Smuggler Bazaar System

Smuggler Bazaar System
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal

1. Smuggler Bazaar System

  • Smugglers craft and place Smuggler Bazaars in player-run cities or remote locations.
  • Restricted Items Only: Jedi contraband, spice, stolen goods, illicit weapons, and high-demand illegal mods.
  • Hidden Market: Items in Smuggler Bazaars do not appear in the main bazaar search. They would be searchable within the system.
  • Passive Income for Smugglers: Smugglers earn a cut from all sales, with optional taxation by player-run cities.

2. Bribing Authorities & Factional Alignment

  • Smugglers can bribe either the Empire or the Rebellion for protection from NPC crackdowns.
  • Bribing the Empire: Imperial-aligned Smugglers avoid Imperial inspections and NPC raids but may be targeted by Rebel-aligned bounty hunters.
  • Bribing the Rebellion: Rebel-aligned Smugglers avoid Rebel-aligned NPC harassment but risk exposure to the Empire’s stronger enforcement.
  • Bribes cost credits, acting as a credit sink and requiring periodic upkeep to maintain protection.
  • Faction Influence: Smugglers contribute small amounts of planetary GCW control to their chosen faction through ongoing bribes.

3. City Policies & Contraband Regulation

  • Player-run cities can allow, tax, or ban Smuggler Bazaars.
  • Crime-friendly cities benefit from economic growth but risk Imperial or Rebel NPC action.
  • Strict cities may choose to ban Smuggler Bazaars outright, forcing Smugglers into more remote locations.

4. Bounty Hunting & Law Enforcement Mechanics

  • Bounty Hunters and player-driven law enforcement could track Smugglers with high heat if they fail to maintain their bribes.
  • Imperial-aligned cities may conduct raids if they detect an unaffiliated (non-bribing) Smuggler Bazaar.
  • Smugglers could employ countermeasures, such as bribes, disguises, or hidden bazaars to avoid capture.
Justification

What Problem Are We Solving?

  • Players Already Circumvent the System – Many trade contraband via Discord, backpack descriptions, and out-of-game workarounds.
  • Smugglers Lack Meaningful Economic Power – This system creates a true black market, making Smuggling a profitable and immersive profession.
  • No Risk/Reward for Illicit Trade – The current economy lacks player-driven crime and enforcement mechanics that could expand emergent gameplay.
  • GCW Feels Disconnected from the Economy – This adds an economic front to planetary control mechanics, tying Smuggler activity into the war effort.

How This Enhances the Game

  • Creates a Player-Driven Underground Economy – A structured black market trade system enhances the game’s sandbox appeal.
  • Gives Smugglers Unique Power – Smugglers own and profit from the illicit economy, offering real incentives for the role.
  • Encourages Player Governance & Conflict – Cities can choose to embrace, tax, or suppress contraband, allowing for dynamic law vs. crime interactions.
  • Ties Economy to GCW Mechanics – Smugglers become key players in planetary influence, as their bribes contribute to Imperial or Rebel planetary control.
Motivation
  • The current workaround (Discord/backpacks) is immersion-breaking and exploits out-of-game mechanics.
  • Smugglers’ earnings via mission content are much more limited compared to Bounty Hunters, making this an alternative income stream that is thematically appropriate.
  • Jedi contraband and illicit goods need a structured economy instead of chaotic Discord trades.
  • Contraband and illicit goods should feel risky yet rewarding, giving bounty hunters, law enforcement, and criminals a role in shaping the economy.
  • GCW planetary control lacks economic influence, and this system creates a trade-based contribution model.
Introduce a Smuggler Bazaar System, allowing Smugglers to craft and place black market bazaars in player-run cities to sell Jedi contraband, illegal goods, spice, and other restricted items.

Unlike traditional bazaar listings, items in Smuggler Bazaars are not searchable via the main market, keeping transactions underground and exclusive to those who know where to find them. A percentage of each sale goes to the bazaar owner (the Smuggler), with optional city taxation for player-run governments.

To balance risk vs. reward, Smugglers can align with and bribe either the Imperial or Rebel faction, granting them protection from NPC enforcement actions while contributing to Galactic Civil War (GCW) planetary control. This creates a dynamic choice for Smugglers while allowing cities and factions to influence the black market economy.
 
These things might already be worked on, the new noteriety system is coming, we just dont have a clue when, Nar Shada is comign with it.