Smuggler Archive

Thread: Smuggler State of the Profession v1.34 4/05/04

Mykei
Thu Apr 29, 2004 7:22 am
#118

smugglers should get a cert for the VK, otherwise drop the

unarmed requirement or add a wep that is as good but related

to smuggling.


smugglers should have content that will allow them to smuggle

people, items, and cash to places that would normally be restricted.

thus, for a group or a raid a smuggler would be needed to get

the correct supplies to a location(s) to support the raid.


korvass
Thu Apr 29, 2004 9:38 am
#119






Mykei wrote:

smugglers should get a cert for the VK, otherwise drop the

unarmed requirement or add a wep that is as good but related

to smuggling.


smugglers should have content that will allow them to smuggle

people, items, and cash to places that would normally be restricted.

thus, for a group or a raid a smuggler would be needed to get

the correct supplies to a location(s) to support the raid.








Good luck





Errathe Afi
Professional Scoundreless
Smuggler till death


"I aim to misbehave!"
"Business is always personal..."
"I'm a smuggler; sarcasm is the only content I got left!"
Sapperlight
Thu Apr 29, 2004 1:06 pm
#120

Dex,once upon a time (in beta 2 and 3) the pre-reqs for smuggler included engineering IV and business IV in the artisan tree, along with the 2 we have now. While that ties up a lot more points, it makes a lot more sense based on what they have us doing now:


  • Spices--crafting skill set, need ability to survey

  • Slicing--doesn't it make sense to have some engineering ability?

  • Dirty Fighting--despite the lack of unarmed specials, a smuggler should be somewhat proficient in hand-to-hand combat

  • Since 3/4ths of the skill trees (include UW here) require selling goods or services, a vendor is practically a must-have and a smuggler should have some business sense.

The devs claim that we aren't a combat profession, despite the fact that we need millions of pistol exp. We are a hybrid profession, yet both of our pre-reqs are combat-oriented. Go figure.




S'per Light
Master Smuggler/Master Pistoleer/Master TKA
Rebel Colonel
"Duty is the sublimest word in the language. You can never do more than your duty, you should never wish to do less." Robert E. Lee


CG-forum
Thu Apr 29, 2004 6:31 pm
#121



Sapperlight wrote:
The devs claim that we aren't a combat profession, despite the fact that we need millions of pistol exp. We are a hybrid profession, yet both of our pre-reqs are combat-oriented. Go figure.






Yeah, looks like they got their retard helmets on backwards again.
DexNullify
Fri Apr 30, 2004 12:54 am
#122


Just came across this. Lovely. Wish I'd known there was a well-developed smuggler community round these parts. Just like to pass along my own thoughts on changes to the profession that I'd like to see.


Pre-Requisites


Brawling: Do away with it. If the Path of the Smuggler is going to force us to use Pistols almost exclusively, and SOE really feels we need to divert these skill points somewhere, make Novice Pistoleer a requirement instead.


Underworld


This shoudn't be limited to the two factions of the Galactic Civil War. A good smuggler would have contacts everywhere, not just in the Rebellion or the Empire, and would know the right people to slip a few credits to clear up any problems. I'd like to be able to traffic in Jabba faction or CorSec. Hell, a REALLY good smuggler should be able to buy off your problems with the Ewoks!


Now, here's the flip side to this: Being able to sell negative faction. If the smuggler knows which palms to grease to clear up others' problems, he should also know who to talk to to MAKE problems as well. Think about it: Someone wants to make a rival look bad with the Swooper Gangs, they contact their friendly neighborhood smuggler, the smuggler gives the person's name and a few creds to their Swooper contact, and the target loses faction. THIS aspect should definitely have a cap on it to prevent abuse, say, no more than 250 points within 24 hours for any one individual. Where this would gain more utility and tie in nicely for bounty hunters would be if someone's faction got low enough with a particular group, they put out a hit on that person, suddenly opening them up to PvP from people who take the job. Naturally, the only way to call off the hit would be to increase one's faction standing, and again, your Freindly Neighborhood Smuggler to the rescue.


