Deprecated: Function bp_core_get_user_domain is deprecated since version 12.0.0! Use bp_members_get_user_url() instead. in /home/lotj/www/wordpress/wp-includes/functions.php on line 6170
Deprecated: Function seems_utf8 is deprecated since version 6.9.0! Use wp_is_valid_utf8() instead. in /home/lotj/www/wordpress/wp-includes/functions.php on line 6170
Deprecated: Function seems_utf8 is deprecated since version 6.9.0! Use wp_is_valid_utf8() instead. in /home/lotj/www/wordpress/wp-includes/functions.php on line 6170
-
-
April 2, 2009 at 1:02 am #1040
Being a new player, I really have noticed there aren’t many crime events or actions happening. So I began to question many people to find out what is going on. I believe the answer is that we do not have very many options for characters to do something that would hinder people and cause them to ask for the governing government for help on catching these criminals. I think instead of having combat soldiers sitting around, they should be thinking about catching the next criminal from hurting the galaxy. Or stopping smugglers from causing crime to sky rocket!
My idea would be something like a hidden cargo like "weapons smuggling" when you fly it from one planet to another they will give you a lot of credits, and not only that but it will raise the crime rating on that planet dropping the support. I think if smugglers are running cargo for the betterment of themselves to get more credits they could care less if they are raising crime on that planet and making it a headache for the government to stop.
Any other ideas would be great, open for all to add!
-
April 2, 2009 at 1:34 am #9602
Shadow trades definitely need some love, smuggling skills are solid but they need run blockade to bypass blockaded planets, or something like that, then change blockade to make it more common, then make planets where certain illegal items like spice or weapon components crystals are found that the government will blockade and then you need a smuggler to bypass the blockade etc.
Next espionage really needs some higher level skills, it needs a SOLID level 130 skill, 140 skill and 150 skill, or two of those, to give people a reason to main spec espionage. Maybe the ability to plant bugs on people like cameras and monitor them, special microphone planting abilities like "conceal_microphone" which would plant a pre-tuned microphone on the person but make it invisible, then you’d need another espionage main to "bug_sweep" similar to camera_sweep. Then maybe add a comprehensive research skill like lookup but have it add more useful information like which planets the player is wanted on, how much money they have, maybe partial bank account numers, this also could be a slicer skill instead of espionage.
All I would really add to slicer is a skill like "force_autopilot" that would allow them to hack the autopilot on a ship and turn it on or off by slicing the autopilot code, or a force dock command, so they can remotely turn off the autopilot and dock with a ship, similar to the fakesignal command to open bays.
Put customs guards back on every pad and make them confiscate spice/weapons/alcohol.
Add an NPC that buys player refined spice for a large sum, like a "shady dealer" on coruscant, then add a way to farm spice like on the stock kessel moon (not sure if that’s stock SWR or not).
Allow players to purchase a vendor and place it in a remote area of the planet called a "shady dealer" the purpsoe of the shady dealer would be only to sell spice refined by players as having a legitimate shop that sells spice is not very sensible IC.
Maybe give spies the ability to "scan_frequencies" looking for conversations currently taking place on non-standard frequencies.
Let spies modify droids to act as spies, let them remotely control MSE droids and things like this to spy on areas without actually being there.
Return hide to moving camoflage instead of just stationary hide and then remove detect_hidden goggles instead making detect_hiddne and bounty hunter only skill, this would give smugglers the freedom to move around the world messing with people and only have to fear their one major enemy, bounty hunters…
-
April 2, 2009 at 2:04 am #9603
Smugglers have a little more flexibility now that goggles hinder combat. Used to be you could wear them 24/7. They need: a high-paying source of income which will allow lawful players to crack down on them and inspire RP. I’d also like to see them get a little more combat viability, though that dodge-y feat is a good start.
-
April 2, 2009 at 5:02 am #9610
I threw this idea out on OOC, but I thought I’d expand here, because I think it’d be really awesome if done correctly.
The leader of a crime clan would have to be a 150 smuggler with the level 150 skill "syndicate". It works in conjunction with the organization and their base.
Pick out 10-12 vnums of their base and create a crime den. A master smuggler can then go to a planet and establish a syndicate. Half the trick would be finding an out of the way location that’s hidden enough to conceal their activities. Once the syndicate is established, he needs to employ some engineers to build the place, when completed, it will be an established link to their crime den.
The syndicate command would have a few other augments, like syndicate appointboss, where the smuggler will load a crime boss, as well as syndicate recruit, where he’ll recruit a force of thugs and thieves to steal.
Once the den is up and running, he can appoint player guards to keep an eye on things, or set landmines, whatever, while the leader himself works to lift goods from player owned shops.
The crime den will have a planning room, and that’s where the clan leader must use the syndicate crimespree augment. He’ll be engaged in running an operation for a long time, up to 5+ minutes (like crafting, or studying now). The success rate will be low, but when successful, the clan leader will steal one random item from one of the player stores on the planet.
