Smuggler Archive

Thread: The Cartel- A Guide to Underworld P.A.s

Erryc
Sun May 15, 2005 8:36 pm
#1


Here I am, back with another annoying 'Eyini Guide'.


Introduction


So, you want to have your very own Cartel, eh? Well, maybe this guide will help you along that path, and teach you the pros and cons of such a move.


What is a Cartel? Well, simply put, a Cartel is a Player Association that focuses on the Underworld...namely Smugglers and Bounty Hunters. This isn't to say that these two are the only professions that would be a part of a Cartel, but they should constitute the majority of the player base.


Can it be done? Should it be done? Will it be fun for all involved? The answer to these questions (and more) will be answered as we explore the Cartel.


Part One: Why Form an Underworld P.A.?


There are Player Associations (P.A.s) for just about everything in SWG. Jedi PAs, GCW PAs, crafter PAs...it's out there. An Underworld PA (Cartel) would focus on the aspects of the Underworld...smuggling, assassination, bounty hunting, spice running, and the like. Having a Cartel is not as far-fetched as you think.


Why form a Cartel? Well, the fun involved can be immense, especially for role players. Imagine the Talon Karrde network, except that your P.A. is the one running it. Information, spice, smuggled goods....your Cartel is at the forefront of everything Underworld...


The PvP angle is just as tempting. Imagine that your Cartel, which has been around for a while and is known to be the top supplier of spice, sliced goods, and faction points decides to throw it's weight around a bit and hop into a conflict against a particular class (for sake of ease, we'll say Jedi, since the BHs are their nemesis). Denying services to Jedi (or PAs/citizens know to support the Jedi) could have a tremendous effect on the economy and the 'volatility' of the PvP world...nothing quite as intimidating as a bunch of smugglers showing up to assist the BHs in hunting down some marks...(i.e. underworld gank squads).


You can even MIX the two (RP and PvP). Some Dark Jedi Knight giving someone a hard time? Simply contact the Cartel, and for a fee your problems are 'solved'. Bribes and threats can always be employed before actual combat (yes, I do know BHs who will message a Jedi before attacking, offering him a 'buyout' on the contract..you'd be surprised how many actually will pay the bribe in exchange for being left alone for a month by an entire guild of BHs).


Part Two: How do I start a Cartel?


Well, simple game mechanics aside (buy a guildhall, get some friends to sign up, etc), it is actually alot easier than you think. There are MANY smugglers/BHs out there who do not join PAs simply because they prefer the 'loner' approach. The Cartel, in this case, is their best friend. The network is there when THEY need it, and they are still free to do their own thing.


PAs that have loose organization but strong communications last the longest. Constant 'guild nights', requirements, and 'taxes' are NOT the way of the Cartel. Members that are free to do their own thing tend to WANT to help the P.A., instead of feeling it is an oppressive obligation.


Before you even drop your guildhall, make sure you have the required members. It's best to have this first for the simple reason that when recruiting, it's easier to get people to join when you're wearing a guild tag than without. So, after you do the legwork and secure the 4-5 founders, go ahead and drop the hall.


Where to place the hall? That's totally up to you. Player cities are fine, but remember that THEY CAN COLLAPSE. Nothing worse than getting settled, and then the town falls apart and you're stuck with no shuttleport and a 5k ride to the nearest starport. I would recommend placing the hall near a major city. The 7-800m drive to the PA hall really isn't that bad, anyway...and you have the freedom to drop whatever you want, whenever you want (no need for zoning!).


Part Three: Faction...which way to go???


The roleplay response to that question is Neutral, but in SWG, that's just not viable. By being neutral, you limit your faction point sales (since being a Colonel offers a better delegate rate).


Faction-wise, the best way to go would be OPEN. What I mean by that is, you will take any faction. The stipulation is that potential members need to understand that their LOYALTY TO THE CARTEL SUPERCEDES THEIR LOYALTY TO THE FACTION. Yes, you read that correctly. As an Underworld PA, loyalty is to the Cartel first. As long as the players understand this, and use their faction only as a means to provide a 'service' to their 'clients'.


