Smuggler Archive
Thread: Adding smuggler content! A BH view point!
The entire post isin the GWC section @ http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=218481
But here is the part that applies to smugglers, wht do you thing:
Overview
Create new "Content Template Professions"
The professions would be certain combination professions that were specificly assembled and given a role (or purpose) in the game and each one of these "content professions"has it's own purpose, missions, and aspects of content that only they can do.
The remaining skill points (left over after mastering the pre-req professions)would be based on adding skills specific to the profession's content and purpose. They would run NPC missions related to thier purpose and in time "master" the profession template. At that time, the "real" content comes into play.
Once you master your "content template" you run the same missions, but this time your oppentent are other players and "content professions"!
These profession's missions could be one of a few things (only showing the one that apply to smugglers):
- Smuggler based missions
- Obviously for a "smuggler" based profession, this would require player city involvment. These smugglers would have to pick up cargo or contraband and transport them through multiple player cities. As they go through, theywould have to pick up and drop off items per the directions of the mission.
- Beware, there will be other professions that are trying tostop you, if they catch you, the fight is on! You can drop your cargo (loss of mission) or fight your way out!
- To many failed missions and a bounty will be placed on you (enter the Bounty Hunter profession)
- Guardian based missions
- Faction based professions and related to player cities. These specific templates would guard player cities from illegal operations. Smugglers trying to sneak rival faction items through thier city (and even banned players for the city) would be the target of this profession.
- This profession would patrol thier city (which ever one they are a citizen of) and use thier "scanner" to search areas for illegal cargo or players with illegal cargo. This would not be perfect and would require some crafting to make your scanner. Better resources increase the quality of the scan of course.
- If you locate a player with the cargo or contraband, the FIGHT IS ON if they refuse to give up the cargo. If you win the fight (or they give up the cargo) you receive the reward that they would have gotten for completing the mission.
You can create as many as you want as far as templates go, but the point is that theseprofessions would be dependent on each otherand since the professions are volentary, there is no greifing and TONs of action. You knowwhat you are getting into.
Get the player cities involved (and the smugglers)!!!
Incorporating Player Cities and player bases woud all be part of this too. City mayors can "declare" thier city and get a garrison of troops to patrol and protect thier cities. These cities would be easy to spot as the icon on the map would be the faction symbol. Also, any player entering the city would be OVERT while in the city!
Beware as these cities will become the BATTLEGROUND for the GCW!
There is a price, in order to maintain the garrison you will need to get supplies. How? SMUGGLERS!!! You will need to hire a smuggler to pick up your neededcargo from different player cities (opposing faction of the city creating the mission) and return them to you. The waypoints are randon, but you can hire the smuggler you want, if you can pay thier fee. This would need to be done often (1 a month or 2 a month) and failure of the smuggler to complete the mission (caught by the Guardians) results in a loss of funds my the city. You will need to send out another mission!!!
But do not worry, you only would lose 1 missions worth of revenue, regardless of how many times the mission failed. But you still need to get at least one completed mission each cycle. Is it worth it? The NPC Garrison would be much tougher then the normal NPC's at bases and you control the number. The more you have (with a max) the more expensive the maintainance and smuggler missions you will need!
Smugglers & "Objective Based" professons that fail?
Bounty Hunters! Enough said right?
Well, this is with a twist. The City Mayor would set the boutnty! Every time a Smuggler fails, the city mayor will get an e-mial notifiying him of the failed mission. At that time he can deciede to place a bounty on the Smuggler. The mayor will know if you dropped cargo or lost if fighting, so that will probably factor into the choice. There would be a City Mission Terminal that the mayor uses to enter all the Smuggler missions (and fees) and Bounty Hunter missions (and fees). In order for the smugglers and bounty hunters to get the mission, they have to use that terminal.
Mayors can use a prefered smuggler or bounty hunter if they want, one they have confidence can get the job done. But be prepared, as being good as it's price!
Overall
The overall point of my post is that content is best when you develop an interdependancy of the professions and get everyone involved together, without forcing the to but getting them to willingly!
The future is open, but we need thevision to get there. Imagine the possiblities of a game got people involved in all aspects of it's operations! Every day would be different, nomissions would be the same, you can develop you own reputation! Player are involved and have some content!