Smuggler Archive

Thread: smuggler ideas

Madriach
Fri Jul 25, 2003 3:30 am
#1

As we all know the smuggler class is not complete nor are any of the classes. Therefore rather than simply complain about this, that, and the other I have decided to post what I believe is needed in this class:


1. The Underworld Tree is in dire need of a makeover- What I propose is that we remove the interpreter role from Underworld I and add in a new skill. Swindle would be used to help you get rid of some at that junk at quality prices. Of course making fools of people won't make them happy if discovered and perhaps this could even be acase for the guards to hunt you down and fine or attack depending on severity. Along with swindle going up throughout the tree I believe at Underworld IV you are a well respected individual in the crime community. Therefore instead of simply having the boss get you in good with certain factions you could have access to a small loan of money, weapons, armor, or even spices. Of course with many things this would come at a price you would be expected to do something in return for the family (perhaps a small payment or special mission?)


2. Currently as a hybrid class we are forced to use one half of our required skills- Unarmed is completely unused in this profession. So rather than just throwing it out and messing up a bunch of thing simply incorporate it into dirty fighting. There are many things a person could do to stun a person if they are caught off guard perhaps a well placed sucker punch or maybe a face full of sand would do the trick. Either way a smuggler would have to fight with his hands rply sometimes and lets face it this class is not meant to tank or be strong we need to play real dirty and hit them where it hurts.


3. Master smuggler is currently useless- Yes 25% off is nice but for a master of any profession that is not enough. A new skill for each tree is needed (beside underworld) for slicing perhaps a second armor slicing skill to reinforce that chitin armor with a little extra something, for dirty fighting lets face it eventually most smugglers will get caught and cornered so like any cornered animal why not give them a crazed rage that will help them in last minute situations but leave them devastated mentally and physically afterwards, and for spices perhaps a "hangover" pill that would reduce down time on some spices bad effects greatly increasing there usefullness.


4. Slicing- To get to slicing 1 young smugglers must kill thousands of humanoids and beg dozens of people for containers only to get no xp for failing. I believe 50%-25% of the xp for failure is not too much to ask for. I also do not like the fact that with a certain tool you cannot fail at unlocking these containers. Certainly in this highly advanced age there would be some that would safeguard there treasure better (perhaps booby traps could come in here) and lets face it why would in anyone in their right mind pay someone 1000 credits or so to slice a container holding little more than a cdef pistol and 1 piece of wood this needs to be change. As the difficulties of a container go up so should the treasures held within them.


Overall I think smugglers are one of the most promising professions in the game with a little work and a lot of ideas I believe it will be an experience like no other. So instead of complaining like I usually do think about the problems and post any ideas that you think might help the development team learn what we the customers want.


Madriach Minaith


P.S. If some of this doesn't make sense sorry its nearly 6:00A.M. and I haven't slept yet and this is my second time typing this if you have any questions please post them and I will try to answer.

Gagral
Fri Jul 25, 2003 3:41 am
#2

I don't really see a problem with novice smuggerls offering money to open locked containers. Not even form a RP point of view.



They are Novice Smugglers. Smugglers in training.


they know, that once they get better, they will earn that money in fast by slicing terminals. Sobasically theyjustthrow up some money to learn how to slice. Paying for education, sort of.


I'm a smuggler myself, and I have just moved into the first box, so I know what this is all about.


I also agree some more skills would be nifty, as far as they don't unbalance the class.

Reavus
Fri Jul 25, 2003 7:20 am
#3

I agree with Gagral on the issue of slicing. If you fail in a slice, no XP. I don't see a problem with it. I didn't have a problem with it when I was going through it. Besides as time goes on, there will be more smugglers out there and you can buy flow analyzer nodes (FANs) or molecular clamps to increase your chances of success. You're choice.


It takes 20 successful slices on locked containers to reach Slicing I. That's really not a lot when you think about it. And if its that much of a grind then maybe you shouldn't be a smuggler/slicer.






Reavus Fain, Master Smuggler
WackMF
Mon Sep 22, 2003 7:42 am
#4

A few ideas to make the Master Smuggler profession more appealing. Most of these have been listed in other threads, just wanted to state my opinion so be kind =)


1.) Quality of resources used to produce WUK's AUK's and Clamps affects slicing %.


2.) Experimentation on Spices


3.) Special Smuggler Missions


4.) More specials with pistol (a heavy damage shot)


5.) Unique Pistol Certification only usable by Smugglers. Since the Smuggler has this unique ability to modify a weapon, who says he can make his own weapon, or be able to use a highly specialized weapon.


6.) Allow Master Smuggler to choose between damage and speed for slicing.


Are there pre determined minum and maximum attributes on weapons? For example, is there a minum amount of speed a scout blaster can be? or the maximum amount of damage a scout blaster can do without a powerup? If so, It would be nice to see this information on the slicing screen.





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Fredwroc
Mon Sep 22, 2003 7:59 am
#5

"4.) More specials with pistol (a heavy damage shot)"

You mean like Last Ditch?

"1.) Quality of resources used to produce WUK's AUK's and Clamps affects slicing %."

