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Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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GreenMarine
Jedi
Posts: 630
Registered: 07-31-2003



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See this link for part 1:
 
 
Part 1 reached over 1200 posts in less than a week. Clearly the smuggler & bounty hunter professions care deeply about the design of any kind of smuggling system. I'm really happy with the level of response. A lot of people who don't normally post are chiming in with their opinion and, in general, the discussion has been civil.
 
I want to try and distill the discussion down and start to find solutions. Here were the three big issues that turned into long discussions.
 
Summary 1: The key argument was over the impact of "visibility" punishments for ripping off suppliers or failing smuggling missions. There is a portion of the player base that desires PvP and a portion that does not. The main issue is the possibility of "involuntary PvP" or a player gaining a bounty who wants to be a smuggler but not participate in PvP.
 
Solution: The solution I like most is to have the mission suppliers offer two types of mission for each skill level. The punishments for failing or cheating a mission then become:
  • Normal Mission: You lose NPC faction with that supplier. You lose a small amount of GCW faction if the supplier belongs to a faction. You could possibly be ambushed by thugs from that supplier.
  • Critical Mission: Harsher versions of the above + you gain visibility.
The rewards for critical missions would be somewhat higher than normal missions. Also, some types of illegal cargo would only be available via critical missions. The RISK is possible PvP as well as other penalties. The REWARD is rare components (if you cheat the supplier) or better cash.
 
What about normal players scanned with illegal items? For now, it seems reasonable that we don't add visibility for normal players. That's too much to ask of the player base as a whole. Later, we could possibly add a level of illegality above Highly Illegal (say, Military Class) that gains visibility. It seems wise to leave this area open for future discuss, but not include it in a revamp.
 
Summary 2: The second major issue revolved around the punishments for being caught with contraband:
  1. Some players feel that dying isn't enough of a punishment.
  2. Some players recommended a faction hit.
  3. Some players feel that storm troopers are too weak.
  4. Players don't like that only storm troopers scan.

Solution: The solution obviously has several parts. We need to discuss more what the punishments should be. There are a few types of punishment that we can draw from:

  • Loss of GCW faction.
  • Loss of NPC faction.
  • Combat & risk of death.
  • Confiscation of the illegal goods.

One possibility might be to make it so that the scanning NPC isn't the NPC that attacks. Instead he "calls for backup" and the backup is relative to the player's level. This brings up the possibility of a group of players using a low level smuggler to spawn lower level faction targets. The solution to stopping faction farming of scan spawned NPCs is to prevent them from giving GCW faction. There are many other legitimate ways to gain faction. Even if it seems inconsistant, it does make some sense that the Rebels aren't necessarily going to reward a player for killing troopers just doing their job.

This also means that high level smugglers would be dealing with security forces tougher than your average Stormtrooper.

It seems that we should make more factions other than Imperial scan. Why can't the Rebels scan in a Rebel controlled territory? They aren't going to like spice abuse much either. Rebel commanders could then have some immunity from scans in their home regions. Naboo's Royal Security Force (a neutral faction) might also scan and have their own forces to deal with violators.

Summary 3: The third major issue was that smugglers are worried that increased punishments for using illegal items, like spices and sliced gear, will cause a depression in their markets.

Solution: Actually, I disagree with this premise. I don't think there will be a market depression. On the contrary, if I do my job right, there will be a market increase. If spices become reasonably competitive with chef food, or complement chef food in some way, more players will buy them. Similarly, we should be able to modify slicing but also retain its value.

This is an issue I need to think about more before I develop a complete opinion.


At this point, we know the arguments from every side in the debate. There have been enough posts for us to understand the views involved. In this thread, let's talk about possible solutions and compromises. Instead of perpetuating the debate on PvP vs. PvE, look for ways that the two views can be reconciled. This is the next key in effective game design for massively multiplayer games.

06-21-2004 09:29 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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Ternque01
Jedi
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Ternque01
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Awesome GreenMarine, I'm totally pumped about everything

Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
06-21-2004 09:42 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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Eposh
SWG Second Lieutenant
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Eposh
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I like the two different types of missions given in Summary 1. It seems like this would be a good compromise between people who want PvP and people who don't. And it's great to have the enticement of better rewards for the higher risk missions, where a failure could result in ending up on the BH terminals. I'll probably be too greedy to resist

Romo - Combat Smuggler - Sunrunner
Teras Kasi Master/Master Smuggler/Master Pistoleer
06-21-2004 09:45 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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Galin
SWG Crewman
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Registered: 05-19-2004


Galin

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All good ideas.  One really stood out at me:
 
> Rebel commanders could then have some immunity from scans in their home regions.
 