Obviously it won’t be very noticeable at first, but if the leader continues to be successful at lifting items, players will notice. Once it’s been established that a syndicate has moved onto the planet, the large organization that owns the planet will be tasked with finding it, attacking it, and eliminating it. This is done by killing the crimeboss NPC loaded at the start. When the crimeboss is killed, everyone in the den is transferred back to the room on the planet where the den is connected/built and the den is effectively shut down.
At this point, anyone that doesn’t want to die or be jailed better high tail it off the planet or to a good hiding spot.
I sort of know how most of this would work coding-wise, but it’d still be a huge undertaking.
Any thoughts/suggestions?
-
April 2, 2009 at 11:13 am #9620"Athion":1mqf1kwy wrote:Any thoughts/suggestions?[/quote:1mqf1kwy]
+1 from me. That sounds really awesome, and would make some cool RP. Would also get governments doing more on planets they control
-
April 2, 2009 at 11:06 pm #9628
Clan-controlled pirate raids. If the clan is a crime clan, they get access to a command that lets them designate a planet to raid. NPC pirates raid the planet, and credits go to the raiding clan. It’d give crime clans a way to generate credits, make them a target for other clans, and also give other clans a reason to deal with them.
-
April 3, 2009 at 12:47 am #9629"Avanga":ke7y07mo wrote:Clan-controlled pirate raids. If the clan is a crime clan, they get access to a command that lets them designate a planet to raid. NPC pirates raid the planet, and credits go to the raiding clan. It’d give crime clans a way to generate credits, make them a target for other clans, and also give other clans a reason to deal with them.[/quote:ke7y07mo]
"Crime" clan != "Pirate" clan.
-
April 3, 2009 at 3:19 am #9631
Avanga, I got a Pirate clan app ready that has something like that set up for an idea for it, just no ones been open to code stuff in so i’ve kept it to myself so far
-
April 3, 2009 at 3:57 am #9633"RenegadeJedi":3i2sg2rh wrote:"Avanga":3i2sg2rh wrote:Clan-controlled pirate raids. If the clan is a crime clan, they get access to a command that lets them designate a planet to raid. NPC pirates raid the planet, and credits go to the raiding clan. It’d give crime clans a way to generate credits, make them a target for other clans, and also give other clans a reason to deal with them.[/quote:3i2sg2rh]
"Crime" clan != "Pirate" clan.[/quote:3i2sg2rh]I don’t know if you’ve noticed or not, but as it stands, crime clans are little more than private clubs for cliques. At least this gives them something to do.
-
April 4, 2009 at 5:24 am #9639
We could lift the ban on mugging on non newbie planets, more or less my meaning is that core planets due to the well developed law enforcement infrastructure have banned mugging and made it stick but say on a planet like ryloth or tattooine where it’s lawless someone might just attack you for your crap.
To be honest mugging isn’t really that bad, it’s not like perming for no reason, the mugged character doesn’t die, he just loses some of his crap/money.
Planets where mugging would not be allowed, "core" worlds:
Kuat
Corellia
Coruscant
Lorrd
etc….
-
April 4, 2009 at 6:06 am #9640
There’s some ‘crap’ you can’t replace once you lose it. Mugging is just plain stupid, and it promotes the wrong kind of attitude amongst the playerbase. I wholeheartedly support crime, but mugging is lowest common denominator and I’d rather not see it.
-
April 4, 2009 at 6:23 am #9641
Think I should clarify on mugging rules.
[b:1rodfyv3]Illegal: Shoot someone and use steal/swipe to rob them blind[/b:1rodfyv3]
[b:1rodfyv3]Legal: say "Hey give me your ship/sweet armor/eq/weapon/etc. or I will ruin your day" if they give it to you things, you are home free. Run! If they do NOT give it to you, you can stun them but if an attack occurs, you can’t take any EQ from them[/b:1rodfyv3]
It is entirely possible to play a savage pirate/thug/etc. within the rules, you just have to know the boundaries.
-
April 4, 2009 at 5:54 pm #9643
Not really, a savage pirate/thug would take what he wants and be gone, he wouldn’t just ask for it and if the person say’s no then say oh well, guess i’ll be on my way then.
-
April 4, 2009 at 6:40 pm #9644"Gann":1w48gcpy wrote:Not really, a savage pirate/thug would take what he wants and be gone, he wouldn’t just ask for it and if the person say’s no then say oh well, guess i’ll be on my way then.[/quote:1w48gcpy]
It’s not "I’ll be on my way" as much as… "I’ll inconvenience you by stunning you for not complying." But still, it’s better than losing your stuff. I’m not sure how many people would rather lose their ship/credits/equipment than spend a few minutes recovering from a stun.
-
April 4, 2009 at 7:46 pm #9646
Which is what im saying, you truly CANT play a real Pirate in this game, it’s impossible, to be a pirate you should be able to take stuff form people, and I don’t mean their whole inventory and what they’re wearing, maybe limit it to three things, then you can’t touch that person for 2 weeks, unless he attack’s you or egg’s you on, as far as taking someone’s ship, with the price of small spacecraft I would give up my ship if I was attacked by a pirate, small ships are almost free, I mean I could be an ass and say no, get stunned and wake and still have all my shit, but I would rather let that player play a pirate then be a dick.
-