Smuggler Archive

Thread: Top 5 responses from SOE

BoneT21
Sat Dec 27, 2003 10:56 am
#118

I agree with these opinions as well. I am curious if there have been any further plans to implement an officialcriminal faction. I think that would really add some playability to our profession. I know there were plans initially to have a Hutt faction but I haven't heard anything about that since they removed it. I think having a criminal faction whether it be Hutt or Valarian or Nym etc would be great. I would like to run smuggling missions for Jabba and get faction perks or improved weapons or henchmen I could call to run missions with me, etc. Then we could sell faction points between opposing criminal factions and we could get bounties for failing missions, etc. I personally don't see much of a point in running missions for the Empire. Why should they have to smuggle anything? And as far as smuggling for the Rebellion, I can see some point considering they must act in a covert manner but I am a business man and I don't want to get myself in the middle of any Civil Wars by joining them...the Imperial/Rebel conflict is a very profitable time. Criminal factions are the ones in dire need of smuggling spices and illegal goods. Also, I think it would be nice if we could do business with overts. I realize there are exploit issues but perhaps we could just trade spices or sliced weapons? Something relevant to any business we would be doing with each other. Just some thoughts...


Xeo




=Iram Ackolo=
Purchasing Agent
Master Structural Engineer

Please Offer Winnings to my Vendor
1308,-5371 - outside of Coronet
Verago-SlaterIG
Sun Dec 28, 2003 2:24 am
#119

how about giving us some pistol speed and accuracy as well as a few mods.....


seems master dancers get as many defense mods as a master smuggler....../cry




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DEATH to the Rebellion and all whom oppose the EMPIRE


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Verago-Slater I-G : Elder Jedi

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'Verago Slater : Elder Bounty Hunter

kebernet
Sun Dec 28, 2003 9:06 am
#120



Thunderheart wrote:

For instance, lets say Imperials do a search for contraband at starports. Can you imagine the lag if we even did an item check for everything in every player's inventory as they entered and exited a starport? And then there are the guys that run back and forth across that threshold just to lag things out. This is one tiny piece of a larger puzzle. It has to be a cool game mechanic and work in the game system and in a big MMO environment.


Is this a rhetorical question, or are you actually asking for ideas? I am pretty sure I can dig up an ancient post from the pre-beta boards on exactly this topic that addresses those issues.



--
-k-
Haden Blackman: It's definitely inspired everyone on the development team. We're very determined to capture the feel of the X-Wing and TIE Fighter titles. In many ways, we're looking at Jump to Lightspeed as "X-Wing vs. TIE Fighter" online - much of our focus is on that dogfighting experience.
zenhonky
Sun Dec 28, 2003 1:15 pm
#121

Just an idea I had, didn't kno where to post it, this seems good as any.


Don't check a players whole inventory everytime they travel. Have certain items be contraband, and when a player posseses them, turn on a secret flag. Then have at the starports npc's of the appropriate faction, dependant on what faction controls the city.


Have smugglers have an innate ability similar to mask scent, to hide their contraband flag around the officials at the starports. As you go up in the skill, you get better at hiding the contraband. This means that everyone's inventory is not checked everytime they load. It's only checked when it changes, which would set off a flag.


This idea makes perfect sense to me. Can anyone find any holes? Or reasons it would lag the servers?

Rafed
Sun Dec 28, 2003 2:00 pm
#122

Well as I finally decided to finish master smuggler (had got half way through it a while back, and left to persue another skill). This time I am planning on keeping it, so would like to voice my opinions and ideas on these response comments


1.Spices



I have been incapped once recently, but I know why it occured. It seems it will incap you if you actual pool value is lower than the downer negative value, but only if you max value is higher than the downer. If the downer just effected the max pool value, Incap from spice would probably not occur.


Also think spices should be relient on quality of materials and experimentation needs to be working. Better quality means better duration, and experimentation can be used to extend duration or reduce downer effect or time.