Faction-mixed P.A.s are usually a difficult prospect, but if you keep the above premise in mind, it can easily be managed.


Part Four: The Cartel and the Black Market


As an Underworld PA, the Black Market is your bread and butter. Sliced weapons, spice, and faction points are what will make a smuggler his/her money. As such, the Cartel is in a unique position to sway/control the price of these items across the entire galaxy. If your spice crates (which will be sold in every major starport) all bear the Cartel maker's mark, people will know they are buying the BEST from the BEST. When a sliced weapon is on a vendor, bearing the Cartel maker's mark, your customers will know that weapon is quality assured by the Underworld.


At this level, price gouging is also possible. This is all part of being a part of the Underworld! If your Cartel is large enough, you can certainly undercut the competition, since you'll be dealing in bulk anyway. By setting a 'standard' lower than what they are willing to sell at, you can still guarantee a profit for your members.


The Black Market also allows for the 'moron factor' we are all so fond of. If a P.A. is known to present a problem for Cartel members, all services to that P.A. can be denied outright, or inflated to such a degree that they have to make the choice to pay up, straighten up, or look long and hard for someone to do their work for them. You'll find that most people will not remain hostile for long...even in a game.



Part Five: Deadly Games


Bounty Hunters comprise the other major part of the Cartel. Their work is ESSENTIAL to the success of the Cartel as a whole. Without BHs, a Cartel is nothing more than a group of crafters with guns. Never forget that our brothers in the Underworld share our fate as well.


A successful Cartel will make sure that each Bounty Hunter is connected properly to a 'cell'. This cell will include support from Smugglers, crafters, and other combat professions. When a major hit is to be done (such as a powerful Jedi Knight, or even a Master), the BH can call on his cell for support...thus forming an appropriate 'gank squad'. Complain about the 'dishonor' of this all you like, but facts are facts...we are Underworlders, and skullduggery and tipped scales are how we operate...we play to win. Nothing says 'mission complete' like a group of three Bounty Hunters rolling out with Combat Medics and Smugglers in tow...


Part Six: Organizational Matters


Who leads the Cartel? Cartels that have a strong upper echelon survive the longest. There should be no absolute ruler (aka GuildMaster), but a figurehead that speaks for the Cartel, with a ruling Council behind him/her. All decisions should be made with the full consent of the Council, not bya single person. This prevents polarization and absolutism.


On that note, the Cartel cannot be organized along profession lines alone. Mixing BHs, Smugglers, and the other professions works best, and promotes unity between members. Making sure that everyone can work together is essential for the continued lifeblood of the Cartel.


The Spokesman (call it what you will..Director, Kingpin, Don, Boss...), while leader, should remember that he speaks for the Council, and the Cartel as a whole, and should be someone who has excellent public relations skills. The Spokesman will be the one who acts as a 'catchers mitt' when the poop comes flying at the Cartel (aka a Jedi guildleader is upset that one of his members was gang-banged by a Cartel gank squad). While the Spokesman has every right to tell the other guild leader where to go and how to get there, reaching a 'mutually beneficial solution' is always the best way to go...Watch the Godfather movies...Vito doesn't always declare war on his enemies...sometimes, money changes hands for favors or agreements of truce...a buy-off by another guild (say, the guild offering the Cartel a set amount of credits/crates of equipment in exchange for not taking any bounties on their members for 30 days) is not only monetarily beneficial to the entire guild (as that compensation would be spread to ALL members), but a power play as well. This is great for Role Play, by the way.


The Council should be made up of MATURE representatives of the membership as a whole, and the size of the Council should be based on the size of the Cartel. It is not necessary to have one representative from each profession, as that never works. Simply have people who are trusted by the membership sitting on the Council, who vow to look after the economic, social, and inter-guild health of the Cartel is enough.


Part Seven: Other Professions


Having only Smugglers and Bounty Hunters in your Cartel would be shooting yourselves in the collective foot. Smugglers and Bounty Hunters alone cannot, CANNOT control the Underworld. Listed are some professions that are necessary..this is by no means all professions that are needed:


Combat Medics/Doctors: Ever go into combat with a Jedi and wish you had a healer at your back? In a Cartel, you WILL. BHs should never go after a major mark without the support of a healer.


