Smuggler Archive
Thread: My two cents about the upcoming Smuggler Upgrade.....please let me know if you like it
This was my post in the "Smuggler Update" thread in the "In Concept" forum......but it was all the way back on page 21 so I wanted to post it somewhere where someone might actully see it and either say yeah or nay to it.....let me know what you think. The first part was from the thread itself and what they were talking about....if you haven't read it all I suggest you do so....there was a lot of good things in there.
Getting Paid
Once the smuggler arrives at his destination with the goods, he’ll want to be paid. Successful completion of a contract is worth credits, but also a portion of the goods delivered. This system will replace the current method of crafting spices. In the new system, the smuggler will pick up a load of spice and deliver it, receiving a crate of spice and a few credits as payment. The type and quantity of spice (or any other reward) will depend on the difficulty of the mission.
Ok not that anyones going to see this on page 21 but my two centsarefree. I like the part about getting not only credits but also some of the cargo, but I really don't like the not crafting spices and just getting spices from a contract.
First crafting spices is the only thing that keep many smugglers with some coin in our pocket. We might not make the money of WS's and AS's and the major crafting prof's, butspices is the only income we can do ourselves. Slicing we're dependent on a WS's need for us.....if every WS has a steady slicer(which mostdo, or have an alt that is)the rest are out of luck. And now with the CU spices are in greaterdemand and we might be able to actully profit. If you make it so the only way for us to make money on our own, (other then the "few credits"from contracts) is we have to take our time to take contracts to keep our suply of spices up......thats all we'll ever be doing, or everyone will become a smuggler to get spices, and theres no fun in that(if everyone is).
Second I think it would be a lot better if you made what a smuggler got from a contract more like loot. Put some weapons in there....make it random (like a loot drop is) on the quality/quanity, but also make certain missions(harder ones) have better loot drops. Put in weapon components (i.e. geono cubes, acklay bones, Krayt tissues...not those but something like them....or heck ...those too...people might smuggle those) and schematics. Make it so smugglers not only will want to take contracts when it first starts but make it so they'll want to keep doing them for a long time after....keep us comeing back because we can supply those who don't mind dealing with "the underground world" with things they want and need.
And one last, but big, thing......I think this would also be a great time to create a third(real, not just nutral) faction. The Underground Faction! Make it so you have to be either novice BH or novice smuggler to join......you wouldn't really have a head figure, but you can be part of Jabba's "Familly" or follow that other lady(brain fart on her name right now). As far as being part of one or the other on that would only depend on what type of contracts and therefore loot(shipments) you would get. But how this third faction would fit into the GCW would be......they would get certain faction perks similar to reb and imp ones(better in some ways, not as good in others) and they can go overt in their faction, but also,and more importantly, they have a option to fight for one side or the other(reb or imp) when grouped with that side and the leader is overt (they'd have to go overt after they're in the group and at a reb or imp recruter). This making them work for "the highest bidder" so to speak. They wouldn't have any bases or anything like that, to really become an army in any way(hence the no figure head), but are able to create a different demention to the game and the GCW. This based off Han Solohelping the Rebels, and Boba Fett helping the Empire, but both really weren't part of either , at least for a while.
Well like I said who's gonna see this anyways.....I think I just waisted the last half hour of my life writeing this.....maybe I'll post it on the smuggler forums too. Well if any of you Dev's see this and would like to ask me more about it please do....I like this game and for the most part the CU, I just wish you'd fix the bugs and add even more content (though I know those are like water and oil.....more content usually adds more bugs). Us Sugglers have been waiting a veryy long time for this.....for those who are still playing and smuggler from back when you first said your making a smuggler revamp......please do it right....make the wait worth it! Thanx!
Message Edited by jaygar on 05-25-2005 03:26 AM
although i have no qualms about selling it...
and if you think you can sell spice to earn a good amount of credits now... just wait till they're only available through Smuggler missions!
their value will skyrocket!
GanymedePharuu wrote:
just about all of us want a 3rd faction.
but i'm afraid you'll have a hard time selling most people here on keeping spices as being crafted.
we'll have to see just how much spice we can get from running Smuggler missions before we know how much the prices will be and how well we'll be able to keep vendors stocked.
Its called supply and demand.
As far as factions, well I think we'd need a forth faction if we are going to make an underground one. Unless someone comes up with a system that pits the differnt crime bosses against each other. Jabba vs Nym vs Valarian vs Borvo. Although that might be spliting it up too much.
Maybe half it and have Black Sun vs. whatever.
Wait until you find out that the majority of us would rather that illegal items (spice, sliced gear) can't be sold on vendors.....
jaygar wrote:
But the problem I see withthe only way to get spices is to smuggle it, is that when a smuggler wants it for him/herself they'll take the contract to get it, but to keep enough stocked on a vender to sell and make any kind of money off it, you'll have to be running missions for hours just to put ten crates up, that will be off by the next day (hopefully). And to say the cost of spice might go up then, I really dought...people aren't going to pay much more then they do now for something they're going to consume all of on their next hunt. For the smuggler that don't care to craft it and sell it then great....they still don't have to....but for those who make a living off it your nurfing thier income. And with the CU the way spices are now it's just become a real way to make a nice income.....don't nurf that right after(IMO) fixing it. I would like to see maybe getting a type of spice that is new and uncraftable from the missions.....or spice schems/recipes so you can make more then just one crate.
But the other thing I'd like to know how people feel is the "Underground Faction"
Message Edited by jaygar on 05-25-2005 12:33 PM
No to crafting spices. No to crafting ANYTHING as a Smuggler. It's just plain out-of-character and silly.
It was put in there because SOE didn't have any SMUGGLING. Let them take out all the stupid crafting and give us smuggling for once and for all.
Message Edited by jaygar on 05-25-2005 12:33 PM
but i'm afraid you'll have a hard time selling most people here on keeping spices as being crafted.
we'll have to see just how much spice we can get from running Smuggler missions before we know how much the prices will be and how well we'll be able to keep vendors stocked.
On the "third" faction note, i'd love an Underworld faction(s). But first we need a Lightside/Darkside faction so that the saber monkeys can only kill each other.
If they did both of these, i'd start lobbying SOE for a "Lifetime subscription" option.
As noted, though, a lot of this depends on how much spice we're able to get in a given amount of time. Before the undercutters came along, post-CU spice was selling at 1K/dose on Starsider, and if supply were restricted by needing to smuggle it in, I think it would definitely reach those levels again; 8 crates in an hour, then, would reach that (somewhat arbitrary but also conservative) 200K mark even without the credit payment for successful missions. That seems reasonable, but really, there's no way to even begin to speculate on the numbers here, so I'm going to stop now.