I like this.  As many suggested in part 1, neutral factions [CorSec, etc] should also scan.
 
Actually, why couldn't Jabba do some scans, too?  I'm sure he doesn't want anyone sneaking things into his palace without his knowledge/permission [trying to control the market].  This one requires some more thought, though, the rules would be a little different.
 
Maybe more from me later.

Kaliya d'Arture (Flurry) - Master Artisan/Master Tailor/Master Fencer, Novice Museum Curator.
06-21-2004 09:45 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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LeBob
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Looks great, GM!

SWGEntertainer.com
Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
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-I support ATK people and playstyles.
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06-21-2004 09:46 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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RogueCloudwalker
Jedi
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RogueCloudwalker

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I saw that you created another thread for this. Let me post this here as well. Thanks!
 
First off, I like this thread, its near and dear to my heart. Thanks for doing this GreenMarine.
 
But lets be honest here. Anything short of PVP Player Bounties just won't work right. With an AI NPC BH hunting me, I will never be scared. There are so many ways to win or escape its pointless. I could simply run away and it will never follow me. It would probably be able to be killed. You might as well make it invincible, allow it to teleport and give it instant one shot kills to do it justice. But then that wouldn't be very fun or Star Warsy then would it? You would then have to have an army of npc BHs right by me to take me down. Thats not realistic either. I win against an NPC BH everytime. Everyone would be like me too.
 
Lets face it, to do anything approximating an actual BH it has to be the real deal. Besides, if every profession can opt out of being hunted by Bounty Hunters then what hope will we ever have for normal player bounties? Whats the point of BHs existing since the Jedi will soon beat them all regularly? All professions will glady say PvE and player bounties will never be. The Smugglers are the only hope for Bounty Hunters and a bounty system at this point. If its optional that I can face an NPC or a PC, I'll choose the NPC everytime because I will always win.
 
With a PC Bounty Hunter after me, I would actually be scared. I would plot carefully how I travel, where I travel and who I'm with. It would be a fun cat and mouse game for the both of us. It would be an honest to God smuggler experience. I would have to hide in dark corners of the galaxy because I know the BH can find me and take me out. My real question is, how can you be a Smuggler but want to take all the danger and glamour out of it? I mean, sheesh, I would jack every shipment for myself and never fear the NPC BH. It has to be PC Bounty Hunters or bounties are a joke.

Captain Trevick Cloudwalker of the YT-1300 "Corellia Star"

If you like my ideas, you would probably like the others too! Please support me!

My Instanced Starport Proposal GCW NPC Prisons in Space Proposal
My GCW/PVP/Player Bounty Proposal
A very feature rich Hoth
06-21-2004 09:47 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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Faustson
SWG Lieutenant
Posts: 135
Registered: 08-27-2003


Faustson

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All I can say is thanks for the love GM.   oh also im looking for a big brother for my dodge ball tourney for my team but most of my team is 30+ but we could always use some help (yup just saw the movie and its to funny).  But really man thanks for the hard work.
06-21-2004 09:51 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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Ternque01
Jedi
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Ternque01
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Eposh wrote:
I like the two different types of missions given in Summary 1. It seems like this would be a good compromise between people who want PvP and people who don't. And it's great to have the enticement of better rewards for the higher risk missions, where a failure could result in ending up on the BH terminals. I'll probably be too greedy to resist



Aye, simple and effective.  I am somewhat dismayed that the general populace doesn't gain visbility when using illegal goods, but I understand the decision.  As long as the law is felt in big enough ways to warrant our services, I could care less.  Besides, as long as they get hastled I like it *muahahahahhahaa*

I'm also very glad that the choice to be hunted by BH's will be implemented!!!!!  Hotdog!!!!  I'm also very happy that the only ones who are going to be taking bounties are the BH players!  I love you guys, you guys are like Tom.. and we smugglers are like Jerry.  We're Bugs Bunny, and you guys are Elmer Fudd (I know you BH's hate being compared to Mr. Fudd).   Woot!