Artisans: Armorsmiths, Droid Engineers, Weaponsmiths, Chefs, Shipwrights, even tailors are a necessity for a Cartel. Money doesn't come from marks and spice alone...one must have steady income to survive. For more on this, see Part Eight (below).


Combat Elites: Riflemen, Pistoleers, Carbineers, Commandos...All are needed by (and need) the Cartel. See Part Ten for more information (below).


Entertainers: Always needed. Believe it or not, Entertainers are the BEST information gatherers a Cartel can have. Simply dancing in Coronet Cantina for a few hours can net ALOT of information (such as where the marks hang out and hunt, current happenings, and sources of potential customers and recruits). See Part Nine for more information (below).


So, as you can see, just about all professions have a place in the Cartel.



Part Eight: Safehouses, Harvs, Factories, & Trustees


Storage is always a problem for a large P.A. So is the acquisition of enough resources to keep the crafters in business. That is why a Cartel needs Trustees. Trustees are members who are valued, TRUSTWORTHY individuals who have access to the Safehouses (storage buildings), harvestors, and factories of the Cartel. They can set permissions for crafters who need to use the Cartel factories, empty Cartel harvestors and drop off the resources in the safehouses, etc.


It is not necessary nor advisable for a Cartel to be totally 'socialist', in that everyone uses everyone else's factories, harvs, etc. It is good for underworlders to have their own 'secret stashes', and adds flavor to the Cartel. However, most combat classes never use all of their slots, and having them drop a few harvs for the Cartel is always beneficial. Just remember to keep an eye on maintenance and power, and you can always make the money back by the goods and selling resources.


Part Nine: Fronts & Income


A Front is a business that is 'legal' yet provides a way to launder money, or to sell your illegal goods. Basically, in SWG terms, a Front would be a business run by a non-Underworld profession. These places allow your Cartel to make 'legal' money and thus spread your assets, insulating you from a 'Depression' that could result from drastically lower prices due to a nerf, revamp, or 'price war' with another P.A.


These businesses also provide a source of income for the Cartel. By placing 'loot' vendors and such in the merchant tents of the Fronts, a Cartel can make money to support it's harvestors, factories, safehouses, and projects. Simply having a Council member keep tabs (aka Treasurer) on such income and storing it in the PA treasury is a great way to keep things moving.


Most combat professions would be willing to donate some of their looted items from hunting to the Cartel. These alone will not keep the Cartel afloat, but help. Active assistance from members is needed. True members will not mind kicking back some proceeds every once in a while to assist the Cartel, and sales of surplus resources will definitely help the treasury stay in the black.


Crafters are not the only ones who bear the financial burden, either. Having BHs kick back a small amount of any bounty they use Cartel assistance on should not be required, but encouraged. Large bounties are usually worth the assistance, so giving back a small portion to the Cartel should be done without too much complaint.


Part Ten: Recruiting


Recruiting, once the initial Cartel is set up, should be fairly easy. Most combat professions will appreciate the roleplay value of the Underworld P.A. idea, and jump at the chance to join a group that will offer them the chance to participate in so many facets of the game (Bounty PvP, the Underworld, etc) and a network of fellow combatants to assist in helping them reach their experience point goals quickly.


Crafters, too, will jump at the chance to have a built-in economy. The Cartel is, in itself, a mini civilization. Members are in constant need of equipment, and the combatants usually have the money to spend on it. Not to mention the fact that the crafters have bodyguards when dropping harvestors and surveying for resources! The possiblities are endless.


In Closing


So, here it is. A bit long-winded, but it is here for your usage. The Cartel model I present may not be the perfect plan, but it is a plan nonetheless. Like it or hate it, I leave it for you to do with as you wish.


If you would like to see an example Cartel, check out the Black Widows on Sunrunner server (www.forest-moon.com)


EDIT: Spelling error

Message Edited by Erryc on 05-15-2005 10:38 PM



***Eyini Resresit***

Master Smuggler

The Black Widows

An Underworld Player Association

Sunrunner

Save your local smugglers, kill a jedi.
RichardBryant
Sun May 15, 2005 8:52 pm
#2

There is no Cartel.

