Smuggler Archive
Thread: Revamp Discussion: Overview
GreenMarine wrote:
Dirty Fighting is on the list. We'll get to a specific thread sometime in the future. In general, I want to disassociate "smuggler" from pistols& pistoleer. Smugglers should have combat skills (being a smuggler is dangerous), but should be able to pick what kind of combat skills to use. The profession should not favor pistols, just because Han Solo was a pistol man.
JTGAlpha wrote:
MisterWizard I couldn't agree any less.
I've often fought for smuggler's getting business skills. But smugglers ARE fighters. They have to be. They're not your traditional fighters. They're scrappers and backshooters, not necessarily following any discipline, but knowing how to fight your way out of a situation is a necessity for a smuggler because it comes up.
Han Solo, flipped a scout trooper, and survived a firefight with a squad of storm troopers and led troops in a battle. Lando, also knew his way around a blaster. You wanna tell Chewie that fighting skills aren't necessary in the underworld? Talon Karrde wasn't no punk. Smuggler's can scrap. You have to be able to.
As for Jabba, he's not a smuggler. He doesn't, personally, smuggle anything. He's a gangster and a Crime Boss. But don't let his weight fool you. Hutts can scrap. Their skin is very thick, and slimy so melee weapons and blaster bolts have a hard time doing much damage.
wrong thread, I'm an idgit.
Message Edited by Smuggler_Caylin on 06-19-2004 09:58 AM
Smuggler Revamp.
In my opinion (the humble one that is) the smuggler is the only profession second to none that has the most potential for roleplay. Why do I believe that? Think of the possibilities slicing weapons, creating spices to buff the other players, moving contraband … ahhhh what a pleasure for RP freaks like me.
Now to the negative parts of the smuggler profession. Smugglers should be able to belong to more factions than just Rebel or Imperial. By that I mean the criminal syndicates in SWG, Trade federation bla bla. Belonging to such a faction should yield perks for the smuggler, for example: Belonging to Jabba’s faction should give the smuggler the ability to create better spices and BE enchanced ones depending on his rank while Borva’s faction would give him better skills in slicing and allowing him to alter weapons by adding loot items to them post creation. In order to avoid overuse of such skill resulting in thousands of 1000min-6000max Vibroknuckles this could be regulated by having to use some smuggling experience gained by making Smuggler missions. Those missions should be as “difficult” if not more difficult thanthe BH investigation experience missions. Using those experience points should allow a smuggler to slice a weapon more than one time (3 times max) but the cost in “Smuggling” XP should be very high, and the particular weapon cannot be sliced by another smuggler than the one that sliced it originally. Those weapons is what I call “CONTRABAND” and by using them should make you target for all BH. Even the Smuggler that multisliced the weapon should appear in the BH terminals.
Smugglers should be able to slice even Lightsabers using tons of Smuggler experience and the results should reflect on the BH terminals for both Jedi and Smuggler.
Since the smugglers operate in shady places they should be granted skills to keep them from getting harmed … (After all we are not Warriors) like “incognito- kits” that allow you to change name and appearance for a short period of time or a skill that ends combat for a short period allowing the smuggler to escape. You can disagree by saying that a Smuggler have the option to take TKA Master and Master Pistoleer making him formidable fighting machine or use the feign death skill. But that’s not the point here, enchancing the gameplay experience counts more. Being a smuggler should be the most social and lonesome profession out there.
Everybody will like you but many will try to take you down.
On to the spices.
Except some hardcore PvP:ers using Muon Gold in certain situations, the market for spices is dead.
Who is going to use Muon Gold that gives 500+ to all mind related stats for 10 minutes when you can get away with a mediocre Vassarian Brandy that lasts for 40 mins, has no downer and you can use 2 of them at once.
The chef revamp killed the smugglers.
There must be a way to balance the spices against the foods. Let us in back in the market. Why can’t we experiment with the Spices. Make them stronger, experiment with the downer add looted components in them.
Who could resist a +3000 Muon Gold with half the downer time.
Slicing tools.
Experimentation points when creating the laser knifes and it should reflect on the results.
Same with WUKs, AUKs and molecular clamps.
Why should there be 12 points AS, WS and not 12 points smugglers. Let us be able to infiltrate everyone and everything. Rebel now and Imperial the next moment. Those thing make the gaming experience better. We are smugglers and moral is not our stronger side. Make us hated and loved by anyone.
Give us the option to “Keep” a sliced weapon that we like resulting in a player-bounty that never goes away that multiple BH can take and by adding a permanent TEF on the smuggler for all members of the wronged players PA. The weapon should be returned automatically to the owner after 24 h or at the moment of your death.
That’s not all I had in mind but that’s a starters
BR