Smuggler Archive
Thread: How many would actually oppose dropping the spice tree for something better?
In doing that, they should also limit one's involvement with the GCW factions when you declair for Jabba or Karrde (say a cap on your rank)
Make dealing with spice more opional...
Of course, I'd like to see the slicing tree gutted as well...
Message Edited by KaiRan on 08-10-2004 09:41 AM
Iawo wrote:
It's been said before that the devs can't decide on what to do with smuggler because they can't find a balance between the crafting side and the fighting side. So I ask: Would you really be upset if the spice tree was traded out for something else, and the ability to actually SMUGGLE?
Here's what I'm thinking, remove the ability to craft spices. Don't take them out of the game, make them a 'cargo' that we must smuggle for our customers. Beef it up quite a bit too.Make it so we can get some of the cargo itself as a payment along with the credits, or we could just steal the whole cargo for ourselves. Doing that would have a high chance of putting us on the BH terminals. Make it something worth stealing though, something we could actually make a profit on if we decided to sell it ourselves.
What to put in the place of the spice tree though? More combat moves? Combat enchancements (speed / accuracy)? Defenses? The ability to "tweak" parts of the JTL ships? Other unique ablities for JTL?
Personally I think something unique to smugglers for JTL would be nice. Along with some combat defenses, a few speed/accuracy bonuses, and a few more moves. Give us something worth other combat classes' time to dabble in OUR proffession for once. Han didn't feign every time he got into trouble, he fought his way out.
I still can't believe that entertainer missions where added before real smuggling missions. I don't mean normal deliver mission, I mean dangerous, high paying smuggling missions with stuff we'd be tempted to take ourselves. Sigh.
JamesHighwest wrote:
No, don't move spices to Chef. Chef's don't run meth-labs. Just get rid of the crafting of spices. Make them worth using and make them hard to get through quests, missions, whatever.
No No No No.
I don't want to have to go to something like the Deathwatch Bunker or run inane quest after inane quest just so I can smuggle.
- Spice is a consumable
- Players make all the consumables.
- Exceptional items come from quests, missions, whatever.
If you want a very exceptional spice like Ryl to be a quest, very cool....
I say Chef because the Spice=Drug & Spice=Food thing works will with how the term 'spice' came into use and Chef food is the closet analogy to spice.Chefs are not chemists though. I realize this. The closest profession that would be a chemist is a Doctor or Combat Medic (but I'm not willing to give those professions spice production... they make enough money... but now that I'm thinking about it....what if spice acted like a doctor buff that anybody can apply... the only problem is that there is an big downer.... )
I say we gain the ability to refine spice to make them two of these three choices:
Stronger
Last Longer
Have fewer drawbacks.
I got a lot of thoughts on this but spilling ideas lately seems a lot like masturbation.