One thing about Crime PAs. Have a cover. Never swank around going "hey, look at us, we're criminals and we pwn j00". Because that's not realistic, that's idiotic, no-one ever did that and no-one ever will.

I'd give you a url to my PA, but we deliberately don't have one. Because there is no Cartel.




Cael Broden, Master Smuggler.
I am Jack's Ignored Profession
"I don't have saber envy. I have patch envy. 2 years is unacceptable."
"Wars not make one great. AFK-grinding on wookiees on Kashyyk make one great!"
Erryc
Sun May 15, 2005 9:06 pm
#3

I covered Fronts in my guide. You're not required to like it, but calling it idiotic is not necessary.


As for 'no-one ever did it', we've been 'doing it' for almost 2 years now. So your stance is biased.


Since it is a GAME, having a website for your PA doesn't 'blow your cover',


Again, you're not required to like it and I'm not posting it for popularity. I'm simply trying to offer advice to others through experience, and maybe lighten the atmosphere from the current flame wars encompassing the board.





***Eyini Resresit***

Master Smuggler

The Black Widows

An Underworld Player Association

Sunrunner

Save your local smugglers, kill a jedi.
lurdanta
Sun May 15, 2005 9:31 pm
#4

Absolutely fantastic.

A couple fellow smugglers and myself have talked about doing this since we were mucking around in Anchorhead back in the day and four months we all found ourselves without a guild and decided to put our actions behind our words and formed the Black Flag Syndicate on Corbantis. We have a small city somewhere and lots of fronts. We're working on a player developed smuggling game and other things, but your post gives me a lot of good ideas.

Thank you ever so much.

If you or anyone else wants to help, I could use some advice on one problem with the smuggler game we can't seem to find a good solution for.

Here's the game.

We have clients (rp'ers who have volunteered) who set up a backstory for the mission. Right now we are smuggling the locked briefcase.

There are two sides to the game, smugglers and hunters (who can be BH's or Imp/rebel/other Law Enforcement types.

The smuggler comes to us and picks up the contract which is the location of the client. The client then gives the case to the smuggler and tells him/her who to take it to and where he will be, most likely. The smuggler then must get the case to the end client without being caught. If they succeed, they get a reward from us...likely 50 to 100K. Now, of course the mission won't be as simple as go from place A to place B. Likely they will have missed the person and need to consult some locals or other actors (also volunteer rp'ers).

In the meantime a hunter contracts with a local authority...in our initial case we are working with an Imp rp'ing guild...who has information on known associates or suspected smugglers with our organization and where they are going. If they successfully stop or catch the smuggler they get the reward.

When a hunter confronts a smuggler on a mission he has three choices. He can blow the whistle and get a portion of the reward. He can challenge the smuggler to a duel. If he wins he gets the whole reward. If he loses, he gets nothing. Or he can demand a bribe from the smuggler for letting him go. (and yes, there is nothing preventing him from taking a bribe and then reporting him...) This way there can be a PvP element if both parties want it.

The main problem is visibility or how to identify the smuggler. We have considered crafting distinctive necklaces or other clothing items. Requiring them to put Black Flag Associate in their bio, but both these can easily be changed (i.e. cheating). The most reliable way would be to guild them for the duration of the mission, but some people might not want to leave their guild just to play the game.

Granted there are a lot of details that need to be fleshed out and some I omitted for brevity, but the main sticking point is the visibility option.

If anyone has a good idea on how to id the person doing the mission I would love to hear it. I think the game has a lot of potential and nearly every person I've talked to is enthusiastic, but I'm still not happy with this one area.

Erryc
Sun May 15, 2005 9:44 pm
#5

lurdanta,


Thanks for the compliments.




As for the game, one way to add 'visibility' would be to require the smuggler to act slightly suspicious (aka whenever anyone comes within x meters of them, they must do something 'shifty', like blink, swallow hard, or whisper). Glancing at other players is also a good visibility...it requires effort to detect it, and anyone not playing the game would have no idea what is going on.


