Smuggler Archive
Thread: Smugglers and Group situations.
The role of a smuggler in a group can vary greatly depending on the situations the group is finding themselves placed.
- Smugglers and group combat.
- Smugglers and group travel.
- Smugglers and contraband in groups.
- Smugglers and groups in dungeons.
- Smugglers and groups in space. (See: YT-1300)
This is for the lastpart of that document for the Devs that has been stickied for the longest. I hate leaving things unfinished, so I’m bound and determined to get something in that space on Friday if possible. Yes the previous parts were submitted, but I want this last bit done... Any help would be appreciated, as I'd like to get a pretty good accounting of our roles in these situations.
So what I need is your help defining the different roles of smugglers in group situations. These were the main situations I would like to address and could think of.
After we get these aspects covered, I'd like to try and get the main points in a single paragraph if possible. Breaking it up like this will hopefully assist with getting that final version made...
Please remember that the goal here is to address our role in group situations.
A refresher, this was the combat role I put in that document. Keep it in mind when thinking of your group roles if possible?
Smuggler_Caylin wrote:
The role of a smuggler in a group can vary greatly depending on the situations the group is finding themselves placed.
- Smugglers and group combat.
Smugglers (those that are still around to tell the tales) are notoriously lucky and that effect can rub off on those around them from time to time when in tight spots. To represent this, make a new 'luck roll' (no typos on that one please), which is more easily passed the further up the profession you are. Success of this can have two consequences which: One is that the Smuggler's luck rubs off on his fellow combatants, giving them dodge, block or counter plusses; Two, some of the shots fired at the Smugger 'miss', luckily slamming into those around him on his side. "Yeh, I was lucky to get out of that one alive.. shame about theothers though."
As pure smugglers are not trained for combat, their role is that of support to the group. While their unorthodox methods can get themselves out ofabad situation and enable them to flee, they can only be used as a supporting role in sustained combat, where those trained for such fights (the elite combat professions) must do the majoirty of the work. Exploding droids and last ditch efforts can cause the break a group could need to win a hostile encounter, but will not work effectively on its own.
2. Smugglers and group travel.
Smugglers know people who know people who know even more people. They can call in favours, bend and break rules (assuming they're not caught),their livelihooddepends on them being proficient at doing so. While they're not about to be able to get the group a tactical deployment, they're able to slip some money they way of a galactic travel employee, or call in a favour they're owed. Smugglers can reduce the money paid for or the time spent waiting for public transport.
- Smugglers and contraband in groups.
While Smugglers are very good at getting past customs officials and patrolling troops themselves, those travelling with them might not be so good at it. Short of carrying their group's items around with them, there's not much they can do to improve the ability of their group to conceal their items and not looks suspicious. What Smugglers are however, is fast thinkers. They've talked their way out of countless situations before, and aslong as their clueless friends just nod, smile and keep their mouths shut, they can do the talking for everyone.
If a member of the group undergoes a scann the Smuggler may aproach the officer/trooper who is conducting the scan and initiate a conversation with him. They know what they're doing and distract the officer and convince them to either look the other way, be it by calling in a favour (slight reduce in FP with that faction, but if at 0 or below, is not an option), slipping them some credits, or just generally confusing the poor soul into thinking they've come out of the situation doing their job and looking quite good.
- Smugglers and groups in dungeons.
Given the way dungeons are created, slicing of various types are required, be it to open the magseal container, slicea lockeddoor open for their friends, disable the security (or alter it so that it aids the group). Smugglers also know things others do not from their connections in the seedy underworld. They may know of back enterances or secret passageways within the dungeon.
- Smugglers and groups in space. (See: YT-1300)
Smugglers are able to alter the IFF transponder on a ship so that they can go unhindered by local authorities, pirates (if they know something about them and who they do not attack) and various other factions. They can also talk their way out of situations before lethal force is needed, or they might be able to get a better deal from someone if there's a trade going on.
WesBelden wrote:
Right, here goes nothing.. deconstruct and chop up into tiny little bits at will.
Smuggler_Caylin wrote:
The role of a smuggler in a group can vary greatly depending on the situations the group is finding themselves placed.
