Smuggler Archive

Thread: Depending On Smugglers

Solo4114
Fri Mar 26, 2004 11:55 am
#144

Thanks, guys! I'll say this. If I ran the zoo...well, it'd be a very different zoo.



I just think the playerbase has grown complacent with the lack of consequences. Which is funny to me because they're always clamoring that the game has no content, isnt' challenging, etc., etc., etc. I think that, whine though they might, if the developers just said "Sorry guys. We're putting consequences and hard choices into the game." people would eventually grow to enjoy them.


It's like when you play a first person shooter BEFORE you learn what the "god mode" cheat is. It can be exciting, challenging, interesing, intense, etc. But once you figure out that you just have to punch "iddqd" and you go invincible, it can still be fun but the challenge is gone. It's less about survival and intensity, and more about where the hell is that last level key. Entertaining for a diversion, but not very fun.


I think when people say "We want content!"often what they're saying is "We want a challenge!" This conflicts directly with other things they say like "OMG!! Nerf the [insert skill/weapon/item/power here]!!! It's totally unfair!!" Finding the right level of challenge is important, but in terms of interplayer relationships, all the professions should be on a level playing field, and choosing how to proceed with your character's development should be about making decisions and sacrificing options in favor of what you like best.


The old AD & D system did this perfectly. You could kick ass with weapons and wear armor as a fighter, but lose any ability to cast spells. Or you could be weak physically and not wear armor or wield most weapons but kick ass with spells as a wizard. Or you could be decent with some weapons, wear light armor, but be sneaky and gain other abilities as a thief. Or you could cast defensive spells, wear heavy armor, but be limited in your weapon choice and proficiency as a cleric.


When you force a player (yes, FORCE) to make choices like that, you force them to pick what they like BEST, and thereby make them bond with their character much more. This game does that to a degree, but the way it often plays out is that EVERYONE takes the first few levels of Wizard, the battleaxe skills from Fighter, and the healing skills from Cleric to be "teh uber". Professions that are clearly more powerful than others lead to a stagnation of the playerbase as well as a homogenization of the game. Remember when EVERYONE had CH? That sucked. It made gameplay no fun. Just wait 'til everyone has a metal pet instead. It'll be the same thing.


See? Again, players contradict themselves. "Everyone having a pet makes this game po ke mon wars or Pet Wars, not Star Wars!" But in the next sentence, they say "We should have droids instead!" What the hell? Is your problem that you don't like fuzzy pets instead of metal pets? Or is your problem that everyone is powergaming their way to homogeneity?


If the devs took a hard line and said "Nope. Sorry. We know you don't like it, and you can post hundreds of posts about this, but rightnow, the game is severely screwed and needs fixing. You say our changes aren't fun? How much fun is it to do the exact same thing that every other player does? Where's the diversity?" we might have a REALLY interesting game. I'm still pretty dubious that the devs will do that, though.

StGabriel
Fri Mar 26, 2004 2:03 pm
#145

For ease of calculations I've gone with base numbers of 65% effectiveness comp armor and a 2.0 145 VK.

I was giving you the best case scenario. For weapon slicing VK's are the WORST case scenario. VK's are unique in that there are damage bonuses for using them which makes a damage slice less useful. Of all the combat professions no other one has this bonus. Furthermore, TKA's are already speed capped making a speed slice useless.

Mitigation and toughness are irrelevant to the computation (and you have computed mitigation incorrectly, but oh well). If you have a mitigation that reduces damage by a factor of X, a toughness that reduces damage by a factor Y and a resistance that reduces damage by Z then your damage taken is:

damage_take = initial_damage * X * Y * Z

Consider when Z is .1 (90% armor) and when Z is .33 (67% armor):

damage_taken (.1) = initial_damage * X * Y * .1
damage_taken (.33) = initial_damage * X * Y * .33

damage_taken (.33) / damage_taken (.1) = (initial_damage * X * Y * .33) / (initial_damage * X * Y * .1)

damage_taken (.33) / damage_taken (.1) = .33/.1 = 3.3

You are still taking 3.3 times more damage even though you consider mitigation and toughness. This happens because all of these bonuses are multiplicative.