Another idea would be to have them wear their 'helper' tag, in accordance with something else to flag them, such as a bright red jacket, or something to that effect. A pre-arranged vis marker can also be used, such as having the smuggler wear an out-of-place profession tag...like novice brawler...why would a CL50+ wear his novice brawler tag unless he was hiding something? hmmm...narrows down the people you have to look at now...



Anyway, just some ideas..didn't mean to hijack my own thread off of the P.A. topic, lol.





***Eyini Resresit***

Master Smuggler

The Black Widows

An Underworld Player Association

Sunrunner

Save your local smugglers, kill a jedi.
KyrYxus
Sun May 15, 2005 10:29 pm
#6

Kohs and I along with a few others who are much more lightly involved run an organization such as this. We are called the Shadow Kings, the major difference btwn us and you illustration is only this, our organization is not a PA, we fly a bit more under the radar for the time being. However as we continue to establish ourselves and our businesses it completely falls in line with what you illustrated.


good work as always lady





~*~*~Kyr'Yxus Eloc~*~*~
Elder Smuggler
Captain of Tradewind



ApollyonTB
Mon May 16, 2005 6:58 am
#7






Erryc wrote:

I covered Fronts in my guide. You're not required to like it, but calling it idiotic is not necessary.


As for 'no-one ever did it', we've been 'doing it' for almost 2 years now. So your stance is biased.


Since it is a GAME, having a website for your PA doesn't 'blow your cover',


Again, you're not required to like it and I'm not posting it for popularity. I'm simply trying to offer advice to others through experience, and maybe lighten the atmosphere from the current flame wars encompassing the board.








QFE



Some people do not know what a front is, or they just cannot think of one to "cover" thier actions up.


Great post Erryc



teh Tee-Bagger
Lover of Beer and Pie
Order 67 - "Every Smuggler is now an enemy of SOE and LucasArts."
(quoted by)
Veela "Her Royal Hawtness"


vendors located at 2110 -4905 outside Mos Eisley
Erryc
Mon May 16, 2005 7:57 am
#8

Thanks for the positives guys.



Kyr'yxus, I'm still going to convince the Shadow Kings to come work with us, you just watch *wink*



I'll make you an offer you can't refuse! hehe







***Eyini Resresit***

Master Smuggler

The Black Widows

An Underworld Player Association

Sunrunner

Save your local smugglers, kill a jedi.
KyrYxus
Mon May 16, 2005 8:15 am
#9

and here I thought I was going to convince you ladies to come work with us



~*~*~Kyr'Yxus Eloc~*~*~
Elder Smuggler
Captain of Tradewind



GanymedePharuu
Mon May 16, 2005 8:32 am
#10

let me do the "convincing" Ky...

*flicks his lekku flirtatiously at Eyini*

/grin.



cccccccccccccccccccc
Kohs V'sto
I wanted Smuggling for Christmas
but all i got was
<--- this stupid hat.

I am Jack's ignored profession.
Luke Skywalker is DEAD!
Erryc
Mon May 16, 2005 8:33 am
#11

Bah,


Work for a woman. You'll never have a better life.



Ever see A Few Good Men? Think about what the Colonel says when they're down in Cuba...





***Eyini Resresit***

Master Smuggler

The Black Widows

An Underworld Player Association

Sunrunner

Save your local smugglers, kill a jedi.
KyrYxus
Mon May 16, 2005 8:35 am
#12






Erryc wrote:

Bah,


Work for a woman. You'll never have a better life.







weren't you calling me "captain" last night?



~*~*~Kyr'Yxus Eloc~*~*~
Elder Smuggler
Captain of Tradewind



GanymedePharuu
Mon May 16, 2005 8:36 am
#13

a few good men... hmm it's been a while since i've seen that one.

refresh my memory please?



cccccccccccccccccccc
Kohs V'sto
I wanted Smuggling for Christmas
but all i got was
<--- this stupid hat.

I am Jack's ignored profession.
Luke Skywalker is DEAD!
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