Smuggler Archive
Thread: Everyone should be able to smuggle!!!!
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Capt_Baobab
Thu Oct 28, 2004 4:27 am
#1
Uh, dude? we can't smuggle.... on ground, or in space... the privaterr line has some "smuggling" missions, but those are open to everyone....
and no, i didn't one star you...
and no, i didn't one star you...
KiayaWi
Thu Oct 28, 2004 8:30 am
#2
I didn't work 7 months (I'm not a grinder) to Master a proffession just so everyone else can do it too! Even if we do it "better" it doesn't matter. We're the smugglers...if anyone gets to smuggle it should be those people that took the time and skill points to become a smuggler!
I mean you don't see me asking to be able to make my own armor that would just not be as good as if an AS, whotook the time and skill points to become an AS, made it.
Man! Now I'm getting cynical...think I've been a smuggler too long 
Jaguarrr
Thu Oct 28, 2004 8:47 am
#3
I have one thing to say:
"Don't make me destroy you."
Well I could live with that if they have a chance of 1% to successfully smuggling something. If they fail an ISD spawns on them. 
01201986
Thu Oct 28, 2004 8:49 am
#4
Just so you know, I did 1-star you, cuz that's just irrational. No one should be able to smuggler except smugglers, it completely defeats the whole point of being a smuggler. Thats what a smuggler does...he smuggles (at least he's supposed to) hence the title of "smuggler". next time you post something, be sure to think it through.
and no, smugglers have no space bonuses atm, nor does a spice yet exist that is equal to buffs, although we are hoping gliterstim may one day be that spice.
DrevenStrobe
Thu Oct 28, 2004 9:12 am
#5
Last I checked, everyone *COULD* smuggle...
All you needed was a droid with item storage...
or
Become a high-ranking Imperial...
or
Join the Smuggler's Alliance as a neutral pilot in JtL...
All things available to everybody...NONE of which require Smuggler skills...
JTGAlpha
Thu Oct 28, 2004 10:07 am
#6
We dont' need space bonuses. We need a necessity for our profession. We need a system where contraband is illegal and the skills to avoid the detection of contraband. That's smuggling.
lurdanta
Thu Oct 28, 2004 10:25 am
#7
01201986 wrote:No one should be able to smuggler except smugglers, it completely defeats the whole point of being a smuggler. Thats what a smuggler does...he smuggles (at least he's supposed to) hence the title of "smuggler".
I agree with your reasoning. It's the same as saying I think everyone should be able to heal or buff without being a Doc.
JTGAlpha
Thu Oct 28, 2004 10:26 am
#8
Lurdanta...exactly...
I can't smuggle. I'll get caught. I can't make a career out of running drugs to mexico because I know nothing about the business. I wouldn't even know where to start.
Bzzzz
Thu Oct 28, 2004 10:49 am
#9
Not to jump on the "Stab-the-n00b!" bandwagon, but a lot of these ideas have already been discussed back and forth in our various concept threads.
And then of course there are GreenMarine's concept threads:
This is not to say that new people's ideas aren't important, but if you look through these, you'll discover that a lot of what pops into your head has already been weighed and balanced here in detail. And to be frank, while always welcome, profoundly new ideas are almost impossible to come up with at this point. 
-Zz
CyrusJ
Thu Oct 28, 2004 12:50 pm
#10
It's just that if you are a smuggler you should get skills to make this easier. I think that slicing and spice should be folded into underworld. We should have a spce specific skill tree and a Smuggling skill tree.ButThats just me. By the way if you have any Ideas now that you have played JTL on how to give smugglera competive edge in space (remember smuggler skills should focus on out running the law not attacking it) post em here. Last thing weshould have toPreform missions to get spiceit should be rare and powerful. Best way to make it worth while is to make it equal to Doctor buffs but you can determine how long it will last by taking dossages with say a 2 hour cap. this way you don't have to go to thestarportin Cornet to find a doc to buff. Post your Ideas for skills!!!!