If you just consider armor there is the potential for this 3.3 difference. In practice this comes up a lot. High end armor requires high slicing on maxed out composite and it is definitely non-trivial to get 67 resist and very difficult if even possible to get much higher. At high end play, this 330% advantage on armor alone is incredibly real and incredibly important.

Meanwhile, the 153% weapon advantage IS more variable. I gave a best case scenario although this scenario tends to be appropriate for only 5 profs: swordsmen, pikemen, BH's, commandos and carbineers (those that are not speed capped using specials). All other combat profs will get damage slicing which will bump their damage by 35% invariant of speed and other variables. TKA's are the only prof that will see a smaller gain because of their unique damage bonuses.

So in practice, at high end play we see an advantage of 3.3 * 1.35 or 3.3 * 1.53 for all profs outside of TKA. That is HUGE. An advantage of 4 times is like having the PvP reduction when your opponent does not. There is no way to compete with another high end player when they have slicing and you do not.

Message Edited by StGabriel on 03-26-2004 04:06 PM



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

JTGAlpha
Fri Mar 26, 2004 2:09 pm
#146

Gabriel....


Throw out all the calculations you want, bro. Knock yourself out.


Cuz you know what? You're missing a VERY important fact. In fact I can't believe you're missing it. We've said it in so many words, but you're not hearing it.


You say "slicing is necessary" because "of the the power swing it provides". Right? But you're wrong. That power swing only makes PvE go by FASTER. You don't need it. And guess what Gabe...all dev content right now is PvE. So you can get through it all just fine with an unsliced weapon. It'll be more dificult and slower but you can do it. I did it. I didn't use a sliced weapon for months in this game. I still don't wear armor.


The ONLY place where EVERY edge you can get is necessary is PvP...but ya know what? There are NO leaderboards. There are NO battlefields at present. There are NO winners or losers in PvP. Sure there's winning and losing individual encounters...but there's no progress. So winning and losing PvP in NO way gates your progress in ANYTHING.


Ergo, slicing is NOT necessary to advance your character or complete any goals save PvP goals.





Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

mka
Fri Mar 26, 2004 2:28 pm
#147



"Depending on Smugglers"


You could make half a dozen other threads with similar headlines, i.e. 'Depending on Armoursmiths', 'Weaponsmiths making our weapon is taking away from our gameplay' etc...


Why should a part of the playerbase not depend on us?






And I'll be frank, I don't find this very "fun". Why should I be penalized just for not having a regular smuggler groupy? Why should I not be able to access a significant portion of loot when I solo?




I could agrue that I don't find it very "fun" either that I'm penalized without WS and AS guildies to 'function' properly as a combat profession. Yet noone complains about that. Why, you might ask. Because they're part of the game economy since the game launched. Smugglers were supposed to be a part of the economy too (besides slicing and drugs). Now that they're trying to figure out how this part should look like people say that they don't want Smugglers to be an essential part of their gameplay. I don't think they realize that if they got their will they would shaft all the hopes and wishes of a good chunk of their fellow players.


This seems to me like a slightly abridged version of the BH/Jedi debate. To put it bluntly: 'Hey Devs. pleeaaase give our profession content, but if you add content to another profession which will have a negative impact on me I'm going to cry!'



And no, you're not really offering a sugesstion, you're merely voicing your concern that you don't want to / don't have the time to interact with Smugglers in your regular gameplay. Which is really not a problem in itself, but if you don't interact with Smugglers you should miss out on certain aspects of the game. Yet, putting crates of spice on the Bazaar and being a slice monkey isn't my definition of 'interaction'.




Jeswin Esqui - Master Smuggler - Master Commando - Master Pilot - Chimaera Galaxy
Solo4114
Fri Mar 26, 2004 2:57 pm
#148






StGabriel wrote:
It'd all come down to a question of what was worth more to the player.

