Smuggler Archive
Thread: Smuggler Revamp Community Vision Document (Template)
Smuggler_Caylin wrote:
Vampirerobot wrote:
Yeah Geevo, we should have focus threads for each part. See if Caylin can start them and sticky them maybe?
I can, but we need to avoid 20 different sticky threads.
Do 1 Sticky at a time ... start an UW thread please (and if you can copy/paste from your revamp to start it out)
I was a smuggler once but dropped it out of boredome. But I have one suggestion that I think would create alot of fun for smugglers and give them the feeling that they are smuggling. I know this has been mentioned before but I want to suggest it again to make sure it gets considered.
Smuggler Bounty Visibility:
Utilizing the code that already exists for jedi visibility on the bounty hunter system. Have smugglers become more visible on the bounty hunter system by accumulating crimal xp or bounty xp or some kind of measurement of how much criminal activity they are engaging in. This can be accumulated by performing criminal activities, say after achieving Master Smuggler (so as not to have a poor defensless novice smuggler shouting "Slicing containers for fr...aaaahhhh...suddenly being chased by a master bounty hunter), such as slicing, being scanned by imps and caught with contraband, making, selling, and or using spice. There are a number of things that could increase ones criminal bounty and cause them to become more visible on the bounty hunter missions terminals and ultimate be hunted down by a bounty hunter....now that would be cool.
Hope the dev's read this...
Pentium4 wrote:
I was a smuggler once but dropped it out of boredome. But I have one suggestion that I think would create alot of fun for smugglers and give them the feeling that they are smuggling. I know this has been mentioned before but I want to suggest it again to make sure it gets considered.
Smuggler Bounty Visibility:
Utilizing the code that already exists for jedi visibility on the bounty hunter system. Have smugglers become more visible on the bounty hunter system by accumulating crimal xp or bounty xp or some kind of measurement of how much criminal activity they are engaging in. This can be accumulated by performing criminal activities, say after achieving Master Smuggler (so as not to have a poor defensless novice smuggler shouting "Slicing containers for fr...aaaahhhh...suddenly being chased by a master bounty hunter), such as slicing, being scanned by imps and caught with contraband, making, selling, and or using spice. There are a number of things that could increase ones criminal bounty and cause them to become more visible on the bounty hunter missions terminals and ultimate be hunted down by a bounty hunter....now that would be cool.
Hope the dev's read this...
But I would think our visibility should be tied to who we do 'criminal acts' around ... if I am slicing for customers with no Storm Troopers around, I should not gain visibility (in my opinion)
I think if you want to make spice fine
but the combat for smuggle rleave alot to be wanted. We should have dizzy with our low blow, and a mind shot too.How about some def mods too maybe some like stun def or dodge something so were not sitting ducks.
Also mabe since we make mind drugs we could make mind poison and use it and/or sell it to combat medics
and underworld is pretty useless. You have contacts. Where and who? alos maybe we could have a craft item to slice mag seals we could sell. Or a bomb you could place hehe thats smuggling hehe place a bomb at a base or some where and kill pvp.
- Hamstrung - Attack damage takes a minus modifier but disables any COB currently active and reduces the dodge, counterattack or block by 1/2 of therecipients current level for 30 seconds. Any COB activated during this time period inflicts large damage to the recipients action pool and you cannot burst run for the duration. If user misses he gets posture changed down.
- Gut punch - High action damage and recipient becomes venarable to posture changes for the next 5 seconds. If user misses he takes twice the normal damage from his opponent on the next attack.
- Headbutt - User takes mind damage and a stun state - recipient takes mind damage, becomes dizzy and loses a 1/4 of thier melee & ranged defence for30 seconds.
- Uppercut - Can only be done from a kneeling position. Changes posture up (i.e. to standing) and if hits increases opponents incumberance by 2. If misses user gets a dizzy state and falls down (i.e. kd/dizzy).
Message Edited by DND_Cas on 05-17-2004 03:14 PM
HimFan wrote:
DND_Cas wrote:
Dirty Fighting:
Goal Statement: To Increasing melee bonuses and abilities.
- Hamstrung - Attack damage takes a minus modifier but disables any COB currently active and reduces the dodge, counterattack or block by 1/2 of therecipients current level for 30 seconds. Any COB activated during this time period inflicts large damage to the recipients action pool and you cannot burst run for the duration. If user misses he gets posture changed down.
- Gut punch - High action damage and recipient becomes venarable to posture changes for the next 5 seconds. If user misses he takes twice the normal damage from his opponent on the next attack.
- Headbutt - User takes mind damage and a stun state - recipient takes mind damage, becomes dizzy and loses a 1/4 of thier melee & ranged defence for30 seconds.
- Uppercut - Can only be done from a kneeling position. Changes posture up (i.e. to standing) and if hits increases opponents incumberance by 2. If misses user gets a dizzy state and falls down (i.e. kd/dizzy).
Message Edited by DND_Cas on 05-17-2004 03:14 PM
Can you say over powered? Were are smugglers not TKMs. IF we were to have attacks like this, we could take out MOBs in seconds. We were told to have melee abilitys to make quick get-a-ways not power through them. Plus, most of them sound like PVP moves. I dont think MOBs have defences or COB, only protection to damage types.
Maybe they are. But do you really want smugglers to have another set of moves that can be gotten from tkm or pistoleer? Why not have something a bit original. I think smuggler dirty fighting should be a debuffing set of moves. I'll admit they probably need stronger drawbacks to offset the positives but I was trying to show what could be done.
I'm a rangerbtw - but its just stupid that everytime we have a revamp we don't advance combat any further. We don't have any class that debuffs but we have plenty that buff things.This is a good opportunity to redress that balence somewhat. For example you could offset the strength of thesemoves by incurring wound damage, or having no regenerationfora period of time, or taking the equivilant of a spice downer. Just don't limit yourselves to damage, kd, posture change, dizzy, stun and blind.
We should only receive one (1) PvP oriented move. As has been stated, we're not a combat-priority profession, and as such shouldn't become the new CH/temploiter profession. Any other DF tree improvement should either compliment our existing skill-set (i.e. speed/aim/defense mods) or be moves on the get-my-butt-outta-here strategy.
I'm kinda leaning toward that de-buffing move idea. There are a few reasons for this. First off, like the other DF specials, it is an absolutely unique move in the game. Mostly though, I could see it becoming the "mexican-standoff" move. The basic premise being that, via the debuffing, you inheriently "balance" your PvP opponent, particularly a Commando, BH, Rifleman or any other strong PvP class. We're still stuck with a weaker weapon (so the trade off would be no weapon certs) but maintain a portion of our buff, thus making the outcome of the fight a 50/50 proposition. Suddenly it's weaker guy w/ strong weapon vs. stronger guy w/ weaker weapon. Even give the smuggler a delay post-special, say enough time for the comment "Are you still sure you want to be doing this?"
Finally, regardless of what the effect of any PvP move might be, I firmly believe it should be placed within the Master skill box. Again, I don't want this profession becoming temploiter central. Don't want to see every 1337 d00d suddenly running around w/ "Rogue" tags, ever third player being a 0040 smuggler for the PvP edge. This should be a perk solely for the career-scoundral, requiring so many skill points, only someone really into the prof will reap the benefit.
Like I said, I don't PvP, I'm not trying to turn us into an uber-PvP class, but since I see so many other people wanting those bonuses in here, it does seem reasonable for them to receive some benefit. I just don't want our DF changes turning into a temploiter affair.