Smuggler Archive
Thread: CURB questions just for curiosity sake.
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ana-mo-cara
Sun Jan 16, 2005 12:16 pm
#1
I suppose we have all heard rumors of what the CURB is bringing in general and for professions. Just curious what you guys think. We have all heard rumors, or got info from a friend in the know. This is just based on what I have personally heard, and I took it to the next level. To see what you guys think.
Armor certifications have been mentioned. Where certain professions will get certs for armors that other professions cannot use. Odds are composite will be BH/Commando.
Question 1 what armor do you think the smuggler should get, and why.
Ubese
Bone
Chittin
Padded
Mabari
PSG.
Please lets not say this armor because its the second best. Pick the one that most readily fits the smuggler persona.
Question 2 weapons cert. From what I have heard some weapons may be gone moved, and some new ones added. This question is if smuggler were to get a weapon cert what kind of pistol should it be.
Damage type, Heat acid electric cold kinetic blast.
Should the weapon be fast but weak, or slow but powerful. Which would be most of use to you.
Question 3 Skill point requirements. We have seen that BH requirements were lessened, and supposedly that was part of the CURB.
Would you prefer the skillpoints to be reduced. Would you prefer the skillpoints to be increased. Why?
If the skillpoint use were the same would you want to keep the unarmed or would you like it to be another line maybe in another base profession.
What do you think would be the ideal prereq for novice smuggler.
Question 4. Sliceing havent heard much about the slices changeing, but its reasonable to assume that if the weapons get overhauled the alteration of weapons will be changed aswell.
Do you think sliceing will or should get locked in stat to remove randomness?
Do you think sliceing should have a chance of destroying a weapon?
Do you think sliceing should be weaker or stronger. Weaker if your in favor of slices getting less ranges makeing all slices meaningful. Stronger you would like sliceing to be even more essential.
Do you think sliceing should be more a skill based endeavour like crafting. So that a smugglers resources, and knowledge are more important, or is the way of randomness the best system.
Question 5. Spices we have heard everything on this from A to B. Buffs will still remain king but weaker. Spices will last longer then buffs and so on. So here are some pertinent questions.
Should smugglers get even more spices to craft. Why or why not.
If spices get a serious boost. What would be a good length of time for the effects to last. Same as now or much longer. Why would your duration be the best.
Should spices be like other crafted items that are not generic the better the resource the better the spice?
Downer should a spice downer be less severe in time or damage done. Shoule a downer be based on a ratio to the upper.
Question 6. If the CURB reduces player strength across the board. Plus smugglers get a better boost to evadeing scans. Should the crate size for smugglers be increase on knives spice, and clamps.
Question 7. Sliceing terminals is very underutilized in the game. If the devs improved sliceing terminals which would be more important. Saying 25% as a locked number.
Increaseing mission difficulty. Plus allowing a smuggler to slice for truely hard game. Say drawing krayt dragon missions for a group of 15 players on tattooine.
Increaseing the payout on missions.
If a terminal is sliced how long should the terminal slice hold?
Question 8. Talking to jawas while cool is less then enjoyable. Which would be better.
Getting the ability to talk to more npcs. Tuskens, or even semi intelligent creatures. To draw missions no other players could get to.
More options when talking to npcs. Such as in KOTOR. Allowing a smuggler to open more options when talking to npcs. To either get a better reward, or to access critical info that other players might not be able to get.
Question 9. Faction point tradeing can be slow and tedious. Which would be better.
Smuggler can buy as many faction points as they want as long as they are in the faction they are buying points from.
Smuggler can buy faction items to give directly to another player, but not be able to use them themselves.
The system is great the way it is and should never be touched.
Question 10. Almost every profession gets a terminal for their professions. Rebel, Imperial, artisan, entertainer, explorer, mission, Bounty. Which would be better.
Smuggler can slice a mission terminal to unlock smuggler missions. Like they were hidden because of their criminal nature.
Smuggler terminals only useable by smugglers the way BH terminals are.
Okay thats all of them.
Polarbear868
Sun Jan 16, 2005 2:01 pm
#2
1) I personally think smugglers shouldn't wear armor because that's just not very scoundrel-like. Instead smuggler should get special dodge and defense bonuses, even special clothes JUST FOR SMUGGLERS that give defensive bonuses. Hopefully armor will get a nerf, making the gap between wearing composite and not wearing composite smaller.