2. Underworld Line



This does seem to need some work, but I would like to see the cost of purchasing FP cut in half ( even if that was to occur at master smuggler). Also for the amount of faction that can be purchase at a time to be increased drastically. Personally I find this cost way to high (so have a lot of people I have talked to), I can run 2 missions get around 200 FP and 16k credits in 10mins.


We should be able to talk to either recruiter, even if we are factioned. maybe it should just cost more to buy from the opposing recruiter.


If from what I saw the point of underworld line is to allow you to switch sides easily, then we also really need a way to be able to purchase faction ranks for credits (instead of faction points). With the other change this would make a smuggler able to switch and sell both faction points as needed. And not have to grind missions to get get up in the ranks, only to lose it all again when you switch and have to repeat it again.


The ability to sell Faction pets would be nice as well, but to prevent trading of pets between factions, they should be only tradeable when both players are overt. You cannot use a pet unless overt in that faction anyways.


But maybe some of this should be a master smuggler skill as opposed to just underworld skill.


3. Content



Smugglers do need something that will 'create a bounty' on them. Missions for transporting goods or information sounds like a good idea to me. Even the ability to extract information from terminals would be nice, but should have a penalty for using this skill. For instance you swap sides, slice a hq term to find the vunerability time, a mission goes up on a BH terminal for you.


Or some other form of content, smugglers should be hunted, after all we are dealing with the not quite legal side of things (slicing/spices/selling faction etc)


4. Master Smuggler Extras



Some of previous ideas may be more suited to Master smuggler, but in Master smuggler would like to see a new type of Adv Molecular clamp (that was only usuable by Master Smuggler) that allows you to select the stat to be sliced.


Would also like to see some new spices at master smuggler, maybe a 'nuetron gold' that was a nuetron pixie and muon gold combo.


5. Slicing Features



We should be able to slice any terminal available, either for reduction in fees, increased payout or to remove information.


Just my initial personal thoughts on what could make the smuggler proffession better, a lot probably won't agree, but this is how 'I' would like to see it improved.

Sage
Mon Dec 29, 2003 3:07 am
#123

I find it rather frustrating that the responses are so non-specific; not because of their lack of specificity, per se, but because of the much more robust responses beingoffered for other professions. In most other cases the developer responses indicate a particular plan and, in many cases, a time period in which progress might possibly be expected. I don't believe the "Smuggler Community" is looking for instant fixes (although I'm sure they'd be appreciated!), but rather reasons to believe that there are exciting things in store for those that have chosen the profession.
mrrpmnick
Mon Dec 29, 2003 6:14 am
#124

1. Spices: I actually like the fact that you can get incapped from misuse of spices! I would just like to see us be able to experiment for ease of use (negitive effects reduced) and duration and power. That way the quality of spices would be as diverse as the stims.


2. Underworld needs help: Yes it does .


3. Content: they agree with this as well. They also realize that its a tall order to fill but hope to be able to do something about it. Agreed


4. Master Smuggler upgrade: They need a little more time to get all there eggs in a row before they can make any judgements on this one. Agreed


5. Improve slicing, How about slicing armor attachments? Or being able to choose what stat to slice, just have a penelty. Also, how about this: When u use a clamp, you get 100 pts xp and a 20% max slice. If u use a node, u get 200 xp and a 40% max slice, and if you just GUESS at it just clipping whatever wire you may think, you get 500 xp and a 90% max slice! OH the suspense haha!


