Smuggler Archive
Thread: Smuggler Revamp Delayed
JustG wrote:
Wow... thanks for being so understanding!!! We will try to make this all it can be, and involve you as much as we can!
/salute,
- g
As we have said before ... (two-way) communication is the key ...
This delay is going to be for nothing if the devs do not put in the amount of effort that is required.
Player-based and even NPC smuggling is important and should be a priority.
However, there are so many other issues that need to be resolved and we aren't even hearing a peep out of them. Spices need an almost Chef-like revamp but I doubt that they will be really put in that much work. Our combat specials need to be addressed but we'll probably hear the same line every other profession has been hearing - "Wait for the Combat Balance".
On one hand I am glad that you guys are delaying it purely because the snippet that TH released with the 19 answers was a pathetic example of what we deserve. On the other hand, I am worried because it could very well be that that you guys are just shunting us aside like you'll always have and placating us by saying that you'll are doing it for a good reason.
I almost forgot ... I do have a request of the Devs ...
Can you post another thread in the Smuggler forum ... outline things you would like ... things you would not like ... give us an outline to start working off of where we can give our feedback.
Let us use this time to brainstorm and you can come read it (or are we supposed to use this thread?) ... I was just thinking that this thread is mostly 'thank you' or 'hate you' comments and a thread dedicated to brainstorming would be nice. If this is the thread for that, please take the time to post some general ideas / limitations (with our understanding that none of it is set in stone).
Ok, any chance we could get Feign Death and Panic Shot back to what they were. I doubt it would be difficult to do, just copy and paste of old codes, isn't it ?
man.
3-6 months until publish 11.
good lord, at least they'll have more time to work on it and get it right.
To TH and JustG (and any other devs who may read this thread)
The smuggler community has been putting together, refining, and proposing ideas for our profession since it was launched. Just read the proposals by Kav, Caylin, and the Smugglers Personal Weapon threads on the forum. They contain a wealth of ideas for our profession that we as a community feel are balanced in the scope of the game.
Also, take a peek at Caylin's Crime Lord Profession Proposal (currently V 1.2) If he wasn't our correspondant, i'd suggest you hire him as a dev....
cheers,
S.I.
kalmank wrote:
Hey all,
I have an idea for the revamp that would combine it with a dungeon: The Spice Mines of Kessel. This is a "long-term" dungeon, which means you can possibly stay a few days in it. Smugglers can actually get to smuggle. Here's the story:
Jabba the Hutt needs more raw spice, now that Imperial troops are seizing random shipments during the Crackdown. So now, Hutt mobs are "kidnapping" players randomly on Tatooine, and hiring bounty hunters to kidnap those with low or negative Jabba Faction points, and bringing them to work in the spice mines. When you are DB-ed by specific mobs, instead of cloning, you are brought to the lowest level of the spice mines.
For player bounties, here's what I envision. The game randomly picks names of those who have low or negative Jabba faction, perhaps even the lower you have, the greater chance your name gets picked. These are posted on the BH terminals, just like Jedi. The player will get a TEF, and will most undoubtedly be caught unawares. And THAT is the beauty of it - people want the game to be more Star Warsy - no one in the Star Wars universe who crosses Jabba the Hutt can expect to go unscathed. So you can be placing a harvester or playing music in a cantina, but he will track you down.
One on Kessel, all ofthe player'sinventory and clothing are gone, stored in a lockbox which he can access if he manages to "escape." He is equipped with a prisoner's uniform. There are three ways to escape. The first is to pay off the level supervisor with a large sum of credits. This will bring you back to the closest starport to where you were kidnapped.
The second method is to work your way up to the top level of the mine. Each level has a quota of spice to mine before you can move on. Spice is mined like sampling resources. Also, you can get more spice to move things up by doing missions for fellow prisoners (NPCs) or supervisors. Once you get to the top level, You can bribe (with spice) your way into the Lockbox storage, which acts like a temporary bank, where you can retreive as much of your belongings as you'd like (in case you want to leave room in your inventory for the loot you've gotten in the mines), and run past the guards to a shuttle. This method does take a while, maybe a few days for a casual player, but you end up with the most amount of raw spice.
The third method is to get smuggled out. The only way to get to Kessel is to be kidnapped - but Smugglers with the Underworld and Spices trees can travel there from Tatooine spaceports. They are free to walk around, but they cannot actually mine the spice. There are missions they can do to get spice and loot, and they can also buy spice from prisoner players. Their best function is the ability to smuggle players (by grouping with them)to the surface of Kessel where the lockbox and shuttle are, usually in exchange for spice and/or credits.
New spices will be introduced that are mined. One idea I have is Glitterstim, from the novels. What it does is double the amount of whatever doctor and chef buffs you have when you take the spice, for 30 min (the downer is for 10 min you'll have no buffs at all). The raw spice that is mined cannot be taken as is - smugglers use them in crafting eatable spice. Something as good as this will encourage smugglers to come to Kessel.
More ideas arefor Bio-Engineers to get themselves kidnapped to get dna samples from underground creatures in the mines. Maybeanyone who is grouped with a smuggler can fly to Kessel (with their inventory and weapons), to try to take over the spice mining facility by killing certain npcs, and while they control it, they get a flow of raw spice into their inventory.
Lastly, since the planet Kessel's atmosphere is mostly unbreathable away from the mines (this is from the novels), very little of the planet's surface would need to be created, and the focus would be the mine itself. Also, since the Kessel system has a black hole in it, the sky could look really cool.
Ok, that's it for now. What do you all think?
-Isildur
Intrepid
Now THIS is one of the best ideas ive read about smugglers!!!