Smuggler Archive
Thread: Nic's Punishment For Contraband Idea: Rewritten
Seriously speaking, sliced gear is neither a right nor a privilage. Its a risk. A risk on par with carrying an illegally modified gun around. Whether you're in the countryside, a large city, or on public transit.
Summary:
It is true that weapons which are confiscated are not immediately destroyed. I've spent some time working with a guy who runs the evidence lockup at the local police station. First things are analized and labeled. Then, they are stored according to thier labels. Afterwards(if they're not returned to the owner, but this doesn't happen with illegal weapons), they are are dismantled(taken apart piece by piece and stored in bins). Finally, they are destroyed. These first two stages are when the player would be searching/fighting for thier gear. I would say make it so that they have 7-10 days to find thier gear. Afterwhich it is irretrievable.
Additional: The lockup could become a new place to obtain the loot components needed for the new style of slicing. Perhaps make these components fall off the MObs within the Lockup more common than other places, but not extremely common. I think you guys get the idea.
In the dungeon, NPCs of the faction which confiscated or is holding(depending on how its set up) will spawn, and are instant aggro, reguardless of faction. Now, people are going to worry about Imperials who have thier gear confiscated by Imperial NPCs. Two possible solutions here.
- Make them non-factional. There are already non-factional Storm Troopers in the Warren, so we know its possible.
- Have the Empire hand over the confiscated weaponry to local authorities. This has a downside, however, as it would only work on planets with police forces, meaning planets like Lok would need to have the Imperials holding them.
Step 1: The Lockup, Setting the Stage
Now, this would work for each planet as well. Something confiscated on Talus won't end up on Naboo. Each planet would have an entrance to an instanced dungeon. This would work similarly to the Corvette. Technically, the nine Corvettes are all the same one, under different scenarios, with three different enterances.
This "Evidence Lockup" dungeon would be the same. There'd be an Imperial Lockup, an RSF Lockup, CorSec Lockup, Fed-Dub Lockup, et cetera. There would be a static entrance on each planet, like there's a static lauch point for the Corvette. Entering the lockup would load you into the Dungeon with your group, like the Corvette. And each Lockup would be the same in size, dimension, and shape; however, the confiscated gear would be located in different sections of the Lockup, depending on what type it is. Spice would be located in the Narcotics devision. Weapons would be in the weapons storage wing. Armor would be in its own area. And anything else deemed illegal(illegal resources, perhaps?) would be located in the fourth wing of the Lockup.
There should be a central computer mainframe which can be sliced for access codes to each wing of the lockup. This would make it so that a Smuggler could speed up the process of getting the gear and getting back out. If there is no Smuggler in the group, then the group must take out the "Boss" of the Lockup. The most difficult NPC in the lockup sorta like a General or Field Marshal NPC of the faction that's holding the gear. Once killed, he drops a datapad listing the codes for access to each wing in the Lockup, and perhaps a special random loot item.
There is only one person who is required for this mission to be possible. The person who got his gear confiscated. It should be possible for someone to make thier way through, and get every single thing they want back, and make thier way out, if
- They pick thier fights well, and don't just try to cut swaths of distruction. In other words, if they go about things stealthily and don't just attack everything in sight.
- They don't just stand around. This is a Lockup in alert status. There will be patrols.
- They didn't just grind out an uber template, but actually know how to play thier chosen template.
Other players grouped will deffinately help, either by tanking, dealing damage, going ahead and getting codes, et cetera.
Step 2: Conditions for Success, Sticking it to "The Man"
Since this is your personal gear, unlike the loot on board the Corvette, you'll only get three chances to retrieve it before it gets destroyed.
This is enforced by the code key you have. It isn't a "key", so much as its an electronic lockpick with three charges. The way it is used is to get to the hidden entrance and use a panel by the door. You enter, like for the Corvette, and your group members get a popup asking if they wish to join you. After that, you load into the Lockdown. Due to the way you entered, Lockup's emergency exit locks behind you(your code-key is a "electronic lockpick" which "scrambled the door's circuitry"). Meaning the only way out is now the main door.