2) Smugglers should get a special smuggler-only pistol, looks like han solo, shoots red laser, probably energy damage, and is very accurate, fast, and strong. Im greedy, and we deserve it.
3) I am happy with the skill points. I feel a smuggler is most at home in an urban environment, where they must learn to defend themselves with a side-arm or unarmed.
4) I am lazy, so I think slicing should be exactly the same =p.
5) Spices should be king because of the downer, but because doctors have a stick up their you-know-what, I think smugglers should get to craft spices that affect skills, like the loot that increases pistol/carbine/whatever speed/accuracy for 5 minutes, maybe even some that affect defenses like KD resistance. Also, smugglers themselves should be more immune to the downer of spices because they have built up a tolerance over time. They should last longer and have less of a downer since buffs are still stronger.
6) All I have to say is that clamps themselves should be stackable.
7) You should be able to slice the terminal so that the terminal thinks you completed the mission, giving you instant pay-out. Because this is illegal, to avoid being caught you can only do it once an hour, that'd be cool.
8) You should be given access to special areas, special missions, etc for underworld connections.
9) Smugglers should be able to buy as many faction points as they want!
10) I love the idea of unlocking special smuggler missions on the terminals by slicing them!!!! That is the best idea I've heard!!!!
2) Smugglers should get a special smuggler-only pistol, looks like han solo, shoots red laser, probably energy damage, and is very accurate, fast, and strong. Im greedy, and we deserve it.
3) I am happy with the skill points. I feel a smuggler is most at home in an urban environment, where they must learn to defend themselves with a side-arm or unarmed.
4) I am lazy, so I think slicing should be exactly the same =p.
5) Spices should be king because of the downer, but because doctors have a stick up their you-know-what, I think smugglers should get to craft spices that affect skills, like the loot that increases pistol/carbine/whatever speed/accuracy for 5 minutes, maybe even some that affect defenses like KD resistance. Also, smugglers themselves should be more immune to the downer of spices because they have built up a tolerance over time. They should last longer and have less of a downer since buffs are still stronger.
6) All I have to say is that clamps themselves should be stackable.
7) You should be able to slice the terminal so that the terminal thinks you completed the mission, giving you instant pay-out. Because this is illegal, to avoid being caught you can only do it once an hour, that'd be cool.
8) You should be given access to special areas, special missions, etc for underworld connections.
9) Smugglers should be able to buy as many faction points as they want!
10) I love the idea of unlocking special smuggler missions on the terminals by slicing them!!!! That is the best idea I've heard!!!!
ana-mo-cara
Sun Jan 16, 2005 2:39 pm
#4
Purturbing thought on fifty percent slices. At such a high number isnt smuggler undercutting crafter quality. In other words its less the quality of the product and more the random luck of a slice that defines worth. Anyone think that a smaller smuggler range would be better with a lower cap and higher minimum. Sadly smuggler has become a serious endaround of natural item limitations. Such as in armor resists and weapons speeds. Wouldnt a 20 point range of slices be a fairer solution? I just cannot see haveing fifty point slices being a good thing.
Another thought if smugglers are very appearance concious wouldnt PSG the way to go since its invisible. I included it in the armor certs, because there is the possibility that it might not stack with armor after the CURB. Which makes sense if they decided to put stronger caps in play in the game. Wouldnt a PSG mark 4 be better even if it had less durability then sets of armor.
I also doubt that the players will let smugglers steal from other players. Theft is not a roleplay element in the game. That was said by the devs on numerous times. What is to stop a smuggler from grouping with multiple players and to sit in a mission heavy town and rob players with no recourse.
As it is now the smuggler only has two real choices of pistol dh17, and the fwg5. Neither one of these weapons is all that stellar. With limited mods the striker dl44 tangle dl44metal are hard to make worthy as sidearms. The weapon han solo used was a dl44. Unfortunately that is not a great gun. Jango used republic blasters from what I gather. A non bh weapon. So should we limit our vision as smugglers. What of a blast pistol or a electric pistol. I expected a little more imagination on the weapon I guess.
ana-mo-cara
Sun Jan 16, 2005 2:42 pm
#5
Post script I got this from the rumor mill and friends. Some may or may not be in the testing. So no this stuff isnt stripped right from documents or anything like that. Thanks for the good feedback though.