Slicing


Few things in life are more humiliating than Novice Smuggler and Slicing 1. Are Novice Medics forced to beg in the streets for an opportunity to gain XP, and then when they get the opportunity, only have a 50-50 chance of gaining the experience? Is the starport area around Coronet bogged down with lag from Tailors pleading for a chance to sew something for people? No. If we're going to be limited to Locked Containers for the first two levels of our profession, (Yes, I know we get Terminals at level 1, but really, come on! Is standing around for two minutes for another chance to gain 100 XP really any better?) then they should be a gimme, always successful.


An attempt was made to make smugglers more useful to adventuring parties with the locked doors in the Geonosian labs, however, from what I've seen, slicing the door only lets the smuggler past it. Everyone in your group should benefit from a successful slice on a door. If this gets fixed, I wouldn't mind seeing a few more dungeons with locked doors in them. (Oh, and yes, SOE, fix the damned MagSeal containers!) I've said on adventuring parties a few times "After all, you put us in chain mail and give us crossbows, and my profession basically becomes "Thief." If that's to be the case, let's make more use of it. I'd also like to see the Slicing skill enable us to get around Access Fees, or maybe even homes with Privacy active. (Oh, we wouldn't be able to steal stuff, of course, but it would make a nice additional touch to the GCW if a faction member came home from a successful raid only to find that a smuggler has let a hit squad into his home.)


Dirty Fighting


The suggested changes to this skill path are ones that I agree with. I'd like to see the target's "memory" fade a bit on Feign Death, too. It's really irritating that our most useful combat survival skill doesn't do anything but allow us to catch our breath, and as soon as we stop using it, right back where we left off in the combat.


Spices


Ok, little honesty time here. I'm 31 years old. I HAVE done drugs once or twice in my lifetime. (Set down the 6-pack and the Xanax before you pass judgement on that.) Not once have I ever thrown up from them. The ONLY side effects of Spice shouldn't be "Your stats are down and you puke for 5 minutes." I'd like to see some different side-effects from different Spices. What about halleucinations? Imaginary creatures that only you can see attack, and the rest of the party only sees you going nuts about "the Gubbers everywhere!" Paranoia? All the stormtroopers start walking your way, talking about you and acting hostile. (Tie this in with the Crackdown, and loads of fun could happen.) Tremors? Temporary negative to combat or crafting skills. (Let's see you make a thermal detonator with your hands shaking.) Fatigue? Suddenly, the target's battle fatigue jumps up 200 points. Right now, the chief downside of Spice is the social embarrasment of vomiting everywhere. And what about addiction? Take too much too often, and it should become a habit, with penalties if you don't get your fix. (A nice tie-in for the medical professions: De-Toxing!)


There's so much more that can be done with our profession. Stop tying our hands, SOE!



"Mankind shall never be truly free until the last king is hanged with the guts of the last priest." -Voltaire


"Being called an idiot for having less than 30 posts on the forums feels like being called a loser for not speaking FLUENT Klingon or having only THREE naked pictures of Lara Croft." -Me, The post with too much truth for The Man to handle.
KloudRunner
Sun Jul 18, 2004 3:21 am
#123

20. Will there be any non-combat related space activities, such as, for example, trading/courier missions or exploration missions? Are there any plans to expandJtL to include merchants or prospectors or any other play styles apart from 'combat monster'? ( Dynonychus )


Not at this time, but in the future, there are many possibilities that we can explore.


this was taken from Star Wars Galaxies Stractics and the recent QA with Thunderheart about JTL. Although not directly related to Smuggling it brought up non combat missions. such as the trading and courier types. Guess we Smugglers are once again put out to dry on ANY sort of content


Thunderheart, PLEASE let us at least have smuggling compartments on our crafts, even if we cant smuggle (YET )we can still pretend lol




Kloudrunner


Smuggler

Scoundral

Pirate


"The only rules that really matter are these: what a man can do and what a man can't do"
Maxalus
Sun Oct 10, 2004 3:21 pm
#124


Spices:


Spices should be something good not bad, I understand under the current

setup, spices have negative effects and since the Chef updates, spices

are worthless, No one wants them due to there negative side effects.

Every once in a while you may see someone bent over on the ground

tossing there cookies, but most chose the Chef foods now.


One solution may be an augmentation to the chef foods and Doc buffs

i.e: Increased buff times,

Increased speed when attempting to evade

Increased accuracy

Increased damage to opponents


We need something useful not items with negative effect.

Our spices should improve or enhance capabilities without

side effets or they will still be as useless as they are now.
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