Smuggler Archive
Thread: Looking for Ideas for Smuggler/Player City Interaction
Khristen wrote:
Essentially what I'm looking for is what would be beneficial to the Smuggler profession that could be tied in with Player Cities? It doesn't have to be mods necessarily.
An actual system of police forces, contraband law enforcement, and anti-drug angencies that made it neccisary for us to actually SMUGGLE would be nice.
It would be pretty cool to have player cities serve as the focal "choke" points for the ground portion of spice smuggling, with spawned police mobs representing the faction of the town they're in. Although I imagine that wouldn't be easy to code.
I'd say the topic has to be revisted insofar as smugglers go once the smuggling part goes live... I really don't know what to expect or what can be worked with. =(
What if towns could have their own private security forces or militia, similar to the NPCs you get with a base. These guys would cost some money, but not too much... and there'd be a limit to how many you have. They're white dots, not yellow or red (you can't kill them; they can't attack you). The mayor could set them a patrol area that they would stay within perhaps. If you want to get past the patrol area, you have to take your chances with a contraband check. If you fail it, they fine you. A smuggler might be able to sneak you past the town militia but going up to them and choosing a radial option like "deceive" or something. If it works, the guard won't inspect anyone for 10 minutes or something. Then for instance, if you are going to shuttle into a town, you can have the smuggler go in first, set up a "smuggle deception", and then the rest of your group could follow with no inspection risk.
To make it really cool, let the mayor of each town select what is legal and illegal in the town. So one town might have strict anti-spice laws but not care about slicing; another might be the reverse.
And while they're at it why not make this work on factional guys in NPC cities too? That annoying NPC that keeps walking into the cantina inspecting people? Have it so a smuggler can "deceive" him and he goes away for a while.
C
Well that's an interesting idea.
But for a city to be a smuggler's haven it will have to offer benefits to smugglers. As it currently stands:
1) Slicing - there's still a hard cap so being in a smuggler city won't change that
2) Spices - there are no stats to Spices - should they have longer effects or different attributes if created in the city?
What I could see happening is that cities that have that designation would say, be able to place Smuggler's terminals and cities could get a kickback for placing them there.
With regards to starports - well I think it's been commented on before that starports will never go into player run cities - only the major cities.
Interesting idea though.
Cheers
Dat
What about a player city that instantly switches anyone to spec forces once they enter the city limits. Smugglers are able to remain covert though. The only way crafters can get stuff in and out would be with smugglers.
Or perhaps only smugglers can operate vendors out of the town. An option through the city hall.
Daturaze wrote:
Well that's an interesting idea.
But for a city to be a smuggler's haven it will have to offer benefits to smugglers. As it currently stands:
1) Slicing - there's still a hard cap so being in a smuggler city won't change that
2) Spices - there are no stats to Spices - should they have longer effects or different attributes if created in the city?
What I could see happening is that cities that have that designation would say, be able to place Smuggler's terminals and cities could get a kickback for placing them there.
With regards to starports - well I think it's been commented on before that starports will never go into player run cities - only the major cities.
Interesting idea though.
Cheers
Dat
Yeah and it was also commented before that Jedi would be rare. Convention, meet window, and his good friend, pavement. Splat ![]()
I've little to no doubt in my mind that starports in player towns are inevitable - I just think they should be restricted to certain classes only (aka, smugglers and probably even politicians).
Not to veer too much off course here, but I'd honestly love to see a system in which interplanetary starports - not planetary shuttleports -were done away with or completely nerfed (15-30 minutes between shuttles rwahahaha) and replaced almost exclusively with JTL transporting, which could be smuggler exclusive (yes,I am a casual gamer, btw). It sounds like a really dumb idea, especially to the casual crowd, but I think it could do a lot to help the game in afew differentways.. and it could even be made fun if, say, the transport gets intentionallyattacked by the opposing faction/pirates along the way.
Anyway. I strayed about 2 miles from the topic, sorry. haha.