Polarbear868
Sun Jan 16, 2005 2:50 pm
#6
I stand by my opinion that smugglers should get a han solo, DL44-like pistol with red laser, and a scopey thing on top, that is better than what we have now.
SlicerHerod
Sun Jan 16, 2005 3:03 pm
#7
I didnt mean the 50 slicing points to represent the percent increase, at most, lets say the slider was increased by 50 pts for damage, this would only result in an increase of the current 35%...the pts are only a representation of the slider...so to avoid confusion, ill just change the pts to represent 1pt per 1%....35 pts. MAX at master. Does this help?
Also, since they are NOT going to let someone steal, lets just say that it copies the reward, to avoid griefing...Duplicates the award and TEF's the smuggler for the player whose reward has been copied (if a failure to avoid such a detection)
fishbrains
Sun Jan 16, 2005 3:30 pm
#8
DrevenStrobe wrote:
Geevo wrote:
I enjoy reading...but can't comment.
Ditto
mhmmmm
Nicolas_Frost
Sun Jan 16, 2005 5:32 pm
#9
ana-mo-cara wrote:Jango used republic blasters from what I gather. A non bh weapon. So should we limit our vision as smugglers.
If these look like Republic Blasters, you need to get your eyes checked.
TomoRainer
Sun Jan 16, 2005 6:06 pm
#10
Hmm, that one kind of looks like a Striker pistol. Jango must have been an Elder lootwhore.
ana-mo-cara
Sun Jan 16, 2005 6:20 pm
#11
Well they are chrome plated. The only other shiney gun I can think of is a dl44metal pistol and that doesnt look anything like those guns. I suppose it looks more like a republic meets a d18. It most definately doesnt look like a scatter pistol.
maxtheusher
Sun Jan 16, 2005 8:07 pm
#12
could have sworn jango used de10s... maybe I should sit through that movie one more time...
BainVenom
Sun Jan 16, 2005 8:33 pm
#13
1. Most of the smugglers I see and envision are wearing clothes. We are not warriors but scoundrels. Our skills are ones of evasion and trickery. So my solution would be to give tailors with BE ingredients the ability to craft smuggler clothes that enhance our skills. I'll explain more later.
2. Any of the marksman pistol certs are fine with me but we need bonuses. One does not simply work away all the pisol exp we require and not improve his skills...Nothing to match a pistoleer or bounty hunter but enough to give us a medium boost in skill. I'd like to see a few more pistols added but I'll have to drag out my star wars weapons book to browse and I don't have it!
3. We either need the unarmed requirement removed or a few skills + bonuses to unarmed skill in order for it to make sense...as of now the only thing I use it for is to supplement by using intimidate and access to tk meditation.
4. Slicing needs to be set and not random. Incorporating resource quality could be a good thing too. A quicker interface would be beneficial considering the amount of slicing that is demanded of us. And fix the damn color change bug!
5. More spices would be cool like improved weapon speed or accuracy. We need more to sell other than just muon and pixie. Those new loot drops are perfect examples of what we should be able to craft and I think we were dealt a very low blow when those were introduced as loot and not schematics or just added to our profession as craftable. The length of spices needs to be lengthened by 2x and the downer 1/2 reduced. Or have the same time and downer time and increase the stat boost.
6. 50 will only help and not hurt anything. They take such little amount of resources as is.
7. The payout should be increased 2x what it is now and mission difficulty increase would rock! If we had the chance to pull a krayt mission people would ask for us to join them on hunts rather than avoid us. Infinite refreshes as we did just hack the system successfully and it should be at our mercy until we leave and give them time to repair.
8. Great idea. After all a master smuggler has been around and seen it all and swindled with the best of them.
9. There is no reason to have a limit to the amount we can buy. A slider would be nice or a box to input the amount we desire to purchase.
10. Smuggling would make our profession what it is. We need to smuggler whether it be a new terminal or changing our skills to reflect our nature it needs to be implemented.
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