Smuggler Archive

Thread: Smugglers and Group situations.

Smuggler_Caylin
Wed Jul 14, 2004 6:28 pm
#1


The role of a smuggler in a group can vary greatly depending on the situations the group is finding themselves placed.








  1. Smugglers and group combat.




  2. Smugglers and group travel.




  3. Smugglers and contraband in groups.




  4. Smugglers and groups in dungeons.




  5. 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.




The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Smuggler_Caylin
Wed Jul 14, 2004 6:31 pm
#2

A refresher, this was the combat role I put in that document. Keep it in mind when thinking of your group roles if possible?






Combat Role:






Reasonably combat proficient yet while other combat oriented professions would focus on dealing damage more quickly and reliably, smugglers specialize in techniques that allow them to insure their survival in various encounters throughout the galaxy. They succeed by taking risks that no one with formal combat experience would normally even try, or think of as anacceptable method of combat. On land or in space, smugglers are continually able to surprise their friends and foes alike with their resourcefulness and versatility when in a tight spot.


Smugglers may not have had official combat training, so they rely on unorthodox or downright dirty tricks to survive in an environment that does not encourage a long life. Single target techniques for the most part, powerful without a doubt but where more combat oriented players can generate sustained DPS, smugglers focus on sneak attacks, debilitating or confusingtheir opponents and if all else fails, finding ways that allowthem to escape the confrontation entirely. While smugglers tend to prefer some distance between themselves and their opponent, they arequite familiar with melee encounters and are quite capable of using both melee and ranged skillsin order toaccomplish their goals.







The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

WesBelden
Wed Jul 14, 2004 7:23 pm
#3

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.









  1. 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.



  1. 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.






  1. 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.


  2. 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 the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Octavuous
Wed Jul 14, 2004 9:25 pm
#4






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.









  1. 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.



  1. 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.






  1. 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.


  2. 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.
YousTeForse
Wed Jul 14, 2004 11:27 pm
#5


1.Combat:

Smugglers are quick to draw, although they might not be the most accurate or quickest guns. They rely ontheir gut, where othermore combat oriented professions rely on training. The enemy would not focus main firepower at theSmuggler when a more powerful Commando is by, thus giving the Smuggler an advantage to surprise the enemy.This allows theSmuggler to use dirty tricks todisable the enemy by knocking himor herdown, orusinga scare tactic.Smugglers are a combat support class,using his/her skills to cause the enemy some discomfort aka ruining morale. Groups should want aSmuggler because of this,aCommando may be able to take on an enemy, but it would be much easier with a Smuggler by his side. Also, against any kind of mechanical enemy, a Smuggler may be able to "disable" the robot with a shot to a vulnerable part of the mechanical system, thus shutting down the droid temporarily.


2. Group Travel:

Smugglers are very familiar withtravel routes and those they encounter and the prices they must pay to get through easily. They have formed relationshipswith the people in charge of travel. Thus allowing them some leeway on passenger price. Through some negotiation aSmuggler should be able to get a price lowered, thanks to quick talking. If he/she befriends a pilot a special arrangment may be set to pick him and his groupup, ahead of schedule for a slightly higher price. Smugglers know all the right people. They can get what they want, when they wantit. He is proud of himself as his group members thank him for getting a shuttle to pick them up quicker, or at a cheapened rate.


3, Smugglers and Contraband in Groups.

ASmuggler gets by thinking quick on his feet. He knows the quickest route out of any city and any starport. Afterall he makes a living out of doing this. If any problems should occur, the Smugglerhas a few choices; Run,Fight, Try to talk his/her way outof it or bribery. Fighting is his last choice, he doesn't want to create a scene, especially with potential clients with him. So this doesn't happen, he prepareshis group for travel by "stashing" all the illegal goods. Finding the best places on each person to store illegal things,hidden pockets, compartments in boots, between armor layers or whatever. If they aresuspected of having less then legal things, the Smuggler will tell his groupto cooperate as he tries to get them out of the situation. Quick talking would be the1st step. If this doesn't work, he'lloffer money, possibly not even his, this could be 100 credits from each group member, the more money the better the chances they'll pass the scan. This value should be discussed and agreed upon before hand by the group members if such a situation should occur.