- Smugglers and group combat.
Smugglers (those that are still around to tell the tales) are notoriously lucky and that effect can rub off on those around them from time to time when in tight spots. To represent this, make a new 'luck roll' (no typos on that one please), which is more easily passed the further up the profession you are. Success of this can have two consequences which: One is that the Smuggler's luck rubs off on his fellow combatants, giving them dodge, block or counter plusses; Two, some of the shots fired at the Smugger 'miss', luckily slamming into those around him on his side. "Yeh, I was lucky to get out of that one alive.. shame about theothers though."
As pure smugglers are not trained for combat, their role is that of support to the group. While their unorthodox methods can get themselves out ofabad situation and enable them to flee, they can only be used as a supporting role in sustained combat, where those trained for such fights (the elite combat professions) must do the majoirty of the work. Exploding droids and last ditch efforts can cause the break a group could need to win a hostile encounter, but will not work effectively on its own.
2. Smugglers and group travel.
Smugglers know people who know people who know even more people. They can call in favours, bend and break rules (assuming they're not caught),their livelihooddepends on them being proficient at doing so. While they're not about to be able to get the group a tactical deployment, they're able to slip some money they way of a galactic travel employee, or call in a favour they're owed. Smugglers can reduce the money paid for or the time spent waiting for public transport.
- Smugglers and contraband in groups.
While Smugglers are very good at getting past customs officials and patrolling troops themselves, those travelling with them might not be so good at it. Short of carrying their group's items around with them, there's not much they can do to improve the ability of their group to conceal their items and not looks suspicious. What Smugglers are however, is fast thinkers. They've talked their way out of countless situations before, and aslong as their clueless friends just nod, smile and keep their mouths shut, they can do the talking for everyone.
If a member of the group undergoes a scann the Smuggler may aproach the officer/trooper who is conducting the scan and initiate a conversation with him. They know what they're doing and distract the officer and convince them to either look the other way, be it by calling in a favour (slight reduce in FP with that faction, but if at 0 or below, is not an option), slipping them some credits, or just generally confusing the poor soul into thinking they've come out of the situation doing their job and looking quite good.
- Smugglers and groups in dungeons.
Given the way dungeons are created, slicing of various types are required, be it to open the magseal container, slicea lockeddoor open for their friends, disable the security (or alter it so that it aids the group). Smugglers also know things others do not from their connections in the seedy underworld. They may know of back enterances or secret passageways within the dungeon.
- Smugglers and groups in space. (See: YT-1300)
Smugglers are able to alter the IFF transponder on a ship so that they can go unhindered by local authorities, pirates (if they know something about them and who they do not attack) and various other factions. They can also talk their way out of situations before lethal force is needed, or they might be able to get a better deal from someone if there's a trade going on.
Er, screwed up the numbering and some of it's pretty thin, but, er, hope this helps
WesBelden I love your ideas I totally think that with this and Smuggler Caylin and a little bit of Dev love we'll find a real value for us in this universe. I can't agree with you enough this is a Smugglers Role.
- Smugglers and group combat.
- Seeing as how smugglers are lucky, I always believe that luck can and will 'rub off' on those that are close enough. Conferring a bonus to the group in some fashion. Two smugglers being luckier than one.
- Debilitating attacks from range used to delay andweaken enemiesso the group can more effectively take downvarious opponents from normal difficulty to extremely difficult ones.
- Seeing as how smugglers are lucky, I always believe that luck can and will 'rub off' on those that are close enough. Conferring a bonus to the group in some fashion. Two smugglers being luckier than one.
- Smugglers and group travel.
- Smugglers, being pretty well connected, are able to assist in the movement of their groups from one place to another. Their connections allow themnew places to land, or take off from.They should also possess the option ofdecreasing the waiting time to book a flight on a shuttle for themselves as well as their group.
- Smugglers, being pretty well connected, are able to assist in the movement of their groups from one place to another. Their connections allow themnew places to land, or take off from.They should also possess the option ofdecreasing the waiting time to book a flight on a shuttle for themselves as well as their group.
- Smugglers and contraband in groups.
