Articles

SWG RP Smuggling System

In Uncategorized on 2008-03-19 by Kyle Maxwell

Universal Shipping System

Introduction

A persistent network of trade routes can be used to provide smugglers, law enforcement authorities, bounty hunters, and others greater immersion and the opportunity to play out both legitimate and illegitimate shipping.

Sponsoring a route
Sponsoring a route means your character will be supplying the goods to be transported. All you need do is have a start point and a destination point and supply a prop or goods to be used as cargo. Vendors can be used for these start and finish points if desired.


Cargo

Cargo may be classified as either heavy cargo or light cargo. This includes non-master pilots, yet also requires the use of POB craft.

Light cargo is any object small enough to be carried on one’s person, possibly concealed. As a guideline, light cargo should be an item about the size of a loaf of bread. Data disks, DNA samples, or small amounts of spice are all examples of light cargo. If a vendor is in use, a backpack should be used to contain light cargo to make it easy to identify as such for anyone taking the mission.

Light cargo can be transported via any vehicle or mount, or on foot and can be transported in any type of spacecraft, including fighters.

Heavy cargo is any cargo that is bulky and not easily carried or concealed on one’s person. Some examples of heavy cargo are factory crates, starship parts, or full suits of personal armor. If a vendor is in use, a chest should be used to contain heavy cargo to make it easy to identify as such for anyone taking the mission.

Heavy cargo can only be transported over land by a multi-passenger vehicle of sufficient size (e.g. a V-35 or a desert skiff) and can only be transported in space by a POB craft.

When using a vendor to supply cargo for transport, containers must be labeled with the destination planet and exact coordinates of the drop off point. This is a simple matter of naming the chest or backpack “Naboo 1245 -367” (as an example). This clearly indicates the cargo’s destination as the planet Naboo at the coordinates 1245 -367. Also, if the cargo is contraband the container should have (c) at the end of the name indicating that, if successfully scanned, it will be counted as contraband.

Moving the goods

Overland transport can be done by any means desired as long as it is allowed by the cargo type. The only limitations are the distance must actually be physically traversed by the character(s) moving the cargo. This means public shuttles, ITVs and using the cloning mechanic as a means of reaching the destination are not allowed so that opposition may have a chance of intercepting the cargo. Players may also choose to RP out the pickup or delivery using things like Binary Load Lifter droids.

Space transport of cargo requires a little preparation by the transporting character(s). The ship transporting cargo must actually be launched into space and travel along a trade route to its destination. This means the use of instant travel between planets via the ship terminal is not allowed. A ship transporting cargo must reach its designated sector exit point to hyperspace out of the sector it is currently in.

Space lanes

The use of designated space lanes is a function to both streamline logistics and create “chokepoints” for interception. When traveling from sector to sector on a cargo run, there are two waypoints that must he reached, the sector entry and exit points. These are the only two waypoints important to completing a cargo run through a sector, although intermediate points may be used if desired to allow additional time for interaction.

When exiting your starting sector or launch point, the exit point is always the hyperspace point furthest from the planetary station you just departed from.

If the sector being traveled is not your final destination or start point (i.e. a midpoint sector along the total route such as Naboo or Corellia), then the entry point is the hyperspace point furthest from the sector’s primary planet and the exit point is the hyperspace point furthest from the entry point. Naboo and Corellia are their sector’s primary planets.

When jumping into the final sector, the entry point is always the hyperspace point furthest from the planetary station of the planet of your destination. The exit point is always the planetary station.

The route to be taken can be chosen based on several methods.

One method is based off the public transport map. If you could not take a public transport directly to your destination, you must pass through a midpoint sector just as you would if you had taken a public transport. This means you could launch from Tatooine and hyperspace directly to Lok’s sector upon reaching the Tatooine exit point. You could not go from Lok to Corellia, however, without first passing through either Tatooine’s sector or Naboo’s sector, just as if you had used the public transport system. For the purposes of this system, Kashyyyk should be considered to have a direct public transport route from Corellia and Talus.

Another method is to use any routes available once launched. This makes tracking much more difficult, which may greatly reduce the potential for RP and interaction. Class 5 events (see below) may

Opposition

Sometimes it will be necessary for someone to scan another for contraband. The scanning character or ship rolls a die, then the scanned character or ship rolls a die; high roll wins. In the event of a tie, the roll goes in favor of the scanned party. No modifiers are required unless both parties agree on them.

Contraband scans should take place in close proximity: within 10 meters of scanned target on the ground or within 1km (1000m) in space. These scans should be clearly indicated via emote or RP interaction so all parties involved are aware of a scan taking place.