I respect that this is your goal, and I think that new options in the game ARE good, however you have to see that slicing is nowhere near being something about which you can even question "what's worth more to me" as it simply provides to large a benefit. Again, if slicing were giving maybe a 10% edge to your character I think that the sorts of stuff you are suggesting are more reasonable and palatable. When I slice and you don't and that means I basically win by default, that is not a "tradeoff".

Would you rather have slicing contraband with vastly nerfed slicing or no contraband? Not that this is necessarily the choice you have to make, but I think that for your argument to work it boils down to something like this. There is no tradeoff as long as slicing is so powerful at to be absolutely necessary for all higher end players (which is where slicing currently is).

Slicing is simply not a viable choice for a "tradeoff" right now. That is a primary point which I think you have to deal with in dealing with my discussion here (and which no one has done so far). A desire, in general, to have tradeoffs in the game does not make this work.

I want tradeoffs too, but ones that make sense and add to the collective game and do not simply detract from it. Fun tradeoffs that make the game better are those where choosing to be strong in one area makes you somewhat weaker in another area. Contraband scans, as proposed so far and as implemented, do NOT make one weaker in any area they simply make one
vulnerable to random downtime and fines none of which are "Fun" game dynamics. I am proposing shifts to better sorts of weaknesses that give Smugglers a role without introducing random downtime and arbitrary limitations to other players. That's the thing really, the difference between some arbitrary constraint and one that really makes sense and actually adds to the playing experience. Not looting magseals and having to waste time to switch to covert . . . are both arbitrary penalties that don't add fun to the game. Better to look for more complementary tradeoffs.





Gabe,


You're thinking too much in terms of the CURRENT system. Yes, under the current system, anyone who goes up against a guy who has a sliced gun is at a huge disadvantage. But that's because there's no reason NOT to have a sliced gun. OF COURSE everyone will have sliced gear in the current climate. There's no reason not to.


But if you implemented a truly punishing contraband system (IE: more than just "Now now, you know we don't like sliced guns. come on. Hand over the 500 credits."), that would likely change. As long as the penalties for carrying what is ILLEGAL are made serious enough, it should give players pause. Now, I'll grant you, SOE doesn't have a great track record in this respect. The crackdown was a joke, basically. It didn't scare anyone. We'd need a REAL crackdown, one that made a player seriously reconsider getting their weapon sliced, rather than having it be the default.


We'd need a system where, if you were going to carry a sliced gun, you'd either need to be seriously rich, a serious badass, seriously LUCKY, or all three. Personally, I'd propose a system of escalating fines and penalties, and have it be controlled by local police forces. The first few times you get nailed, you pay a high fine. But each successive time, the fine gets higher. Eventually, the cops attack you when you fail your scans. And after THAT, the cops don't even BOTHER with scans and just attack you on sight. Now, again, you'd need to have the cops be tough enough that this would give most players pause. That or you'd need to have large squads of them scanning players. I'm talking like 8-12 NPCs per squad. Maybe even throw in some heavy vehicles for support.


Anyway, my point is, the CONCEPT of a contraband system itself WOULD work and would not result in the "But how willI survive??" scenario that you put forth. IF you were able to set the balance point properly, IF you could set the system up so that the penalties and possible consequences for carrying sliced gear were stiff enough that players really had to make a serious choice as to whether to use them, you'd have a workable system. Personally, I think such a system is possible. I don't care who you are, if you go up against 10 badass NPCs, you may take three or four of 'em down, but they WILL kill you in the end, even if you're buffed and healing yourself and such. You can't solo that many high-level mobs at once. And if you could, we'd just have to make those mobs tougher to the point where you COULDN'T do so. But if you actually implemented a system like that, not everyone would carry sliced gear. In fact, I'd venture that most people probably WOULDN'T carry sliced gear around, and only SOME would. And those would be the badasses who wander the wastes and almost never go into town, or who would be able to actually take on a full scan team and stand a fighting chance of walking away alive.


Right now, I think you're thinking too much inside the box. You've become addicted to slicing and can't imagine a world without it. You're thinking in absolute terms, rather than relative terms. Or rather, you're thinking in relative terms, but in the sense of the current raw weapons values relative to a "slicing is illegal" system's weapon values. Try not to think about it in terms of the raw numbers, but rather the effect on the population if done right.