- Assist their groups from what should be dangerous and non-discriminating patrols searching for illegal materials. Giving them opportunities to talk to, bribe or at the very least talk their group out of the situation if they can.
- Assist their groups from what should be dangerous and non-discriminating patrols searching for illegal materials. Giving them opportunities to talk to, bribe or at the very least talk their group out of the situation if they can.
- Smugglers and groups in dungeons.
- Please think of a game called Knights of the Old Republic. The character couldweaken harder opponents of a mechanical/droid nature, gainknowledge critical to the mission,disable various traps and turn different parts of the dungeon against the occupiers.
- Smugglers, perhaps with the assistance of commandos, opening various doors through terminals or blowing through them as appropriate to get to new areas for themselves and their groups.
- Opening containers of various difficulties for rewards or items that allow the group to continue in the dungeon.
- Please think of a game called Knights of the Old Republic. The character couldweaken harder opponents of a mechanical/droid nature, gainknowledge critical to the mission,disable various traps and turn different parts of the dungeon against the occupiers.
- Smugglers and groups in space. (See: YT-1300)
- When a smuggler is not the pilot, I believe that he should be continually active on board the vessel. Tweaking and pushing aspects of the ships systems to new levels for a short time, though at some risk. While shipwrights or artisans could hopefully do in-flight repairs, smugglers would be trying to get a temporary boost in weapons, shielding or engines of the ship they are on.
- Smugglers should be able to disguise their identity to some extent, to more easily progress through hostile areas and safely transport their group from one location to another.
- Smuggler vessels should be able to defend against scans for contraband material that other members may possess.
- Additional routes, bases and sectors exclusive to criminals that only a smuggler could get clearance to without a lot of trouble, to take their ship and group to.
- When a smuggler is not the pilot, I believe that he should be continually active on board the vessel. Tweaking and pushing aspects of the ships systems to new levels for a short time, though at some risk. While shipwrights or artisans could hopefully do in-flight repairs, smugglers would be trying to get a temporary boost in weapons, shielding or engines of the ship they are on.
- Smugglers areunderhanded when it comes to fighting(gee, guess that's why they call it Dirty Fighting), thus,place honor and morals on the sidewhen survival matters. While running out on your comradeswould be the more underhanded thing to do, its not the best choice for survival in most cases. You never know when you might need an explosives expert or a field medic to patch up your wounds.
- Widen the Panic shot arc, as it is now, I'm lucky if I can delay two NPCs, when they're lined up perfectly. Besides, a series of wild shots shouldn't startle just one person. Perhaps, Panic Shot's damage could be upped a little, but set to distribute evenly across all the characters(NPC and player) that are viable targets.
- Low Blowfeels like it should have at least a chance of adding the dizzy state. I dunno about you guys, but I think if someone came up and shot me in the crotch, I'd have a bit of difficulty getting back up.
- Perhaps add an attack to Master Smuggler, Disrupt Shot, or something to that effect. Only usefull against droids, and it targets thier CPU to disable them for a period of time(lets say, five to seven minutes for the sake of argument). At which point, they can still be attacked by the others in the group, but for only two-thirds the normal xp total.
- Smugglers are connected. They know people.They know the ins and outs of many places. Whereever you wanna go, a Smuggler can get you there, for a price.
- Let the Smuggler's slice Travel Terminals and Ticket Collectors. Obviously, the terminal would be for the price(and perhaps the ability to have the Starport let them go to a Shuttleport Directly), while the Ticket Collector would be sliced(They are protocol droids afterall) for a shorter time. Failure on the droid ends up slowing the Smuggler down, while failure on the terminal makes him visible on Bounty Hunter terminals.(Hey, its gotta be balanced.)
- Let Smuggler's slice Speeders for either increased resistances or increased speed.(Only they don't have to be traded over, make speeder slicing possible through /consent, just like other people can paint your speeders.)
- Smugglers are capable of instant judge of character; plus they know people, people with authority, people with power, people with money. Where do you think the Moff's son gets his spice fix?
- Naturally, anything of questionable legality will be harder to find on a Smuggler, they tend to have places to hide things.
- If one in thier group starts to get scanned, they can distract the scanner, opening up an opportunity for the scannee to leave.