OOC Communication

An OOC chat channel will be in use to announce the beginning of a cargo run. See your local server community to choose this channel; /smuggler is a good potential choice if it is not used on your server. This announcement is the responsibility of the player doing the run. This lets other players know there is a cargo run going on so the cops, pirates, etc can participate.

The transporter of the cargo must announce the beginning of the run before they move the cargo. The transport must also announce the end of the cargo run (either by completion of the run or the failure to reach their destination) on this channel. The only critical information that needs to be communicated is the fact that a run is starting, the ship type and name that is to be used on the run if it includes space travel, and play style. Coordinators may, of course, choose to give one side or the other additional intel, such as an Imperial intercepted communication indicating that the smugglers will be passing through a particular system.
Play Style

Class 1: Milk Run

For various reasons, some people do not like to PvP. This type of event will respect this, and hence there will be no PvP taking place. This is not a single player mode, as players can still form a convoy. Placing storyteller NPCs on the ground as well as flying through NPC spawns are ways to spice this type of event up.

Class 2: Calculated Risk
2a) PvP in space is possible, but none on the ground.
2b) PvP on the ground is possible, but none in space.
Pick your poison.

Class 3: The Real Thing

PvP both in space and on the ground is possible via /duels.

Class 4: Everything Goes

This type of event is only for those not easily offended and willing to roll with everything reasonable. Not only is space and ground PvP allowed, but the opposition may also come up with ideas you haven’t even thought about. This may very well put you at a severe disadvantage. No complaining here, though. You knew the risks when you took the deal.

Class 5: Free For All

Not only can PvP occur both on the ground as well as in space, it is also rather likely since all players are required to go overt both in space and on the ground for an extra kick. Keep an eye open for both sneaky roleplayers and PvP enthusiasts while also remembering that factional NPCs will aggro on you as well. Only for the truly daring!


Conflict Resolution

  1. Ground: Class 2-4 missions need to state whether it is a /duel, /emote, rp-pvp or /emote + dice mission. In case of a /duel type setting, the event needs to state whether buffs and or GCW buffs are allowed.
  1. Space: In class 2-4 missions, combat will not commence right away. As soon as two ships meet, they enter what I’d like to call “conflict mode“. That is to say, it is being assumed that either one or both may have hostile intentions. Till this is being resolved, neither one may leave the system. While being in conflict mode, ships may fire warning shots at each other to get attention (no harm done because combat is not yet entered), crews may man their stations, threats may be ushered and negotiations started, distress call may be sent – simply everything we call “roleplay”.If a peacefully solution cannot be reached, all involved enter “combat mode“. In other words, they exchange duels, but do not start shooting at each other yet. Instead, the attackers move to a safe distance, perhaps in the 3-5k range. Once there, both parties reassure each other that they are ready and then the combat can be resolved as usual. Now since there is a not insignificant distance to bridge (intended to give any POBs present ample time to accelerate to full), it has to be made sure that the attacked ship doesn’t simply hyper out before the attackers even get into weapons range. The groups can agree on either a timer (perhaps 1-2 minutes) or reaching a certain destination (preferably at least 10k away) as a requirement before the fleeing ship can hyper out.

Success or failure

Missions will fail if any of the following occur:

  1. The transporter is incapacitated by another character participating in the mission and no allies are around to complete the job.
  2. The transporting ship is destroyed or disabled and unable to make repairs.
  3. The transporter surrenders their cargo.
  4. The transporting ship makes a premature hyperspace jump (has not reached a designated hyperspace point before making the jump). Approaching within 1km is close enough to count as a legit jump.
  5. The transporting character(s) take too long to complete the mission. This can be determined at the route sponsor’s discretion, but about 3 hours is a good time frame.

Appendix A: Entry Points

  • LOK: Voria’s Ember 14k from Lok station
  • TATOOINE: Miner’s Yard 15k from Tatooine station
  • NABOO: Sea of Veruna 12k from Naboo station
  • RORI: Kylantha’s Whim 13k from Rori station
  • CORELLIA: Trifecta Star 15k from Corellia station
  • TALUS: Corellia’s Own 13k from Talus station
  • ENDOR: Durillium Sea 11k from Endor station
  • YAVIN IV: Smuggler’s Run 16k from Yavin station
  • DANTOOINE: Gorvera Space 16k from Dantooine station
  • DATHOMIR: Empire Blockade 13k from Dathomir station
  • KASHYYYK: Imperial Overseer’s Base 10k from Kashyyyk station


Credit

This system is based upon the work of many roleplayers on Starsider, in particular Inaera Kell, Jascyn Siltar, and Joron Darkdust.

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