Currently, let's say (for the sake of argument) that an FWG5 which has been sliced for speed operates at a 6 (this is just a random number. It doesn't really mean anything.) An unsliced FWG5 operates speed-wise at about an 8. Now, with no control mechanisms in place, of course you're going to go with the sliced version. It's faster across the board. But what if the COST of using that sliced version was high? I'm not talking that the slicing service itself costs money, but rather that carrying the illegal weapon results in "costs" on the player. This could be monetary costs, random attacks, delays, etc. Any number of costs could be factored in, but you WOULD have to face consequences.


Ultimately, it would come down to choices. Do you pay the smuggler to carry your gear for you? Do you pay the penalties and/or run the risk of getting shot at? Or do you decide that being safer on the whole is better, and opt to forego the sliced gear? The choice would be yours, but you would have to choose wisely. Now, granted, if you went into battle against someone who'd chosen to carry sliced gear, you'd be at a disadvantage, no question. But, your LIKELIHOOD of running into such a person would be decreased significantly. Thus, across the board, everyone would be facing these choices. Maybe you'd go up against a smuggler who usually was able to beat the scans. But then again, that smuggler would have fairly weak fighting abilities, given that at least 3/4 of our profession is non-combat based, and the 1/4 we do have is primarily focused around evasion tactics.


I'll agree with you that most of the players INITIALLY would try to keep their sliced weapons. But once enough of them get shot up by scan teams or have to pay high fines, that would likely change. Eventually, the system would rebalance to where sliced weapons would be the exception, not the norm. And that's how it should be.


Look, if I get into a fight with some dude on the street, it would be to my advantage to have a gun or a knife on me, right? Of course! But I don't carry one. Why? Well, aside from the fact that I'd probably just blow my own toe off or something, it's ILLEGAL. I've made a choice. My personal protection through illegal means is not worth as much to me as my freedom from incarceration is. I could also get a permit to carry a pistol, probably. But I choose not to because it's a hassle, and it's expensive. That's my choice. On the other hand, the street punk with the Glock9 that's had its serial numbers burned off with acid is less concerned with the law, and more concerned with being armed. That's his choice. Now, if there was no law against it, would I carry a gun? Probably. That'd basically be the wild west. It'd just be a better idea to be armed than not. But in a system with choices that have both serious upsides and downsides, I went in one particular direction by choice.A fairly silly example, I'll grant you, but that's kind of the level on which I think the illegality game needs to be played.


Players need to really think to themselves "Is it REALLY worth it for me to carry a sliced gun?" If you set the game up like that, then I imagine most people wouldn't carry sliced weaponry. Those who did would have to live with their choice and the negative consequences thereof. Those who didn't, would have to live with OTHER negative consequences, in favor of OTHER benefits.


But right now, the playerbase is like a crack addict when it comes to sliced gear. They cannot imagine a world where they can't walk freely with it. If you take away their crack, they'll holler and rant and rave, but in the end, they'll probably be better off for it.
electricnomad
Fri Mar 26, 2004 3:01 pm
#149




JTGAlpha wrote:

Gabriel....


Throw out all the calculations you want, bro. Knock yourself out.


Cuz you know what? You're missing a VERY important fact. In fact I can't believe you're missing it. We've said it in so many words, but you're not hearing it.


You say "slicing is necessary" because "of the the power swing it provides". Right? But you're wrong. That power swing only makes PvE go by FASTER. You don't need it. And guess what Gabe...all dev content right now is PvE. So you can get through it all just fine with an unsliced weapon. It'll be more dificult and slower but you can do it. I did it. I didn't use a sliced weapon for months in this game. I still don't wear armor.


The ONLY place where EVERY edge you can get is necessary is PvP...but ya know what? There are NO leaderboards. There are NO battlefields at present. There are NO winners or losers in PvP. Sure there's winning and losing individual encounters...but there's no progress. So winning and losing PvP in NO way gates your progress in ANYTHING.


Ergo, slicing is NOT necessary to advance your character or complete any goals save PvP goals.




Agreed.


