Smuggler Archive

Thread: My idea for smugglers

Venom1300
Sun Feb 13, 2005 12:50 am
#1

I'm not actually a smuggler myself, but from what I hear there isn't much actual smuggling. Here's what they should do

Basic Formula (# of illegal items)x(strength of law enforcement)/(smuggling ability)=chance of getting caught (where a higher number is more likely to get busted)
What this means is that they are not likely to catch some guy with a sliced gun for personal use. However, if they see a ship full of sliced blasters, they'll go after you.


On the ground: can't think of much, just that its harder for the authorities to search high level smugglers. yawn.

Shuttles

If the number is low, they let you through and your journey proceeds without further incident

If it is high, they won't let you on and your ticket gets confiscated
If it is very high: all of the above + troops are called in

charter shuttles: not sure if they would be more or less lenient

Starships

if you launch your ship, security ships (such as rsf, imperials, etc) may detect good according to the formula. They will try to shoot you down if the inspection reveals anything (if you somehow manage to prevent them from scanning, they'll just attack you). If you select the travel option for traveling between cities, you can't get caught. For interplanetary travel, it will roll the number from the formula. If you escape security, you will move on to the next roll. If not, you will launch ship and security will attack you. The second roll is to see if you can get past the destination's security. Again, same rules apply: pass=skip straight to starport. Fail=attack from security/empire/jabba/whatever
Venom1300
Sun Feb 13, 2005 12:52 am
#2

Also, there would be npcs handing out random missions, so you could do a lot of smuggling for a lot of people
TarynGuinn
Sun Feb 13, 2005 8:21 am
#3






Nicolas_Frost wrote:

Smugglers already have a percentage chance to get through scans, peaking at 95% asa Master Smuggler. Novice Smuggler and each level of Underworld grants you 15%, Master grants a 20%.


As for being scanned when you use shuttle and starports. Yes, that's needed, badly.


Space scans would deffinately need some tweeking.






95% at master? Damn I have bad luck then... either that, or I'm playing with loaded electronic dice... I seem to fail more than pass, compared to when i was a novice. Not that it really matters, cause there isn't a penalty in effect anyways.



Master smuggler
Rebel alliance Capt.
Oscar-6 of the Fallen Rogue
Impatiently awaiting Ch.3

levyn
Sun Feb 13, 2005 9:16 am
#4






TarynGuinn wrote:





Nicolas_Frost wrote:

Smugglers already have a percentage chance to get through scans, peaking at 95% asa Master Smuggler. Novice Smuggler and each level of Underworld grants you 15%, Master grants a 20%.


As for being scanned when you use shuttle and starports. Yes, that's needed, badly.


Space scans would deffinately need some tweeking.






95% at master? Damn I have bad luck then... either that, or I'm playing with loaded electronic dice... I seem to fail more than pass, compared to when i was a novice. Not that it really matters, cause there isn't a penalty in effect anyways.








Are you a twi lek taryn? seems they got worse luck than normal



Resistance is futile.
Nicolas_Frost
Sun Feb 13, 2005 10:31 am
#5



TarynGuinn wrote:


Nicolas_Frost wrote:
Smugglers already have a percentage chance to get through scans, peaking at 95% as a Master Smuggler. Novice Smuggler and each level of Underworld grants you 15%, Master grants a 20%.
As for being scanned when you use shuttle and starports. Yes, that's needed, badly.
Space scans would deffinately need some tweeking.



95% at master? Damn I have bad luck then... either that, or I'm playing with loaded electronic dice... I seem to fail more than pass, compared to when i was a novice. Not that it really matters, cause there isn't a penalty in effect anyways.





Like Slicing, each time is uneffected by previous scans. And if you try to run, you can just forget about beating the scan once its started.



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.


Cloudchasing
Sun Feb 13, 2005 11:14 am
#6






TarynGuinn wrote:





Nicolas_Frost wrote:

Smugglers already have a percentage chance to get through scans, peaking at 95% asa Master Smuggler. Novice Smuggler and each level of Underworld grants you 15%, Master grants a 20%.


As for being scanned when you use shuttle and starports. Yes, that's needed, badly.


Space scans would deffinately need some tweeking.






95% at master? Damn I have bad luck then... either that, or I'm playing with loaded electronic dice... I seem to fail more than pass, compared to when i was a novice. Not that it really matters, cause there isn't a penalty in effect anyways.







Also, remember whether you are carrying any rebel type stuff. Im a Rebel Colonel Master Smuggler, so I'd expect to get scanned a lot. I used to wear my Rebel Signet ring and no matter what, I always got overted when scanned. Once I took it off and through it in my bank, I've been fined once out of maybe 20 scans, and never overted.


Was it the ring? I dunno, but the coincidence is too much to pass up.