How about being able to LOCK containers. Reason is that smugglers are smuggling illegal contraband usually. So if you can put your spices or other weapons in a LOCKED container, the npc cannot detect your contraband in a random search.. I guess npc doing random searches would have to come first That way, one could use an updated underworld tree to get out of trouble. Mabey have to pay a fine or have your spices totally confiscated on a npc search! That way, youwant toevade npc on a delivery of your spices. One should have to sell them person to person, not on the bazzar or a vender in plain sight. Its CONTRABAND for crying out loud. That would keep us smugglers on the run, which is the way i like it anyway.........


mrrpmnick


corbantis


mrrpmnick


corbantis

SolRetriever
Mon Dec 29, 2003 10:20 am
#125

Anyone notice that the only professions that seem to get the most love are the ones that have the most people playing them (i.e CH). Creature handler has gotten an update in almost every patch. Sad but true Maybe if we get more than 30% smuggler we'll get some love too!




Rammel Lynterrus
The Underground Smuggler
SolRetriever
Mon Dec 29, 2003 3:08 pm
#126

sorry for the repeat Replies. For some reason the same message I sent to another thread was posted in numerous threads anyways


Here is what i'd like to see implemented into the Smuggling profession


Spice



  • Make Spices twice as powerful

  • Allow players the ability to stack spiceswhichaffect opposing HAM attributes (ie. Ifyoutake aMuon gold which affects Mind you can take a nuetron pixie as well which affects Health)

  • Smugglers who sale/deal spice in cities get a TEF when a spice is placed in the trade window.

  • When a spice is placed in a trade window near NPC authority figures (corsecs, fedubs, imperials) these NPC's will engage you

  • The Empire should ban thedistribution of all illegal contraband (spices and slice tools)on the bazarre terminals. Have the Emperor himself release an official statement on the terminals as towhy it is so. (this can also be used in a monthly story, Tears andTyranny ACT I)

Master Smuggler



  • Allow Master Smugglers to experiment with spices forlonger duration/ greater effect.

  • Allow Master Smugglers the ability to create Armor and Weapon Upgrade Kits.

  • Allow Master Smugglers the ability to slice whatever attribute they wish to enhance

  • Allow Smugglers the ability to slice vehicles for greater speed or more hit points.


A very streamlined proposal which, IMO, is quite doable, keeps the smugglers happy, and shouldn't be too big of an issue to code. {{{end transmission}}}




Rammel Lynterrus
The Underground Smuggler
JIGUFett
Thu Jan 01, 2004 11:21 am
#127

that is the most vague answer i think i have evr heard in my life. This just peoves that GreenMarin has not been on top of our prof like he said he would be.


Highly disappointed

Minimized
Fri Jan 02, 2004 1:01 am
#128

The developers are running into a 'focus' problem. What is a smuggler anyway? They are poorly defined in the SW literature, so it shouldn't be a surprise that the developers can't come up with anything now.

Why is smuggler an entire profession anyway? The act of 'smuggling' can be performed by anyone of any profession. Spice production is likewise accomplished by anyone. There are smugglers who don't deal in spice, and vice versa. Item slicing is merely mechanical tinkering, so why isn't it a part of the regular crafting professions? World-item slicing can be accomplished by anyone.

Answer these questions, and the developers can fix the profesion. Otherwise, it will always be less than a profession.
JediSureshot
Thu Jan 08, 2004 4:19 am
#129

I was just gonna suggest slice your faction standing with non GCW parties i.e. Jabba, Borvo, thugs etc as this would represent you chaging what they knew about you and failure coud lower your standing - thought it might be easy to implement and fun to do



Tallarn Sanqua

Chimera-Europe
ErantiaPrym
Tue Jan 13, 2004 4:15 pm
#130

There's one thing I see missing from all this -- there shouldbe a secure smuggling system. I'm sure smugglers could get more business if there was a secure way people could allow their stuff to my sliced without having to worry about the guy running off withtheir new 1 million credit nightsister lance or something. That's why I propose taking the trading system (which works fairly well) and creating a "secure slicing system". The code should be practically the same and should be really easy for someone to implement.


Rationale: People typically do watch locksmiths as they open their car to make sure nothing is stolen.


Benefits:


1. More trust, more reason for a smuggler to be used even if they don't already have a trusted set of clients.


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