And MAN do I hate that changes seem to be dictated by PVP, which itself is fundamentally meaningless, and in which only a very few people actually particupate. Because of all the changes that have been made due to PVP concerns, PVE content has become as feeble as an old lady. Nobody was supposed to solo Fort Tusken. No two-man group was supposed to take down a Krayt. But the Devs dropped the ball by attempting to balance PVP, which ended up screweing up the balance with PVE. It has hurt the game in a major way.


Where can a group of 20 well-armed, well-prepared, dedicated combat professionals go and feel a challenge in SWG?


You can count the places on one hand.


So JTG is dead on - you're making a PVP argument where it doesn't need to be. PVP arguments have only hurt the game so far, andthe ideas you have been espousingin this thread would hurt Smugglers.





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

DRWolfe
Fri Mar 26, 2004 3:03 pm
#150

Aw, man. Solo beat me to it while I was thinking, writing and re-writing, and did a good job again. Well, read this anyway!


StGabriel wrote:
Again, if slicing were giving maybe a 10% edge to your character I think that the sorts of stuff you are suggesting are more reasonable and palatable. When I slice and you don't and that means I basically win by default, that is not a "tradeoff".

Would you rather have slicing contraband with vastly nerfed slicing or no contraband? Not that this is necessarily the choice you have to make, but I think that for your argument to work it boils down to something like this. There is no tradeoff as long as slicing is so powerful at to be absolutely necessary for all higher end players (which is where slicing currently is).



OMG. Must not have read Solo's posts... Anyway, it should be just the opposite of what you're saying.

If you get only a 10% boost on your weapon or armor from slicing (negligible), and there is serious consequences to having the work done, noone will have it done. Just not worth it. You won't be any less effective and you don't have to worry about the authorities. In this instance, you might as well throw the whole thing out the window.

If the boost is a 15-35% , and this improvement is illegal (which it is), with no consequences, it's a freebie and not really illegal. No problem making the choice to get the slice. More effective and despite the illegality of the action, no detrimental effect.

If it is treated correctly as an illegal and punishable thing, you have a serious CHOICE to make, as has been pointed out repeatedly. Get the boost and be more effective but hounded by the authorities, or do not get the boost, being less effective, and do not worry about the authorities. This is how it should be.

This is the time of the Empire, for crying out loud! Harsh, oppressive, intolerant of anything illegal!
Sheesh!

If you want to come and make suggestions for the Smuggler profession, don't make suggestions that make us more ineffectual and you won't get such negative responses. I'm surprised you get any slices after this, unless the smugglers are unaware of this forum or just don't care.

(Wow, this has been my most vocal post yet. Please excuse. )

Message Edited by DRWolfe on 03-26-2004 05:06 PM



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

StGabriel
Fri Mar 26, 2004 3:05 pm
#151

But you're wrong. That power swing only makes PvE go by FASTER.

Not true. Try taking 3.3 times more damage from a krayt and see how well you tank it.

Consider this argument for another game, EQ. The Flowing Black Silk Sash was the THE premier item for fighters (at least when I played). All it did was give a 25% increase to speed and it was worth hundreds of bucks on EBay. Now you're saying that such bonuses are just trivial and don't mean anything?

And I think a LOT of players would greatly disagree with you about PvE and PvP content. On the Swordsman forum we tend to get more concerns about PvP content than PvE content.

You could make half a dozen other threads with similar headlines, i.e. 'Depending on Armoursmiths', 'Weaponsmiths making our weapon is taking away from our gameplay' etc...

Except that I've said specifically said how these other professions are different. When I go to an armorsmith I give them MONEY and not TIME. Money that I have earned being a Swordsman.

You're thinking too much in terms of the CURRENT system. Yes, under the current system, anyone who goes up against a guy who has a sliced gun is at a huge disadvantage. But that's because there's no reason NOT to have a sliced gun. OF COURSE everyone will have sliced gear in the current climate. There's no reason not to.

And unless slicing is to be greatly nerfed this will always be true as a 3-5 times multiplier on your abilities is simply too HUGE. Putting a potential of being delayed or fined won't change this.