The Lockup would be tough, but not uber, and there would be a time limit on it like the Corvette. Say, oh... ninety minutes. Lets say that the reason why is that the code key that got you in also triggered a slient alarm, and this has called for reinforcements, who will arrive in that time. This also means the Lockup has gone under Lockdown to hold you there. The last thing once you have your gear is that you'll need to do is override the security functions to get out. This means you'll eventually need to visit the Field Marshal who runs the Lockup and get his datapad, which has the codes to override the lockdown.
Now, if you've managed to aquire everything, but have not done what is neccisary to escape before the ninety minutes are up, you'll fail. The basis for this is that the reinforcements have arrived, and entered through the main entrance(they would have had to override the lockdown to enter). You needed to make a hasty getaway, so you are left to drop the confiscated items(including any bonus loot) and beat feet for the Emergency Exit, which became unsealed once the lockdown was lifted.
Success is earned by entering the lockup, obtaining what was confiscated, and exiting through the Main Entrance before your time is up. This means not only the dungeon is instanced, but the goals are not static, as in others. The goals are dynamic, based on retrieving pre-existing items flagged as confiscated. Meaning while the basic goal of getting your gear out is the same, the gear you take out of the Lockup won't always be the same.
Dying does not equal failure, you clone at the Emergency Exit and can rejoin the group.
Failing three times means your code key is out of charges. You cannot get another one, as the informant wouldn't risk his neck for one again, especially after you've run through there several times. The items are still "held" untill the ten day period is up. Afterwards, you'll recieve a mail from the authority in question stating that your items were considered illegal and have been reduced to slag.
Upon succeeding, the authority in question decides that if people managed to break in and take those items, that they need to change the codes for the building(entry codes, something you never see, not codes for access to the Lockup, which are changed each time you enter). This means you have a code-key which is now useless to you, except as a possible decoration.
Add to it random loot items which can be retrieved as well, which are already illegal and left unslicable(for balance, and the items can already be "sliced by the game", which would be why they're in Lockup). There'd be a chance that in each wing, is something kept in the same locker your gear was stored in. Say, you were going to get your Sliced Armor back. In the same locker your armor was stored, you would have a chance of finding a kickass set of armor leggings/jacket/chestplate/whatever. Same goes for the Weapons Devision, Narcotics Wing, and the General Storage. However, the chance that all four wings would have these loot items would be very low, but still possible.
Step 3: Breaking In to Bust Some Heads
Getting in isn't just gonna be, "Damn, they got my stuff. Okay lets all head to xx,xx and get it guys.". It should be more like talking to a SpyNet Operative(YAY! GIVE THEM MORE THAN ONE USE!), buying information on how to find the Lockup, or fast talking your way through it(won't be available each time, and each time it is, the responces will be different) for free.
The SpyNet Opperative would give you the waypoint to a non-attackable informant of the faction who has the confiscated gear(think of him as a dirty cop "on the take"). He'll do two things. Give you the location to the lockup, and a code-key. The code key would be like the Travel Authorization for the Corvette, one time use to enter whether or you pass or fail. Well, actually, in this case, it'd have three uses, only for that lockup, and if you succeed/fail, it becomes useless
The seperate wings also means you'll only need to aquire the codes and visit the areas which coincide with what was confiscated from you. If you only lost a carbine and a crate of spice, you'll only need to visit the Weapons Devision and the Narcotics Wing.
Designs 1: Lockup Layout
Here's the basic layout of the Lockup.
From above: Cross-shaped, each wing of equal length. Think of a Plus sign(+).
From the side. Wide and kinda short, no more than 3-4 stories tall. A bit like a stubby inverted T.