I hope you level your guns at me, because i will duck under your gun sights, rush you, knock your gun to the ground then lay into you.  Momma didn't raise no fool!  Anyways, I look forward to avoiding you

Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
06-21-2004 09:55 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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Faustson
SWG Lieutenant
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Registered: 08-27-2003


Faustson

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One thing i think would be really cool would be able to buy the BH off from the mark.  Hear me out on this one, u would pay the BH off to say he took u out and u would drop him some cash to get u off ther terimnals.  Not all BH would go for this (well my old bh character would since i was all about the credits).  But this could give some RP to the game between BH and smugglers and could turn out to be some good fun maybe.  But just my thinking
06-21-2004 10:02 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)   [ Edited ]
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KaptainKrude
Jedi
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Registered: 06-26-2003


KaptainKrude
PA: New Dawn Corporation
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GreenMarine wrote:

At this point, we know the arguments from every side in the debate. There have been enough posts for us to understand the views involved.




I apologize for not having some suggestions ready now (I'll give it some thought and post some tomorrow)... but I just had to point out how good it feels to hear a developer here say these words.
 
You rock GM!

Message Edited by KaptainKrude on 06-22-2004 01:13 AM


NTyekanik CorrinoN
New Dawn City
Naboo

06-21-2004 10:09 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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KaptainKrude
Jedi
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KaptainKrude
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One point that I can add is that I really like the way you split the Normal/Critical missions. I'm ok with a player choosing not to risk PvP involvement, but that's only ok with me as long as the player choosing the "visible" mission is rewarded more greatly for it.
 
Kudos.


NTyekanik CorrinoN
New Dawn City
Naboo

06-21-2004 10:12 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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TheWok
Jedi
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TheWok
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Allow me to repost a couple of ideas from the old thread, as they fit, I believe, squarely into the "solutions" category:
 

I'm not sure I much care for the NPC bounty hunter idea.  The bounty hunter's job is to hunt down hard merchandise and deliver it to the employer (or, in SWG's case, kill the target).  I don't want NPC bounty hunters the same was I don't want NPC smugglers.
 
That said, I do not think PvP should be required for all people all the time.  Here's an old idea I had that I'll throw out for everyone.
 
Novice Smuggler to Underworld 3 allow for PvE smuggling missions.  This is basic stuff.  Grab cargo from employer, deliver to recipient, get paid.  Maybe even throw in some NPC engagements at the meeting point or something.  Allow the slicing skill to help determine whether or not opposition is to be expected, and possibly to misroute any authorities from the dropoff point.  In this case, death equals mission failure.
 
Underworld 4 not only ups the level of mission you can take PvE-wise, but also allows for missions that may result in a bounty being placed on your head.  The mission descriptions would say something similar to: "Warning: Failure of this mission may result in a bounty being placed on your head by the employer.  Accepting this mission signifies you accept that possibility."  Since these missions have a higher degree of risk, higher rewards would be offered.  Master Smuggler again increases mission difficulty.
 
This isn't a case of PvPers vs. PvEers.  It's a simple matter of those who (like me) want to take the risk of being hunted by a person in exchange for a higher reward if we are successful.  I'm no PvPer, but I'll gladly accept being hunted by a BH if it means we have a meaningful profession in this game.
 
Granted, this only takes into account smuggler missions.  I think GreenMarine's expanded visibility idea would be good, so long as there is decay over time, and possibly a way for smugglers to slice terminals to relieve that visibility (which does exist in GM's current plan).  Those who wish to take the chance are rewarded with the ability to use better weapons, at the risk of being hunted, but there is a way to get out of it.
 
I respect the PvE position greatly.  I am a PvE player.  I rarely PvP outside of RP events and friendly duels.  But it is time for people to realize that spices and sliced weapons and armor are not rights.  They are priveleges for those willing to take the risk of using them.

 
and....
 

One thing I don't really care for is all the attacking.  For one, it would suck if I'm on my way to Endor to meet up with a group and I end up having to go get new buffs because I got scanned at an inopportune time.  However, I don't think there should be no penalties for carrying illegal items.
 
What I recommend is a fine system that allows fines to be built up over time.  For instance, under GM's system above, if you're caught with a quasi-legal spice (thrusterhead maybe), you are attacked.  According to the in-game lore, the ONLY current spices that are banned or outright illegal are muon gold and scramjet.  What I recommend is the following:
 
Quasi-legal items result in a small fine.  Not too much, but not too little either.  It should sting a bit, but not hurt financially.  The fine is not paid immediately, but the player must travel to an NPC town (maybe even just capitols) and find an Imperial Desk Clerk to clear up the fine.
 