CyrusJ
Thu Oct 28, 2004 11:56 pm
#11
Look guys i feel your pain. I've played this game since day one. Hell I tracked this game since it was an Idea thrown out at a LA board meeting 6 years ago. But the fact is that you can'tallow only one class to break laws in a game. You can equip a class with abilities to break the lawsand get away with it but everyone in the game should still be able to break the laws.And just because a player is able to try to outrun a imperial blockade doesn't mean he should be successful at doing it. Anyways there isn't any smuggling yet beside the SA.I don't knowif anyone here every played a text based MUD. Well their was this one called Ancient Anguish. Only one class (rogues) was able to break the law. Guess what everyone became a rogue. As for space skills hell yeah we need 'em. Where would Han be without his exelent ability to pilot the millenium falcon. I mean look at the movies
"chewy lock in the auxillary power"
"I've made a few special modifications"
"this baby has a few surprises left in her"
"We can still out maneuver them"
"I know a few maneuvers will lose 'em"
"chewy jam his signal, center switch"
Not to mentionattaching his ship to a freaking star destroyer, and doing his own repairs. Lets face it we are as much a space proffesion as pilot. Oh well just thought you guys got the wrong impression.
Shrendyc
Fri Oct 29, 2004 8:00 am
#12
Ok, I will keep this simple.
This is a game. Games need to be balanced in order to keep harmony and a sense of fair play. I've read someone signature that it should be a form of Rock/Paper/Scissors, meaning that each class balances, and is balanced by, another class.
We are smugglers, and the game designers have placed this class into the game. We are not Doctors, and since we are not doctors we can't buff or heal people. We're not Architects, and since we're not architects, we can't build houses or make furniture. We're not Creature handlers, and since we are not Creature Handlers, we can't tame and train creatures. We don't harvest resources, we don't harvest meat from animals, and a whole slew of other activities. Because if we could, we eliminate the need to have those vital (or should be vital) professions in the game. By giving out those skills above to the player base as a whole, we eliminate the need for people to be in those professions.
As smugglers, we are still waiting for our vital role in the game. What do we do now? We make spices which no one absolutely has to have to suceed, like combat classes need weaponsmiths or armorsmiths. We can slice weapons, again, which no one needs, like they need entertainers to heal battle fatigue since they can't do it on their own. We sell faction, which again, no one needs since they can run missions themselves and earn it - it will just take a little longer. And we have pistol skills which assist no one but us ina fight, and not very well at that without the accuracy mods a pistoleer gets.
So by allowing the entire playerbase to smuggle, you've taken away from us the one thing that could make us unique and vital. Why would anyone play a smuggler? What purpose would that serve? It would kill this class even deader than it already is. This Smugglers Alliance thing may not seem like a big deal to everyone else in the game (smuggling with a little s indeed), but to me, and most likely to a lot of others out there, its another step in the wrong direction. Now that JTL is live, and this is out there, it will be nearly impossible to get altered.
Think I don't know what I am talking about? Lets look at the Panic Shot change, and how they will come back in re-evaluate that. (still waiting). How about that secret spice downer change that we STILL don't know why was done. (good lord its been MONTHS). For a more recent example, we have the autopull issue. Wasn't supposed to hit live, yet here it is, and it is STILL not getting fixed. So when we smuggler react so violently and so strongly to changes, its due to a long history of negative things impacting the viability of our profession.
I started playing SWG to play a smuggler. I don't want to be anything else, really. I have 2 toons that I play, and BOTH are master smugglers. Threatened to change my template a hundred times out of disgust but just can't do it. Too stubborn, too dedicated, too lazy, take your pick. Fact is, the one thing that will make me leave the game, is if this profession gets destroyed. Its getting close as it is, and as much as I hate to admit this, I am holding onto a thread about the revamp.
But at this point, that revamp had better be the BEST THING ever produced in this game. SOE owes us that now. We've put up with so much for so long, that anything less is criminal and unacceptable. If the Smuggler revamp turns out to be a handful of new and useless spices, a pistol shot that is worthless, and some new text to tell me what I can't do, then I think myself - and probably a lot of other people - will have to say enough is enough. Because, after we get revamped, we won't get touched again as a profession.
Face it - that revamp is the last hope. SOE screws it up, then the profession is a write off. So we need to take a stand NOW for the things that are important. Anything less sends a very bad message to the people designing this game.
JTGAlpha
Fri Oct 29, 2004 1:10 pm
#13
I can and should be just as good at smuggling on the ground as in the air because I'm doing the same thing, utilizing the same skills, just in different contexts. Yes, I'm using different tricks but those tricks are all based on the same tactics and mindsets of diversion, speed, stealth, and in rare cases hurtin'-power if needs be.
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