- Bribery. Pass a few credits to the scanner and he'll forget he was even there. Based off the Underworld Branch, the higher you are, the less you have to pay, 'cause we all know how suave and charming a Smuggler who wants something can be.

- Authority. If you're factionally alligned with the scanner, and of higher rank, you can order him to cease and decist.
- Blackmail. You can produce faked evidence against the scanner and scare him into submission, of course, if he realizes its fake, he aggros the Smuggler.
- Confusion. BS the scanner into a state of confusion so that he won't realize the scanee is holding questionable goods or not.
- When all else fails, see section #1.
- Smugglers are the type to figure out thier way around places much quicker than others. Improvisation, guile, and sheer luck are the factors. They know what they can do, and push thier limits every day, experience has taught them to never settle for good when great is almost within reach.
- Slicing security systems has already been mentioned, but I thought I'd mention it again. Add the option to turn static defences to your side(or justoff), ally with/turn off all droids. Of course, there'd be time limits to how long they stay off/allied, or the possibility that they get reactivated/returned to original programing, but hey, that's the breaks. And you could always leave one or two fighters behind at the security terminal. However, some places may have more than one terminal. Add in the difference in abilties for the levels of slicing for effects. Slicing one only lets you turn off nearby turrets and get codes for nearby doors. Two lets you turn off droids as well. Three lets you change turrets to ally with you, plus open nearby doors, get codes for other doors. Four lets you ally droid defenders to you. Master Smugglers can do all the above, plus set all doors to stay open. All this lasts for given periods of time, length depending on the level of slicing, or untill an NPC reinitializes the programing. Also, flooding areas in dungeons with poison gas would be helpfull.
- Last time I sliced open a door(Geno Lab), it only worked for myself and my pet. Make it so that the door stays open for everyone, but only for 30-45 seconds, then reseals. The ability to seal a door so that the group can't be followed by mobs would be usefull.
- Smugglers are supposed to be sneeky. Perhaps in Underworld 2, add a Sneek skill. Doesn't make Smugglers go unnoticed, but makes NPC's think that they belong there. Trust me on this one, if you go into an area that says "Authorized Personell Only", and truely act like you're supposed to be there, act like the people that are around you, hardly anyone will stop you, except for the odd clearance check, the random suspicious person, and the occassional person who knows everyone there, except you. Higher up the tree, they can convince NPCs that thier group is authorized too. "'Sokay, they're with [i]me[/i]."
- Smugglers are well aquainted with space, and surviving in it, as long as they don't have tobreath vacuum. Due to this, they have many tricks up thier sleeve that lets them get the upperhand in many situations, and get away in the rest.
- Make sure Feign Death works with ships, but the Smuggler has to be the pilot(or maybe a gunner) at the time you use it. He can get up from the seat afterwards and leave FD on. Soon as the ship starts moving on its own, FD is off.
- Perhaps some power attacks that work out of the Dirty Fighting tree.
- This is the hardest one of the five to figure out because I haven't experience the space portion yet. I'll have to at least get more info on the subject before I can have a usefull oppinion
- Smugglers and group combat.
When a smuggler is looking for trouble, the element of suprise is his greatest asset. The simplest, easiest, and most viable solution is the ability to hide his own and the groups own overtfaction status. In the case of an overt band, groupwidetemporary concealment of overt status. This would require the group all going overt prior to any engagement. Once on their way and with planning, the Smuggler might pass out documentation and parlay the group into a seemingly neutral band of hired helped. Faction scanners and such would have the ability to pierce the veils, though eventually the covert shield will expire, or the Smuggler and his band will be found out with perhaps some extra visibility gained or temporarynegative modifiers to stats. This might work to an aggro list in which the smuggler should be of basic positive/neutral faction status to the side or faction hes trying to penetrate. Maybe not.
- Smugglers and group travel.
"I've got a plan." - Again simple is as simple does. The basic idea of a group wide non Aggroable status by NPC's. All weapons must be stowed away in a pack. (perhaps special containers manufactured by smuggs? probably with artisan components) The smuggler gets a chance to "make a plan" with his group so " he can do the talking". The group cannot attack any npc's under this guise as it will surely ruin the group status. + group bonus to particular faction or factions. The group will be able to bypass tight spots of security and in conjunction with Part 3 below, deliver the goods/suprise attack. - Smugglers and contraband in groups.