Banned items will result in stiff fines and a small amount of visibility.  Again, the fines are paid at a desk clerk in an NPC city.
 
Highly illegal items are as above--attacks, high visibility, etc.
 
Fines can go so long without being paid before a warrant is put out for you.  Since there is no incarceration, a "warrant" would put a flag on your character that would be checked during scanning.  If a warrant is found, the scanning team will attack.  Death removes the warrant and pays the fines automatically.  Surviving adds visibility.
 
Visibility would go to the BH system.  When a certain amount of visibility is reached, the Empire (or whoever) puts out a bounty for you.  Death clears the bounty (and automatically pays the fines owed, if any).  Killing the BH adds visibility.  Visibility is sort of an "infamy" system in itself.  High visibility means a high frequency of breaking Imperial law.  Visibility should decay over time.  The goal is to send BHs after repeat offenders--not the recreational spice user (unless that spice is on the "banned" list).
 
Smugglers will have the skill at Slicing I to slice in to a bounty terminal to check on visibility and warrants.  Warrants and bounties can both be removed, resetting visibility and all fines up to that point.  The more visibility and fines accrued, the tougher the job.  Detection of the smuggler causes a bounty to be placed on his/her head at maximum visibility AND a warrant is issued for the smuggler.  At this point, it is wise for the smuggler to lay low for a while.  At this point, we could add in the false ID skill for scanning checkpoints to fool the NPCs for a while.
 
It's really a small change to the overall system (though I have no doubt it's somewhat more complicated to code), but I think it adds a decent "realism" factor to the game.  Since I don't think Stormtroopers have "kill all criminals on sight" in their job description, fines make more sense and are more internally consistent to the game world.

I'd like to keep the amount of "attack on sight" to a minimum.  Consequences need to be real and fitting of the crime.  Also, the "casual" player needs to be considered.  Those with very limited time to play per day could find it extremely irritating if they were killed when about to go join a group.  This is also a reason I'd like to see covert scanners restricted to bases only, but that's a different discussion.
 
The fines system allows those who do not wish to participate in PvP an out.  While they are still penalized for their illegal actions, PvP can be averted merely by paying the fines.
 
I would rather not see contraband penalties removed from the revamp and then later put in, as we will see (as we are seeing now) stiff opposition to adding it in.  "Why should we be penalized for doing something we've always done?"  The longer we go without penalties, the harder it will be to garner support for their addition.

---------------------------------------------
Trini Rio
Owner/Operator of Rio Freelance Cargo - Tal Kyrte, Lok

we smuggler. we want smuggle. no smuggle. bad. no smuggle. no good.
- The Vampiric Hoshi
The History of SWG Smuggling (looking for a happy ending soon?)
How I would make the GCW more meaningful and fun
06-21-2004 10:18 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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Faustson
SWG Lieutenant
Posts: 135
Registered: 08-27-2003


Faustson

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I hear u kaptainkrude,  Im not really into PVP but if i get more out of it Im going to go the PVP missions if its more Roleplaying involved.   I dont mind doing some PVP if i get a better pay out and the bh get to hunt me and get to actually enjoy hunting me if a mission goes bad and my client doesnt get his goods if i dont deliver
06-21-2004 10:21 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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PillowTech
Jedi
Posts: 653
Registered: 07-02-2003


PillowTech

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WOW!!! A sign of hope for smugglers.

26 August 2003 - Devs make their first detailed promise to overhaul the Smuggler profession.

27 September 2004 (03:10 PM) - Smuggler_Caylin tells fellow smugglers that he is stepping down as Smuggler Correspondent.

23 November 2004 - PillowTech switches to World of Warcraft.
06-21-2004 10:24 PM  

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Re: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
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CommanderFarley
Jedi
Posts: 1834
Registered: 06-26-2003


CommanderFarley
PA: Nuke and Pave
Server: Ahazi

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GM, I just want to let you know that, despite the sometimes heated "discussion," you're doing a great job.

Chu'ma
Queen of Corellia
Tajah' vendor location 6450 -1690 in Fallout Bay on Corellia -Pants
06-21-2004 10:34 PM  

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