Shaidown Lack-Lowca Galaxy
Master Smuggler
Cloudchasing
Sun Feb 13, 2005 11:19 am
#7






Venom1300 wrote:


Starships

if you launch your ship, security ships (such as rsf, imperials, etc) may detect good according to the formula. They will try to shoot you down if the inspection reveals anything (if you somehow manage to prevent them from scanning, they'll just attack you). If you select the travel option for traveling between cities, you can't get caught. For interplanetary travel, it will roll the number from the formula. If you escape security, you will move on to the next roll. If not, you will launch ship and security will attack you. The second roll is to see if you can get past the destination's security. Again, same rules apply: pass=skip straight to starport. Fail=attack from security/empire/jabba/whatever



Pretty decent idea. As an addition, I think it would be good if when you travel to a planet in your ship, as opposed to jumping to space and then flying there, each time you would have a chance to get searched too. Right now, there is zero% of danger in space if you simply "travel". I'd like to see a chance that if we are carrying contraband (smuggling something, maybe with the Revamp) we would get pulled into space at some point along the journey. Instead of loading onto the planet you were going to, you would load into space with a message that you are being searched. Then you'd have the option to run, or stay and fight. This would be a more realistic way, I think, to make space a part of smuggling missions without removing the "Travel" option when we are transportinggoods




Shaidown Lack-Lowca Galaxy
Master Smuggler
SpinningCloud
Sun Feb 13, 2005 11:35 am
#8

Would be nice to have scans near stations in space.


First and foremost, as many of us have said for ages now, we need scans in places that COUNT...like starports.




Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Cloudchasing
Sun Feb 13, 2005 11:42 am
#9






SpinningCloud wrote:

Would be nice to have scans near stations in space.


First and foremost, as many of us have said for ages now, we need scans in places that COUNT...like starports.






Can't agree with you more there. But Hopefully with this coming GCW patch, we'll see as many rebs patrolling in Coro as there are in Bestine. And hopefully, every city on the major planets will have as much also. I'm not saying that this GCW patch will make everything right, but I am looking forward to it breaking up the fact that Coronet is the center of the galaxy, and if it becomes a less safe place for imperials, then people might have a reason to go to different places. <----(Total Sidenote, it was in my head) You should get scanned on the ground, and you should get scanned in space. WIth appropriate penalties to go with it.



Shaidown Lack-Lowca Galaxy
Master Smuggler
Nicolas_Frost
Sun Feb 13, 2005 1:00 pm
#10

Smugglers already have a percentage chance to get through scans, peaking at 95% asa Master Smuggler. Novice Smuggler and each level of Underworld grants you 15%, Master grants a 20%.


As for being scanned when you use shuttle and starports. Yes, that's needed, badly.


Space scans would deffinately need some tweeking.



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.


TarynGuinn
Sun Feb 13, 2005 10:17 pm
#11






Nicolas_Frost wrote:





TarynGuinn wrote:





Nicolas_Frost wrote:

Smugglers already have a percentage chance to get through scans, peaking at 95% as a Master Smuggler. Novice Smuggler and each level of Underworld grants you 15%, Master grants a 20%.


As for being scanned when you use shuttle and starports. Yes, that's needed, badly.


Space scans would deffinately need some tweeking.






95% at master? Damn I have bad luck then... either that, or I'm playing with loaded electronic dice... I seem to fail more than pass, compared to when i was a novice. Not that it really matters, cause there isn't a penalty in effect anyways.







Like Slicing, each time is uneffected by previous scans. And if you try to run, you can just forget about beating the scan once its started.





Well, like i said, i've got terrible luck. I think my master smuggler bonuses are broken



Master smuggler
Rebel alliance Capt.
Oscar-6 of the Fallen Rogue
Impatiently awaiting Ch.3

Nicolas_Frost
Sun Feb 13, 2005 10:55 pm
#12






Cloudchasing wrote:





TarynGuinn wrote:





Nicolas_Frost wrote:

Smugglers already have a percentage chance to get through scans, peaking at 95% asa Master Smuggler. Novice Smuggler and each level of Underworld grants you 15%, Master grants a 20%.


As for being scanned when you use shuttle and starports. Yes, that's needed, badly.


Space scans would deffinately need some tweeking.






95% at master? Damn I have bad luck then... either that, or I'm playing with loaded electronic dice... I seem to fail more than pass, compared to when i was a novice. Not that it really matters, cause there isn't a penalty in effect anyways.







Also, remember whether you are carrying any rebel type stuff. Im a Rebel Colonel Master Smuggler, so I'd expect to get scanned a lot. I used to wear my Rebel Signet ring and no matter what, I always got overted when scanned. Once I took it off and through it in my bank, I've been fined once out of maybe 20 scans, and never overted.


Was it the ring? I dunno, but the coincidence is too much to pass up.







I wear my ring all the time, and except for a couple buggy weeks when I couldn't pass scans just after this was added into he game, I've never been made, unless I'musing auto-run and get dismounted, but continue running.



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.


Page 1 of 1
Previous Next