Smuggler Archive
Thread: What does the Smuggling Community want from the Smuggler Revamp?
Not sure if this is worth my time since the thread hasn't been updated since last year, but here goes.
Novice Smuggler but I want to be a Master Smuggler.
Slicing - reduce or remove the randomization of which stat is affected. Slicing 1 for example would have a 10% chance to choose, with an increase of 10% at each level and another 10% at Master Smuggler for a total of a 50% CHANCE to choose. Choose, roll and succeed would generate a % change to the choosen stat. Choose, roll and fail the choice % would give you a randomly choosen stat to affect.
Underworld - definately the inclusion of smuggling missions through a sliced mission terminal (a secret smuggling subsystem) or by going to one of the known crime lords (and their underlings) for a mission.
Dirty Fighting - certainly include Unarmed combat bonuses for Dirty Fighting in here. Rip off a guy's ear and he will be ready to cray and pee his pants. Shoot him in the knee and he will be down.
Spices - include a special Master Smuggler only spice. Add experimentation for spices but leave out the resource chase. Hunting resources is not good. Leave that to the artisans and scouts.
All this just MHO. Please no flames.
Not sure if its worth my time either, but geez after searching through mission terminals FOREVER to find the creature missions i want in the direction i want, I think slicing terminals ought to give the option to choose your missions (i.e. creature and direction).
Um, feign death is pretty useless (get killed as soon as i get up).
And i also think that slicing armor and weapons should be given some kind of new bonus options (like some that are mentioned in these seven pages of posts) since there is an imp crackdown on slicing.
Just my thoughts.
Master smuggler should be able to
- choose what kind of slice (encumbrance/ effect, damage/ speed), but sometimes the slice should fail
- craft master spices (killersticks?) with high and long time buffs
-have shorter or nodowner times at all
- melee and pistol specials
Underworld
- resist poison,desease
- selling counterfeit documents (uses 1, higher possibility to pass scans / uses 1, becoming covert)
- buying/ sellingall kind of faction points
- language comprehension +100
- smuggler language
DirtyFight
I'm pretty new to smuggler due to a extended break from SWG. This won't be eloquent or very detailed but I'd like to see the lines reworked so that spices were in the underworld tree and the "fencer" tree made us fences.
It would be something like this. Atnovice smuggler you would be sent to a supplier that would give you a schematic for a limited number of low level spice- lessthan a crate. The first box would give little better spice and a schematic for a small factory run - say 50 to 100. The next box better spice in small quantity - 50 to 100, and lower level spice in large quantity. Just keep going all the way to Master. We could get Underworld xp for the missions and the option to sell the spice we make back to the mission giver or to players, this is so a new smuggler can still make some money (not much though) this in addition to the smuggling and evading scan stuff its just the payouts of the missions is spice instead of credits.
I would make the "Fencer" tree something like this: novice- ability to slice bazaar terminals to accept sliced products and spice-couldn't do it otherwise: box one ability to slice the terminal of your declared residence for one npc vendor; box two you fast talk or threaten the vendor to work for less; box three you slice the terminal of a house you have admin rights to for 1 additional vendor; box 4 choice of npc vendor types and ad barking; Master ability to place cantina/slice terminal of cantina with admin rights to place a vendor.
I would really like the option for another faction. Working for Jabba and being able to buy perks would be great but this shouldn't be just smugglers.
Signed Oops
- Contraband Smuggling for Other Players. Right now this is accomplished simply by grouping with a Novice Smuggler or above.The actual transporting can be done in several ways, but here's two off the top of my head.
- Group Smuggling. The best method in terms of XP, but not the easiest. When a Smuggler is in a group the chances of contraband items being found and the fines levied against the owning player would be decreased in inverse proportion to the "Smuggling Level" of the grouped Smuggler. A Novice Smuggler has a 20% chance of hiding the contraband from inspection and if that hiding fails a "Bribe" of 40% of the fine would be levied against the offending group member. At Underworld I the chance of hiding would increase to 40% and the "Bribe" would be 30%. Underworld II is 60% Hiding, 20% Bribe. Up to Master Smuggler, which would guarentee concealment of the contraband. The Smuggler would gain Underworld XP commensurate with the fine avoided.
- Interplanetary Smuggling Ring. Implemented as a sort of "Temporary Mobile Bank Box", an NPC Smuggler would exist in every starport that would function exactly the same as the safety deposit box at bank terminals. The Player Smuggler would open a temporary "account" for a specific player wherein the latter could deposit items flagged as contraband. This box can then be accessed at any other NPC Smuggler. The fee the NPC Smuggler charges would be charged to the Smuggler, who can then add a markup to make a profit. The "account" would have to be renewed every week as a standard, and can vary in storage capacity and longevity based on the Underworld Level of the Smuggler.
- Individual Contraband Smuggling. Smugglers can accumulate Underworld XP simply by carrying contraband on their person and evading inspections and customs. Easiest, but least rewarding.
