 22, 2005 12:42 pm
#10

Okay, I propose a live event, and get a two star rating with no reason?

Alright you little bịtch, I'm callin' you out. Or do you not have the guts to tell me why you gave me a low rating?



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


cyst22
Sat Jan 22, 2005 2:33 pm
#11

I love this Idea, it would be a lots of fun. I think it would be fun to form a temp Smuggler guild of 5-10 members for this event. Each guild member hunting the smugglers must pay in say 1k cr, each smuggler and mayor pays in 5k each. If the smugglers make all their drop offs they along with the mayor split the cash, if not the guild that killed the most would win. I'd have 20 drop offs every time the smuggler makes a dropin each townthe guild leader will get an email where the next set of drops are, and 5 guilds hunting.


Zartan Tri-master



Zartan Master smuggler (one of the faithful pre-cu) Fallen Leader of Dreadnok Inc.

"glowy Bats, 2nd char. slots, crapy exploits- Zartan craves not those things"

Note: Smugglers Love pie where do you find Smuggler level Pie???
http://www.dangerouspies.com
Spec-Ops
Sat Jan 22, 2005 7:50 pm
#12

sounds like fun, like that little smuggler tusk cat run thingy.. hone our skills incase we actually need em



DoltanReibisch
MasterSmuggler
CaptainoftheRogueEnforcer
Gorath
"DestroyallthatisEvil,soallthatisGoodmayflourish"
MavriK512
Sat Jan 22, 2005 8:14 pm
#13

I think I saw this on the Valcyn boards, but that could have easily been a re-posting.



Naco-Smuggler-Valcyn
Naogo Belau-Ranger/Creature Handler-Ahazi
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