See above. Positive modifiers to prevent against searches within the group. The whole previous thread idea of visibility gained.
- Smugglers and groups in dungeons.
Magseals, group entry through doors and the ability to garner dungeon information via systems inherent within a facility or dungeon supposing the smuggler has something to slice into within. Corvette missions, factional hq's, (not so soon to be Star Destroyer mission). Luck as mentioned previously in this thread is a base modification of defense attributes, working much like Squad leader modifiers,albeit not asmuch oras significant. I like the idea of smugglers working together though." Something doesn't feel right...duck!" - Smugglers and groups in space. (See: YT-1300)
Speed. Call me crazy, but a good Smuggler knows his ship and how to fly it. Barking orders to the group to handle certain subsystems to get everything out of his ship when he has to run from larger and deadlier vessels. Probably in conjunction withpilot prof. As well, gunnery tactics more able to stall or slow down approaching ships. The ability to access certain parts of the galaxy using routes few others know about. Concealing his refugees when his ship is trapped or caught.. the vessel is awash in concealed cargo areas, bays and internal structure. I think it'd be a good idea to have a optional component for smuggler holds via shipwrights for use in YT-100 transports. How this is accessed or IF its accessed is of discussion. Seems proper to me though. "Nothing here, your free to go." Tough call, because we're not sure about how JTL will ultimately feel and play out.
By no means have I been a part of this community for long, but I've read and playedenough to know that we all want the ability to be useful outsideslicing gear. I've offered my thoughts based on my own idea of profiteering and smugglerdom. Versatility should be a smugglers primary weapon... and a little bit of luck.
One main reason I am thinking that the group of Smugglers should be better than non-smugglers for 'luck' is because they know how the enemy thinks and tries to catch them ... they work together to distract or confuse ... or just vanish (EP IV, Falcon attached to the back of Star Destroyer)
Smuggler_Caylin wrote:
Looking great so far! I'll toss mine in as well
- Smugglers and group combat.
- Seeing as how smugglers are lucky, I always believe that luck can and will 'rub off' on those that are close enough. Conferring a bonus to the group in some fashion. Two smugglers being luckier than one. (and more smugglers together are luckier)
- Debilitating attacks from range used to delay andweaken enemiesso the group can more effectively take downvarious opponents from normal difficulty to extremely difficult ones.
- Smugglers and group travel.
- Smugglers, being pretty well connected, are able to assist in the movement of their groups from one place to another. Their connections allow themnew places to land, or take off from.They should also possess the option ofdecreasing the waiting time to book a flight on a shuttle for themselves as well as their group.
- Smugglers and contraband in groups.
- Assist their groups from what should be dangerous and non-discriminating patrols searching for illegal materials. Giving them opportunities to talk to, bribe or at the very least talk their group out of the situation if they can.
- Smugglers and groups in dungeons.
- Please think of a game called Knights of the Old Republic. The character couldweaken harder opponents of a mechanical/droid nature, gainknowledge critical to the mission,disable various traps and turn different parts of the dungeon against the occupiers.
- Smugglers, perhaps with the assistance of commandos, opening various doors through terminals or blowing through them as appropriate to get to new areas for themselves and their groups.
- Opening containers of various difficulties for rewards or items that allow the group to continue in the dungeon.
- Smugglers and groups in space. (See: YT-1300)
- When a smuggler is not the pilot, I believe that he should be continually active on board the vessel. Tweaking and pushing aspects of the ships systems to new levels for a short time, though at some risk. While shipwrights or artisans could hopefully do in-flight repairs, smugglers would be trying to get a temporary boost in weapons, shielding or engines of the ship they are on.
- Smugglers should be able to disguise their identity to some extent, to more easily progress through hostile areas and safely transport their group from one location to another.
- Smuggler vessels should be able to defend against scans for contraband material that other members may possess.
- Additional routes, bases and sectors exclusive to criminals that only a smuggler could get clearance to without a lot of trouble, to take their ship and group to.