- Expand the Underworld factions (Jabba, Valarian, Nym, etc) and allow Players to join them.Smugglers can "trade" Faction Points for Underworld XP. Provide random missions through Faction NPCs related to organized crime, much in the same manner as Imp/Reb Terminals give missions related to the GCW. Different NPCs can provide different missions, and Smugglers in particular can perform specialty missions (marked with an *). No terminals, please.
- Assassination of members of rival organizations (take such missions off of the standard mission terminals)
- Destroy the facilities of rival organizations (take such missions off of the standard mission terminals)
- Spice Crafting/Delivery*
- Contraband Smuggling*
- Slicing*
- NPC Contact (go to Waypoint A and intimidate the NPC into giving into demands, deliver message to rival organization, etc)
- Etc.
Other Ideas for the Revamp
1) Increase the penalties for the possession of contraband as well as expand the list of contraband items. Not just sliced weapons/armor and spice, but any item deemed by the Imperial Authorities to be of a threat to the Empire. This can include Jedi Artifacts such as crystals and holocrons to any item that can concievably be banned or "tariffed" by the Empire. Certain foods, resources, components, etc. Have "Customs Agents" at every major starport inspecting players for "tariffed items" that must be paid for in order to be transported off world. The penalties can be structured like this:
- Sliced Weapons/Armor: The vast majority of items needed to be smuggled, so the penalties for these should be as minascule as possible while maintaining a sense of continuity and believability. The basic penalty should be -50 Imperial Faction Points (or the appropriate faction for planet-specific authorities such as CorSec) per item. Above that would be a monetary fine, such as 1000cr, for each item as well as possible confiscation*. If the Player does not have the credits either on hand or in their bank account, an amount will be deducted from Imperial/Local Faction (say 100 points above the base penalty). When grouped with a smuggler the base penalty is waived and the fine is reduced/waived depending upon Underworld level of the Player Smuggler grouped.
- Spices: Fine similar to above, based upon number of items and including crated spices, as well as of confiscation.
- Jedi Artifacts: For non-Jedi players afine and a more substantial loss in Imperial Faction. This can be waved on certain worlds and in certain ports where the Imperial presence is either less notable or Customs is handled by local forces that aren't as hostile toward Jedi as the Empire. For Jedi Players, no fine. But the substantial faction loss remains as well as an immediate Jedi TEF.
- Tariffed Items: These are searched for when the ticket droid or the transport ticket itself is activated. A tariff based upon a CPU (credits per unit) system is assigned to each traiffed good individually. The amount doesn't have to be static, and can be set as an item stat similar to OQ whenever resources are cycled. Howeverthe price should be based upon the value of the item and therefor tied to an aggregate of all of the items stats.
* A Note on Item Confiscation: Before I get flamed for actually advocating that people lose their precious sliced weapons/armor, let me first say that I by no means heartily recommend the idea. I do however think that workarounds can be made to avoid confiscation. My preference would be adding a "Mask Slice" ability to Novice Smuggler. This skill, implemeted exactly like slicing but perhaps with a greater success chance than 50/50, would temporarily hide the slice on any weapon/armor (or any otheritem slicing functionality that may be added) from inspection. The presence of a masked slice would be visibly noticable within the inventory window through a small icon similar to insured items. When the Mask wears off after repeated use the icon would disappearand the player would recieve an on-screen message informing him/her that the mask has expired.Successfully applying a Mask would provide 50 or 100 Slicing XP and would relieve novices of the container grind, IMO the most aggrevating part of moving up the Slicing Tree.
2) Instead of Adding Spices, Make the Ones We Do Have More Useful
Right now only two spices have any sort of market demand, and both are found at Spices IV. Instead of adding two spices at Master Smuggler that would simply replace Neutron Pixie and Muon Gold, how about changing the lower level spices to make them more useful? Give them crafting bonuses, combat bonuses, healing bonses, etc. I've compiled a short list to demonstate what I have in mind:
- Novice
- Grey Gabaki
- Bonus: +4 General Crafting Experimentation,Thirty Minutes
- Downer: -6 General Crafting Experimentation, Six Minutes
- Scramjet
- Bonus: +6 Ranged Aiming,Twenty Minutes
- Downer: -10 Ranged Aiming,Four Minutes
- Shadowpaw
- Bonus: +6Melee Speed,Twenty Minutes
- Downer: -10 Melee Speed,Four Minutes
Subsequent Spice Levels can modify more advanced stats, be it specific crafting, specific weapons, defensive bonuses, and etc. Leave the HAM bonuses in place for drugs made in Spices IV.
3) Crafting Experimentation, Or What to Implement That Would Make Me Drop Smuggler
Right now Smugglers need to complete two base professionskill treesin order to reach Smuggler. Implementing an experimentation bonus to Smuggler-Crafted Goods will essentially expand that requirement to four in order to be competitive by forcing, in a way, Smugglers to completethe Engineering and Domestic Arts Trees of the Artisan Profession in order to get experimentation bonuses. Don't do this. Please. If some form of Artisan-Style experimentation MUST be implemented, either make it completely resource stat-dependent static bonus and/or tie it exclusively to the seemingly useless Spice Crafting skill. In other words give no bonuses to General Crafting skills.
