Smuggler Archive
Thread: What I would like to see in a smuggler revamp...
This is my attempt at a constructive post. Based on the information we have received so far, it appears that the devs really don’t know what we want out of a smuggler revamp. This is the minimum that I would like to see out of a smuggler revamp, a core of changes that could be built on in the future, but at least would meet some of my basic smuggler desires.
Core Concept
A smugglers primary purpose is to move illegal items from point A to point B on the ground and in space, at great risk to himself and his cargo, but with the opportunity for great reward. A smugglers secondary purpose is to serve as a conduit between the player base and the criminal underworld as a provider of illegal goods and services.
Primary Focus-Smuggling
1)Based on the mechanics of SWG (JtL is an expansion) there should be two basic types of smuggling missions.
a)Ground Based Missions player receives a mission from a NPC. That NPC provides them with the item that must be smuggled, a waypoint to the destination the item needs to reach, and a time frame for the item to reach that destination. They should also make the player aware of the monetary reward for succeeding with the delivery, and the faction of the mission.
-Missions should start and end at ground locations
-Failure to accomplish the delivery within the specified time frame should have an underworld faction cost of x, success in accomplishing the mission should have a underworld faction reward of x.
-cargo must be placed in the Smugglers inventory. Cargo should consist of illegal and valuable items (i.e. Spice, Slicing Components, weapons, readable data, factional base deeds, schematics) and should be in locked (sliceable) or unlocked containers placed in inventory. It should be tempting for the smuggler to steal some or all of the “cargo”.
-smugglers should have the ability to keep some or all of the cargo. If they attempt to keep all, then when they fail to deliver within the above mentioned time frame the mission fails and the smuggler receives negative underworld faction. If they choose to keep some, there is a percentage chance (x) based on the percentage of the cargo not delivered (also x) that instead of gaining underworld faction they will instead loose a percentage (again, x) of the missions faction reward.
-Underworld faction of less than zero should immediately result in the smugglers placement on BH terminals in the same manner that Jedi are placed on the terminals and with the same rule set. This should persist until the smuggler reaches positive underworld faction.
b) Space Based Missions work the same as above in all respects with the following changes:
-Missions should start and should terminate in space locations. Space stations and other ships would work for this.
-During the course of the mission, the smuggler should face random spawns of opposing faction that they must either fight or avoid.
b)For Both mission types
-smugglers should have a point of contact (i.e. a mission generating NPC) where they may buy underworld faction at the same price as from a GCW recruiter. This would allow the smuggler to “buy his way out of trouble”, but at a high enough cost to discourage casual faction loss.
-if a smuggler clones before a mission is completed, the original mission container and anything it still contains should be deleted from his personal inventory, thus causing automatic mission failure.