Smuggler Archive
Thread: Smuggling in its simplest form GM check it out if your trolling ;)
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yimaz
Fri Nov 19, 2004 10:58 am
#1
Sometimes we over think stuff and make it harder then it needs to be. Below is a simple, basic and easy to understand (for you dev's
) way for us to have a full smuggler system and become true smugglers.
1. Mission Terminals - (glorifield delivery mission) - mechanics are already in game just need smuggler terms and missions in criminal theme parks. These mission can be done all day every day and xp goes to the Underground Tree. If you fail the mission you build up visablity points for the BH terminals.
2. NPC quest - mechanics are already in game and any or all Crime theme parks are all set for this. High end stuff like Spice and ship parts that can be sold to players for big $$would be your carge if we steal the shipment or fail we run a bigger risk of being on the BH terminals.
3. Tuffer Imperial crack down - (playergood's smuggling) - mechanics are already in game. Make random star ports (rotate it so its a player suprise)very tuff to get illegal good out of and remove the Imp and droid exploit. Players will have to group with us to get off world.
4. Jedi/Faction Tef masking - (player smuggling) - mask sent is in game so the basic mechanics are there. Smuglers should be able to mask a Jedi from the BH's andmask a tefed or overt player/group from another faction. So as to not over power this skill it only works for 10min once every hour, can failand while the player will look covert (blue not red dot) or drop off a BH's droid search a BH (if the jedi is in his sights) or opposing faction can still lock onto and attack if they see threw our trick.
Im not sying we should have one of these Im saying we should have them all, then every smuggler has options as to how he wants to play his smuggler (i.e. solo or with other players)
Jibbrish
Fri Nov 19, 2004 11:12 am
#2
To set our smuggling missions apart from simple delivery:
- Pick up 'crap' at x, x, to be delivered to y, y.
- Between x & y, be attacked by something. Possibly based on combat or smuggler skill or the reward of the mission.
yimaz
Fri Nov 19, 2004 11:24 am
#3
Jibbrish wrote:
To set our smuggling missions apart from simple delivery:
- Pick up 'crap' at x, x, to be delivered to y, y.
- Between x & y, be attacked by something. Possibly based on combat or smuggler skill or the reward of the mission.
/agree 100%
Ternque01
Fri Nov 19, 2004 12:09 pm
#4
Yimaz, I think the most ingenious way of smuggling other players is what you mention.
I never really realized it, but masking Jedi, TEF, or overt player IS in effect smuggling them past their enemies. The only, and I mean only, drawback is that simply removing a TEF (BH or war factional) or overt status isn't very role playing. A good suggestion would be to have the smuggler do this by putting them in a transport of some type or maybe you can use a smuggler's knowledge of bypassing sensors that detect contraband and enemies (TEF or overt status) to explain how the smugglercan remove the state.
Your ideas do break smuggling down though. I would like to see some mechanics that allow a smuggler to live more deep inside of the underworld besides just taking terminals missions. These ideas include player created criminal/smuggling factions, a deeper relationship of a smuggler to NPC underworld communities, and missions that are incredibly more varied than just "deliver package A to point B and maybe you will get attacked". Some of these missions could include slicing into government spice depots or prisons,eliminating politicians/rival smugglers who try to disrupt your dealings, stealing government vehicles to smuggle goods in them past checkpoints. I generally want a more rich smuggling system.
Anyways, just throwing that out. Good ideas yimaz 
yimaz
Fri Nov 19, 2004 12:20 pm
#5
The option to adddifferent mission/quest typesbeside simple dilivery is a killer one, for sure mixing up the missions would be great.
Also keep in mind we are not removing the tef, just masking it. The masked person/group would only appear covert, an opposing faction while not seeing a red dot (would look like a blue dot) could still lock onto and fire on a player. See a smarter player would figure this out a newer player would not, regardless it buys players time to escape or sneak attack.
As far as jedi, when they are masked the droid will lose its target but if face to face with the BH he is still open for attack. Again buys time for escape or sneak attack and again bothtypes of mask would only work for 10min and only could be used once every hours or 2.
Last point, lets say your an overt rebel and your masked by a smuggler. If you open fire on an Imp the mask would go away.
I like the idea of mask and not removal of a tef because its fair to all.
Message Edited by yimaz on 11-19-2004 02:27 PM
Ternque01
Fri Nov 19, 2004 12:28 pm
#6
Yea, that is definitely a superb implementation of the idea. It's funny though, when I PvP, which is rarely now because I don't have much time to, I am constantly tabbing in all directions inpopulated areas. If a overt of opposite faction were masked, I'd still pick him up on my scans. In that respect the masking doesn't really do all that much of good. Maybe masking them will make picking them up by "tabbing" a little harder, like maybe there is only a certain chance an overt will be detected.
yimaz
Fri Nov 19, 2004 12:33 pm
#7
Great point but in my mind that is the whole idea.It's the risk we run by trying to smuggle a "hot" target. While some players wouldbust us others would not, we roll the dice right along with the target we are trying to smuggle. If you lock onto a target that is blue you might hesitate for a few sec's or lose them in a sea of blue dots, just enough time to escape.Think about it you and your masked jedi/player are in a star port waiting to get off world with red dots all around, you and him/her are just praying not to get busted. 
Message Edited by yimaz on 11-19-2004 02:40 PM
LaughingWolf
Fri Nov 19, 2004 2:28 pm
#8
And if the mask get busted, what about the smuggler earning a TEF?
I can certainly see Imps be pissed off at me if I get caught smugglingn overt Rebels under their nose, after all.
Maybe when we smuggle someone we could get a masked TEF too, meaning that we can get fired if the person tried, exactly like the "client" we are masking.
I can certainly see Imps be pissed off at me if I get caught smugglingn overt Rebels under their nose, after all.
Maybe when we smuggle someone we could get a masked TEF too, meaning that we can get fired if the person tried, exactly like the "client" we are masking.
Message Edited by LaughingWolf on 11-19-2004 04:35 PM
yimaz
Fri Nov 19, 2004 2:37 pm
#9
LaughingWolf wrote:
And if the mask get busted, what about the smuggler earning a TEF?
I can certainly see Imps be pissed off at me if I get caught smugglingn overt Rebels under their nose, after all.
Is there still a group tef? If so we get busted, maybe a tef for us would not be a bad idea. If it is your friends you fight along side, if not
/leave group
see ya! 
The skill should have risk involved get the adrenalin pumpin.
Message Edited by yimaz on 11-19-2004 04:39 PM
LaughingWolf
Fri Nov 19, 2004 2:41 pm
#10
yimaz wrote:
The skill should have risk involved get the adrenalin pumpin.
Exactly my point.
Message Edited by LaughingWolf on 11-19-2004 04:42 PM
yimaz
Fri Nov 19, 2004 2:59 pm
#12
I think we are the only one of all the professions that want risk and danger. We PWN so hard considering we currentlycan't PWN at all. 
Message Edited by yimaz on 11-19-2004 05:12 PM
WillburWright
Fri Nov 19, 2004 7:12 pm
#13
***** Stamp of approval
Put this in a patch; We'll be very happy. It'll be a great start. Throw us a freakin fudge round!
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