4) Make Slicing a Bit Less Random
While I wouldn't advocate completely eliminating the element of chance to slicing, I wouldn't mind making it a bit less chance-dependent. This could be done by the adding of an actual slicing skill that will increase as the Slicing Tree is traversed and/or adding some kind of experimentation bonus to tools along the lines of what I mentioned above for Spice Crafting. What I would prefer is to narrow the range of % Sliced for each box in the Slicing Tree. Also, allow Slicers with +Weapon Slicing: Advanced to choose whether speed or damage is sliced, and add an +Armor Slicing: Advanced to Master Smuggler that allows a choice between resistance and encumberance.
5) Add More Slicing Funtions
From what I've read of slicing in SW lore, it seems to be a combination of computer hacking and electronics tinkering. In keeping with that concept, it seems to me that there should be more slicing opportunites in SWG that containers, mission terminals, weapons, and armor. Here are some items that can beadded to this list.
- Tickets and/orTicket Terminals. Those tickets at least look electronic in nature, so how about slicing ticket terminals to reduce ticket price or turning a one way ticket into a roundtrip set? What about slicing individual tickets to change the departure/arrival locations?
- Droid Components. For Droid Engineers, using components enhanced by Slicers can provide performance boosts to the Droids in which those components are used.
- Structures. Either in deed form or deeded, a Slicer can increase the BER of harvesters by one point, the power requirements of harvesters/factories, etc.
- Structure Terminals. A Player can have a Slicer modify their building terminals so that fewer credits are required to maintain the structure for a period of time, depending on the Slicer's level,or perhaps reduce the maintenance of the entire Player City by a resident Smuggler.
- Crafting Equipment. Slicer's can increase the effectiveness of all crafting tools and stations above the existing max of +15 and +45 (respectively) by 0 to 5 points.
- Vehicles. Similar to how the VCK works, a Slicer can boost the speed, terrain negotiation abilities, ormax conditionof vehicles. Vehicle stealing might be implementable, but should have severe repurcussions such as an Imperial/Local Police TEF, Vehicle Owner TEF, and etc. Such TEFs should only be in effect, however, if the vehicle owner is within a certain distance of the vehicle being stolen. Say, 50m.
- Musical Instruments. Certain electronic instruments can be sliced to increase their effectiveness. At least I think instruments have an effectiveness rate....
- Anything that has a computer/electronic function that hasn't been listed here.
6) Player City Structure: The Casino!!
A rather obvious idea that has been bounced around numerous threads for a while, I wholeheartedly agree that Master Smugglers should get to establish Casino's in Player Cities. A Casino could not only provide another cosmetic addition to Player Cities, they could also be used as a safe haven for the distribution of contraband equipment. We can do this by making it impossible to sell any contraband-flagged item on the Bazaar. Player Vendorscan also be searched with the effectiveness of the search and the penalties involvedbased upon their proximinity to major cities and Imperial/Authority bases. The same is true for individual trades between players, which would result in Imperial/Police TEF and faction lossif discovered. Selling/Trading crates of Muon Gold would be easy at remote places on the main planets and free from interruption on Imperial-light worlds (Lok, Endor, Dathomir, etc), but selling the stuff in the middle of Coronet would probably be stupid. The trading of sliced items that are Masked would function normally in both Player-to-Player trades and Vendors. However Casinos would provide the owner with a number of vendors through which ONLY contraband items can be sold, and sold without threat of inspection. These vendors function exactly like normal player vendors except that their location is limited to the Casino in which they were created.
Casino's can also provide PvP and PvCasino gambling games, the prizes being taken out of the game's individual "House" pools. Any bet made by a player must matchable by the House. Such games can include:
- Dice Games. The simplest game built around Craps rules. Pass/No Pass, number picks, etc.
- Pazaak from Knight of the Old Republic. Might be some copyright issues, as KotOR was developed by Bioware, but its a fairly simple game similar to Sabaac.
- Sabacc. Portrayed in the EU novels as the most popular gambling game in the SW galaxy. Supposedly Lando lost the Millennium Falcon to Han Solo in a Sabaac game. The rules are a bit too complicated to list here, but a thorough overview can be found at http://www.ehnet.org/sabacc/rules.php
- Any gambling game based on RL games. Blackjack, Poker, Roulette, Slots, etc. You could even have that Chess-like game played by Chewbacca and R2D2 in ANH.
On top of that, Casino's can function similarly to Theaters/Cantinas in that entertainers can heal Mind wounds and BF within them. Casino's can be built by Architects and placed once a Player City reaches 35 residents (same as Starport requirement).
That's all for now.
Saibak wrote:
- Pazaak from Knight of the Old Republic. Might be some copyright issues, as KotOR was developed by Bioware, but its a fairly simple game similar to Sabaac.
Not to be a geek, but they are not similar. Sabaac is poker with shifting cards at random, and many different styles of play(rules). Pazaak is just 21-1 with the addition of a Hand of 5 cards that can +/- to the total of cards you have been dealt. BOth are fun though, I prefer Sabaac though.