You want "real" penalties and I have yet to see any that actually fulfill this "tradeoff" criteria you want. A tradeoff is something that makes you better in one way and worse in another. A random delay, etc., is not such a tradeoff. Slicing becomes an issue of: "I get this bonus because I'm willing to put up with random downtime, etc.".

Let's look at another game mechanic, armor. A good tradeoff for armor is something like encumbrance where using better armor fundamentally limits your abilities in another area. A random chance to lose 10-30 minutes of your time now and again for using armor is NOT a good tradeoff.

F you were able to set the balance point properly, IF you could set the system up so that the penalties and possible consequences for carrying sliced gear were stiff enough that players really had to make a serious choice as to whether to use them, you'd have a workable system.

And what exact penalties are you suggesting to offset items that multiply your combat abilities by 3-5x? Are these true tradeoffs or simply random nuisances?

Maybe you have some great system worked out that actually fulfills what I am asking for. But then you wouldn't really be disagreeing with me, you'd have simply met and bypassed the concerns I have put forth in this thread.

Message Edited by StGabriel on 03-26-2004 05:06 PM



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

Ipseck
Fri Mar 26, 2004 3:06 pm
#152

No one ever complains about needing a commando and/or some riflemen and/or heavy swordsmen or doctors, etc etc. when they go krayt hunting. People accept it. Its a fact of life - the combination dots and DPS and the healing/rezzing is a great help to the group.

Why then is it a big deal to take a smuggler along when heading to a cave where you know mag seal containers reside?

Message Edited by Ipseck on 03-26-2004 02:07 PM





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
StGabriel
Fri Mar 26, 2004 3:10 pm
#153

No one ever complains about needing a commando and/or some riflemen and/or heavy swordsmen or doctors, etc etc. when they go krayt hunting. People accept it. Its a fact of life - the combination dots and DPS and the healing/rezzing is a great help to the group.

Right, and that is a great example of complementary interaction between characters. Needing to group and find certain profs for a certain type of content is great. Having your options cut in some arbitrary fashion, having random downtime, etc., is not "complementary" though. It's very different having different characters with different abilities and having to put up with nuisance content simply because you do not have certain abilities.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

DRWolfe
Fri Mar 26, 2004 3:13 pm
#154

Argh! He doesn't get it! He just doesn't get it!

It's like arguing with my wife! There's no way to explain it so he'll understand!

Smugglers did not make the Crackdown! Smugglers did not cause you to be inconvenienced by having to wait out a contraband search. You have to wait no matter if you have any contraband or not. Carry sliced equipment or don't, it doesn't matter, you'll have to wait anyway!

Slicing can't be nerf'd to be made illegal with penalties, or there will be no slicing as it won't be worth it. Something illegal has to be worth the penalties!

Argh again!



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

mka
Fri Mar 26, 2004 3:16 pm
#155






StGabriel wrote:

Except that I've said specifically said how these other professions are different. When I go to an armorsmith I give them MONEY and not TIME. Money that I have earned being a Swordsman.




If you don't custom order from a WS/AS you at least travel to their respective vendor to buy your stuff. You sit and watch Entertainers to heal BF or buff your mind. You sit in med centres waiting for someone to heal your wounds. All that stuff can take up to 10 mins each from your Swordsman playing TIME. Why would it be so hard to meet up with a Smuggler for 1 minute to give him your contraband and take it back at the destination?


Your second example is being covered by Ipsec's comment.



Jeswin Esqui - Master Smuggler - Master Commando - Master Pilot - Chimaera Galaxy
AldaronTavish
Fri Mar 26, 2004 3:17 pm
#156

Point that everyones seems to have overlooked. What do smugglers depend on? That's right WEAPONSMITHS/ARMORSMITHs for our WUK/AUK kits (unless you put the skill points into taking those professions as a smuggler)! Just so we could improve your armor/weapons by a CHOICE that you made. Smugglers don't have that choice on whether to use AUK/WUK's, we NEED them to slice.



Nirantani
Elder Smuggler

Kendrick Starwolf
Spy
Ahazi

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