The first two stories are the four wings. The top stories are the Administration area, in which the Field Marshal(Boss NPC) resides, as well as the Security Center. The top two stories would not be cross shaped, but be square or rectangular, since there's no need for wings branching out. This would be a good place for factional loot. There'd be a better chance of loot up here than the "bonus" loot found with your gear, but its not guaranteed.
The Field Marshal's office is the Fourth Floor, and Security is the third. To get into the Field Marshal's office, you'll need to aquire the codes to enter the Administration Office from the Chief of Security, or have a Smuggler slice them from the Computer Core, located on floors One and Two in the center of the four Wings.
Designs 2: NPCs Gettin' Thier Glocks in Gear
As for the Chief of Security, he'll be the second toughest MOB inside, and he'll have two of his Lieutenants with him, they'll be better than the average NPCs in the Lockup but not as good as the Chief.
The Field Marshal: Obviously the toughest MOB in the Lockup, and while there will be one guard(perhaps two), outside his office, he'll be alone. Unless you, for some reason, decide to bring the guard into the office and fight both.
Now, for each of the wings, the NPCs in them should reflect the type of things stored in them. The general storage would have normal NPCs, no exceptional strengths or weaknesses.
The Weapons Devision will do much more damage than the rest of the NPCs, they basicly broke out the confiscated weapons because they're "Under Siege". Thier defences and resistances will be average or less.
The Armor Hold will be the opposite. They'll have much higher resistances and defences than the rest of the NPCs, but dealing normal to less damage than the rest.
The Narcotics Wing(I know you'll laugh), will quite possibly be high on fumes and such, from either the destruction of the spices, analization of the spices, or simply dirty cops skimming off the top. This means thier HAMs will be up across the board, but thier resistances, defences, and damage output will be less than average.
To touch on the Field Marshall and the Chief again. They'll essentially have benefits from all the wings. Consider them "perks of the job".
Addendum: I have no clever phrase to place here
This would require a fairly strict Crackdown to be put into place. Bottlenecks in starports, no immunity for Imperial Officers(really, would the Emperor want his chief officers high in the midst of battle?), other similar things.
Message Edited by Nicolas_Frost on 02-07-2005 04:02 AM
Bumping for recent visitors and slight modification.
Message Edited by Nicolas_Frost on 06-24-2005 03:32 PM
Ternque01's ideas for player based smuggling
My ideas for contraband scanning
and Nic's ideas for punishment?
You get a good start on the Smuggler Revamp.
Message Edited by CorellianCowboy on 02-07-2005 02:01 AM
This is a great idea!
One thing I'd like to see added to it, though, is a sense of scalability. Say I'm a Combat Level 15 and I get scanned and my stuff gets taken to lockdown. Well, if the lockdown has a set difficulty level of the MOBs inside, I'm certainly not going to be able to waltz in there and get it back myself, and I might not have CL 80 friends that can give me a hand. So, what I think would make your idea more viable in terms of fun and fairness would be that the difficulty of the MOBs inside scales to fit your group. If you go in solo, there will be fewer MOBs, and they'll all be at or just below your Combat Level. If you go in with a full group of CL 80's, there will be a number of patrols of tough enemies wandering the halls.
Another modification I'd suggest is the 3-times limit. I personally think it's cool, and adds an element of urgency to the mission, but with the recent Dev focus on "fun and convenience", I don't think this would get implemented in any fashion that could actually permanently remove items from a player's inventory. Maybe you could add in some other method of getting it back, such as after you fail the mission 3 times, you have to pay an exorbitant amount to have someone sneak it out for you. Yeah, that'd let people just go in quick and fail 3 times so they could take the easy way out and buy their stuff back, but would that really be so bad? There would still be a penalty, even for people who take the easy way out, and people who choose to break in and steal it can have a great time and get some cool loot along the way.
Anyway, that's just my 2 creds. Great idea, maybe one day we'll see really cool dynamics like this implemented.