How about just making it so master smugglers can't get below 25% on a slice, to make it so they have some advantages against Master Slicers on the market.



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Tenfo
Tue Sep 23, 2003 12:18 am
#6

/agreeall


Indeed the Smuggler profession needs more attention in all skills.


1. Combat - Han Solo kicked ass. Sure he escaped tight situations but he wasn't a wimp who just layed down and played dead (/feigndeath)!


People should keep silent who say smuggler isn't a combat profession and doesn't need weapons etc. The why is it we have all pistol xp for 2 of our skill bars? Hrmmm interesting.


If pistol is our specialty then give us a special pistol!


We should have access to illegal/unauthorized weapon (smuggler only) / comps to uber up our weapons.


I use 99% experimental knives- WUKs - AUKs and still it's a total crap-shoot on slicing.


Lastly yes oh yes give us smuggler missions! Make smuggler xp and keep pistol xp for combat bar.


Tofeity


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KelekkTrehen
Tue Dec 23, 2003 8:43 pm
#7

I just have some cool ideas that would be really nice features for master smugglers and maybe help the profession....


-The ability to change you're name.


This ability would fit perfectly with being a master smuggler, but there may be problms.


-To be able to place a single house on a non-house planet like Endor, Yavin etc....


Now at first this sounds like a bad idea, but in star wars smuggler orginizations where always found in secret places, like Talon Kardd, who had his base in the jungles of Myrkr.


-Slicing of vehicles and ships


Slicing vehicles could make them faster or stronger or something.


-The ability to see what faction a person is, but not be able to attack them


I don't see anything wrong with this. From what I imagine in an incident like this is:


In Bestine a smuggler uses this ability to see an unusualy large amount of covert rebels. The smuggler then contacts some imperials and gives them a warning, possibly charging a small price for the rebel's names.


Feel free to add some comments or ideas....


JTGAlpha
Tue Dec 23, 2003 8:51 pm
#8

I don't have a problem with any of these ideas. The id switching should be temporary, and should also be transferrable (I know the Jedi would love it). I like other threads that have detailed this idea more, like Caylinn's, Kav's and I think Sluggy did one too but I forget. I like the hideout idea. Smugglers with some harvestors could provide rare resources from other planets. Smugglers being covert detectors could have a few problems with it, but I like the idea. Don't know about slicing vehicles, though. Still unsure about that.



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WellDone
Fri Apr 16, 2004 2:16 pm
#9


Hello. I have some ideas about smuggler. First off It would be rocking awesome if you got a skill where u couldgo invisible at master smuggler. If you are in a very bad situation why not just turn invisible. Also for Dirty Fighting I'd like to see an awesome Unarmed move that u could like sweep them off there feet then throw them lol not that but something around that craziness. For Underworld tree I would like to see a skill that when u are getting scanned by an ST you can push a button and it will make them say you are clear. I would also like to see more improved slicing and spices. Thank You



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Tanizaki
Fri Apr 16, 2004 10:43 pm
#10






WellDone wrote:


Hello. I have some ideas about smuggler. First off It would be rocking awesome if you got a skill where u couldgo invisible at master smuggler. If you are in a very bad situation why not just turn invisible. Also for Dirty Fighting I'd like to see an awesome Unarmed move that u could like sweep them off there feet then throw them lol not that but something around that craziness. For Underworld tree I would like to see a skill that when u are getting scanned by an ST you can push a button and it will make them say you are clear. I would also like to see more improved slicing and spices. Thank You






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Gudgin
Sat Feb 26, 2005 2:59 pm
#11

ok just a couple of ideas i thought id post to make the smugglers of SWG fell like smugglers / criminals which i belive they should..... ie sneaky gits.




permitted credit theft


example, smuggler initiates a trade with a player, he has an extra command to try and steal credits from a player (nothing too high, max of 10k maybe?) depending on his success he could take the max from the player without him noticing right through to a failure, in which he would not get any credits and be attackable by the person he attempted to dupe (possibly could be made so the smuggler couldnt attack back to force him to run) the more creds he tries to steal the more chance of a failure. (50% being max chance of success)




stowaway


allow smugglers to attempt to stowaway on shuttles to save them money




hack


allow smugglers the skill to hack into players vendors and steal cash from the maintenance pool up to a value of say 10k failure would ban the smuggler from the building for a period of days. (50% being the max percentage of success)




disable


allow smugglers to disable vehicles fora set period (10 mins?) in which they cant be attacked or stored, he can only do this to a vehicle that has foolishly been left unattended.

if a player who owns the vehicle is within 10m then a failure would mean the smuggler is attackable (but not able to attack, again to force him to run away)




disguise


smugglers who are factioned should be able to move peacefully through an enemy factioned area un noticed by npc's
















Mought1971
Sat Feb 26, 2005 3:20 pm
#12

I like the disguise idea and the stowaway thing, but we're smugglers, not thieves.


I think a better ability than "Disable Vehicle" would be "Swoop Jack", but again, we're not thieves.
Gudgin
Sat Feb 26, 2005 3:23 pm
#13

i agree but in the game world there is little restriction on the movement of cargo so maybe the proffesion should be renamed to incorporate these things, why limit to just smugglling?
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