4. Smugglers and Groups in Dungeons:

The reason every group would need/want aSmuggler is so they canbipassa security system, releasing many dangerous pets or hack into a computer system, disabling any locked doors or opening containers that may be lying around. The more powerful enemies would be behind these locked doors. Maybe some decent items in the containers. Things people would want to expierince, that's why they bring theSmuggler.





Tallis Bannon "Master Smuggler"- Ahazi
Smuggler_Caylin
Thu Jul 15, 2004 2:33 am
#6

Looking great so far! I'll toss mine in as well







  1. 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.


  2. 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.


  3. 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.


  4. 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.


  5. 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.




The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Exarukun
Thu Jul 15, 2004 4:43 am
#7

I don't know if this is possible, but maybe take the idea of changing appearances or having false documents to a new level. Maybe a group of covert rebels have a smuggler with them and the smuggler has the papers with them to make them appear as a bunch of nuetrals or a bunch of covert imperials. Would make for some good role playing and fun during pvp. Make it so if they start attacking though, or get scanned and found out, auto-tef. just my 2 cents.



- Xizxor Sar'ris -
Chilastra: Trophy House and Cheap Smuggling Supplies, Outside Moenia: 2316, -5740
Master Smuggler; Master Marksmen; Pistoleer 0443; Master Human Beatboxer
Nicolas_Frost
Thu Jul 15, 2004 5:35 am
#8






  1. 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.



  2. 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.)



  3. 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.



  4. 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]."



  5. 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



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


DaPrez
Thu Jul 15, 2004 7:11 am
#9

Just a little feed back frome when it somes to groups.


Would it be possible to have a smuggler who is grouped with a BH slice travel terms to provide the last location a jedi(which BH has a mission for) has landed. This would add some good content and IMO great interaction between classes. But if droids are fixed this may not be needed. I just feel with all the underground skills we should be able to get this type of info.




KOVAI
Sexiest Zabrak in the Ahazi Galaxy
Some people call me a space cowboy....some call me a gangster of love TXF

Hotrodg
Thu Jul 15, 2004 10:22 am
#10

An idea based on the concept of "Smuggler Luck" Caylin put forward. Add a defense bonus to the group when it contains a smuggler. Nothing on par with Squad Leaders, maybe just +1 ranged defense in each box of a tree and at master. So grouping a a master smuggler would result in everyone gaining +5 ranged defense.


My thinking is this is to give smugglers a role in combat...being near a smuggler gets you a little of that cosmic luck that keeps a smuggler alive. Like when all those Storm Troopers can't seem to land a shot on anyone near Solo.



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CadenceX
Thu Jul 15, 2004 5:37 pm
#11



  1. 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.


  2. 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.


  3. Smugglers and contraband in groups.

    See above. Positive modifiers to prevent against searches within the group. The whole previous thread idea of visibility gained.


  4. 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!"


  5. 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.




Cadence (Mil.) A uniform time and place in marching.

Smuggler/ Pistoleer
Hr34NHUL
Thu Jul 15, 2004 7:28 pm
#12


Well, just a few things to throw out there.....


Smugglers are able to locate and slice into "safe houses" and safe havens even in dungeons. The smuggler and his party are so well hidden that they are off radar. Corpsescan be dragged there for resurrection. Even buffs can be recast. These safe havens have limited time they stay safe, but they provide a brief respite from dangers the smuggler's group encounters.


Smugglers are able to locate and navigate "secret passages" that bypass dangerous situations; some passages even contain valuablesupplies and loot.


Smugglers are also gifted in locating and defusing bombs and antipersonnel traps of all kinds.


Smugglers are able to temporarily repair damage to a ship's propulsion, weapons systems, or life support systems that would ordinarily spell doom for it's crew.




Geevo
Fri Jul 16, 2004 12:22 am
#13






Smuggler_Caylin wrote:

Looking great so far! I'll toss mine in as well







  1. 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.


  2. 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.


  3. 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.


  4. 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.


  5. 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.





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)


I think that a squadron of YT-1300's full of Smugglers would do better on a Smuggling run that a mixed group. (Am I nuts?)



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
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