Smuggler Archive
Thread: What does the Smuggling Community want from the Smuggler Revamp?
Unless a chef has been very very lucky on the experimentation, a non-BE Brandy is less than half a Muon, albeit for a longer duration. And that would have to be made with top quality resources, which next to nobody does by choice, as they all try to hang on for a chance to BE their stuff.
Compare this to the fact that your costs to produce Muon are much, much lower, due to our lack of need for high quality resources, and you should be able to see where the market for Muon now lies. Even at 3 cpu (a price i personally wouldn't pay - shop around, you can find real bargain basement resources in some places), one shot of muon is only 135 creds, plus factory time. I sell single shots at 240 (229 before tax) and make a constant and reasonable profit. Sure, it ain't millions, but it is getting there.
You might want to think on the fact that the guys who make billions selling crack and smack to real world junkies only charge a few £s per hit - keep them moving little and often is the way to keep it going.
But whatever you do, please don't accuse the Chefs of being loaded - they ain't - making good food takes a lot of expensive resources and harvester/factory time. Those Vassarian Brandys are that price for a reason.
The way to make real cash is to be a Ranger and get Meat for the BEs, chef, tailors, doctors, combat medics and meics who need it for their stuff. Decent Avian meat will go for over 125 cpu in sufficient quantity.
I do entirely agree that we shouldn't get into the experimentation lark. Spice is down, dirty and nasty, made from base resources for next to nothing and sold in abundance.
I even like the short duration, because it means i sell more shots in the long run. Sell at volume and you will see a profit.
Oh, and freebies to the newbies never hurts
Good luck and enjoy
I really think that this would be the Best Solution for the Spice problem in general.
To grant Experimentation to Master Smuggler does not collide with this. Those are two different things. The first thing is the general Spice Problem and the second one is about what it means to be a Master Smuggler. So in this Model with the revamped Spice i described above, the Master Smuggler would be the only one who could at least try to lower the downer of this enhanced Spice or to make the duration longer ect.
So a Master Smuggler could make a difference from the students without killing all their business since his "Enhanced Spice" would be much, much more expensive.
To the Slicing.....something is not right about the comment above mine here....giving the Master Smuggler the Selcet-Slice ability would not mean that he will have a overwhelming success with every slice. The Outcome and quality of the slice would still be random. Only that he could select what he wants to slice. So in the example above the People who want a 30% Slice would STILL have to bring a crate filled with Armor or Weapons with them to hope to get the 30% slice. That the Master Smuggler could select that he wants to slice for speed or damage ect...would NOT mean that he has an automatic and overwhelming success
He still would have to tell the customer more often then he likes " Ugh...sorry only 12 % enhanced damage! Gimme your next Weapon maybe we are lucky this time
It is just a tiny Goodie to make a Master Smuggler "feel" at least a little better if he could do things (or in this case at least try) better then a Skill 4 Slicer. Same with the Spice
I am really sure that this would NOT destroy the economy of the Game. Quite the opposite i think!!
But now to something else: The Crackdown & Underworld Tree
If the Crackdown would be made to mean a thing for real and Troopers would start to stop and Question People the Underwolrd Tree could be put to a good Use.
What would be if the Devs would add ID Cards to the Game ? So that if a Player who has Bad Faction (Rebels and later Jabba Guys and Mercenaries that where promised as Factions later) with the Empire or are carrying Contrabant with them would be stopped and checked up by the Troopers would need a Fake ID to slip away ?
The Skill to craft such Fake ID's could be given to the Smugglers Underworld Tree. Maybe with a Percentage Chance of succsess for each Skill Level in the Tree and charges that would get used up every time they manage to slip thru a Trooper Patrol. Representing that their false Identity is crumbling slowly. So the Underworld Tree would really be connectet to the "Underworld"
Imperial Players too could use it if they carry contrabant with them (which 99.9 % do ) *g*
In addition to that the Devs could bring in some Missions/Events that need false ID's to get past a Guard or thru a Door (not in general usable only for that Mission/Event) that could be craftet by a Smuggler. Part of such a Mission could be to obtain the scematic for this particular ID Card and then they had to find i Player Smuggler who would use this Scematic to craft them their Fake ID.
I would love this and i am sure that this would enhance the "Feeling" of being a Smuggler and the Game Atmosphere in general. Oh and the completely useless Underworld Tree would mean something finally!!
Colonel Avan Pandros - Chief of Staffs
(Joint Chiefs of Staff)
First, I'd like to echo the sentiments of several others on here: give them the link to Caylin's revamp and let them go from there. But specifically, I think the revamp would be a success if we can get the following things accomplished with it:
1. Create a Fun & Rewarding set of Smuggler missions. (we need that mini-game!)
2. Expand slicing to be more dynamic with the addition of a 'slicing' skill mod.
3. Fix Feign Death.
4. Allow for experimentation on Spices. (and revamp the spices in general)
5. Add Glitterstim!!!!!!!!
6. Add a smuggler-only pistol certification to the profession. (DL-44a Pleeeease!)
7. Fix the Sell-Out skill at Underworld 3. Allow us to trade with opposing faction members and talk to opposing faction recruiters (so that we can actually make use of the skill that is there right now).
If we can get these 7 things done, then I would be one happy smuggler. ![]()
Give us the Smuggler Only Weapon Certificate
Even right now i use almost only the DL-44
Colonel Avan Pandros - Chief of Staffs
(Joint Chiefs of Staff)
Maybe a mixture of both our Ideas about Spice using would be it.
Colonel Avan Pandros - Chief of Staffs
(Joint Chiefs of Staff)
someone probally already metioned this but i like to say this for Underworld and scanning. With the underworld tree you should be able to bribe scanners or at learst blackmail certain officials in order to get high rare items, deemed illegal (spice, poltured hides, slices,ect) to a players or static bazaar. Or for instance be able to do missions that involve a type of finese like dressing like a rebel or imperoal to do actual missions, without fighting but pure deception, blackmail, favors, addictive spices,ect. at least thats my two cents on underworld.
dirty fighting: plenty already stressed this out before me, but i dunno smugglers don't fight fare should they should be able i dunno disable weaponry with a single shot or a throwing of a precision knife.that way all someone has is unarmed, but not beingtake on one on one a tkm unless the smuggler is tkm as well.
slicing: a little more slicing like driods, vehicles, maybe houses. Could involve architecture to have a security system that smugglers can hack into to loot houses. and if they are reported or found out have a bounty on them or tef. there are serial numbers on every item created by players, looted or stolen items can be shown with a line straight through the serial numbers. slicing should also include information gathering like slicing into certain datapads to listen in on conversation like, vader talking to the emperor or Leia with Admiral ackbar. if anyhting thiefing and inforamtion gathering should replace the now broken spices that chefs have replaced.
HEGEWIZARD wrote:I have seem nany posts about people wanting a special bazzar terminal for smugglers.
Why not have certain terminals also be special so only smugglers have a exrta feature on them they can access.
make them limited to 1-3 per planet depending on the planet. 3 on tat. 2 naboo 3 cor 1 on outer rime planets.
Nah, just change the "premium" column to a "special" one and have different flags like Blackmarket item than only smugglers can see.
1. Missions that allow us to smuggle stuff
2. Make the missions timed so if we fail or get caught then HUTs/Employer can place a bounty on our head that bounty hunters can get and come after smugglers
3. Spices need to be more effective
4. More things to slice would be nice.
5. Gambling through the underworld tree would be interesting
SPACE unique
6. Be able to fly cargo type ships
7. Smuggle supplies and people to places
8. Expand on the smuggler mission idea
Just some thoughts