Smuggler Archive

Thread: Revamp Discussion: Overview

MrRiflemaker
Wed Jun 16, 2004 10:22 am
#144


On the Subject of Smugglers, I had written a little way for smuggler missions to work out and it would also include bounty Hunters. I had written it in the Revamp Discussion topic: http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=95411&page=2


Then later I stated a way in which if you were had a mission and had a bounty on you, because you were discovered and you kill that Player Bounty Hunter, than the bounty on you becomes even higher and as you kill these player bounties and complete the mission, you get smuggler points in which you can go to an underground section for smugglers which is an a unkown spot that only people who have the smuggler profession have that POI.


Once you have smuggler points you can talk to an NPC to buy a weak henchmen for a small amount of points or an item corresponding to the number of points you have:


1. If you have a large amount of smuggler points than you can either get 2 medium type henchmen or one

strong henchman , or a medium type weapon.


2. If you have a good amount of points you can buy 2 Strong hennchman or a strong weapon.


3. If you have a TON of points you can buy either 10 henchman or an UBER STRONG WEAPON that is a blaster.


Now once you have a high number STRONG henchman such as 10 of them you are able to recieve one of those big floating fortresses like Jabba has or just a fortress on land on any planet except Tattooine because of Jabbas presence. These fortress are only allowed ONE per planet, because it should be in a remotely unkown secret spot that only smugglers know and becauseit would just make things unbalanced. These fortresses can be destroyed by Player Bounty Hunters, but mind you a smuggler can leave a number of henchmen behind to defend if he decides to take a couple with him alonga mission or something.


The actuall point of gaining a fortress is, the actuall bonuses you get. The bonus gained is an 80% chance of getting a better slice on armor and weapons. Also to create more powerful spices. These significantly enhanced weapons would than have to be smuggled in as cargo and may not be sold on vendors or player vendors, must be sold outside of the city because retrieval of any weapon in city filled with the Empires goons will cause big trouble and if you want to stay away from bounties. The way this can happen is, any player can put up an option on there head that would say "Need Weapon/Armor" (it would work just like the profession tag).


Once that "Need Weapon/Armor" option you choose that is attached to you it would show you up on a Smuggler Terminal which is in the Smugglers fortress. That Smuggler can than be able to see that person is on his terminal and needs an extra enhanced weapon or Spice. You would send a tell( /t )and tell him to be 300 meters outside a city so you cant be seen within the cities. The danger of a person doing this is they got no underworld skills and can be hunted by a Bounty Hunter so before doing this you need a smuggler to give you a little skill for 30 min which would allow you to have that "NEED WEAPON / ARMOR" option with little danger. While having that attachment on you and a smuggler than sends you a tell you are also responsible for having a bounty on your head even though your chances were reduced with the skill enhancement that the smuggler gave you. The skill enhancement reduces the chance a lot, you would end up with a 10% chance of getting a bounty on you.


With a Fortress, the owner of it whos a smuggler can higher other smugglers with him creating his own Faction/PA in a way. They can defend the fortress with the NPC henchman or help smuggle the enhanced items. The only person who can make the enhanced item is still the owner of the fortress. No other person canenhance the items. Your smugglers members under you if they join you can take on the missions and if they dont complete the mission and try to take the item or sliced weapon it just returns to the person who sliced it.


This is the Idea I had in mind to enhance the smuggler profession.
majorslappy
Wed Jun 16, 2004 5:34 pm
#145

Nura, I am not sure what your point was but mine was that I don't want Spices in the Smuggler profession. I DON'T want to craft spices and don't want to sell them. I think they should be something that can be smuggled, but not crafted. If a smuggler wants to smuggle spices, then let him, but don't take up 1/4 of my skill tree with something that was an afterthought and one that I have no desire to participate in.


If others want to craft spices, then let them dabble in professions that make more sense crafting them like doctors or medics or combat medics or BEs or chefs.



--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
PhoenixOrion
Thu Jun 17, 2004 8:59 am
#146

Choosing what to slice should be a Master Perk.



Phoenix Orion - Master Smuggler, Master Teras-Kasi, Scoundrel, Rogue & Entrepreneur
Owner, Operator
- Orion Transport Company (
-3579,4347), outside Theed, Naboo - Clamps, Knives, AUK's, WUk's & Spice!
Slicing:
5000cr/Item Faction Point Sales: 15k/100fp (1 day notice by email necessary!)
(Known Rebel Terrorists and people who contact Zarrn Orion for Smuggler Services are automatically Blacklisted.)


Antolicus
Thu Jun 17, 2004 9:02 am
#147

Sorry Major, but I really like that I can make spices. Really, I treat is as an edge that smugglers have over other people. I can fully understand your reasons for it, but maybe if it were a section of smuggler and not a full try on it's own.


For example (and I am going to use the existing tree for purposes of examples), if spices were part of the underworld tree, like for your first teir, you get language comperhension +100 (existing) and then get schematics for 2 spices and the assemble/expirementation skills at the same time. And then, remove the spices tree as a whole and replace it with a different set of skills. You think that might be something that would work better for you?


MisterWizard
Fri Jun 18, 2004 7:30 am
#148






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.




I think there should be no combat skills in Smuggler -- at least traditional "combat skills". Is Jabba much of a fighter? Certainly not. (OK, an overweight bad example.) A smuggler does not need to know how to fight to succeed, though it does help. A smuggler can survive with stealth and guile instead of combat. Rather than combat-specific skills, I think a smuggler's "combat skills" should be intended to get out of combat. Feign death is a good example of this and should be usable with any weapon (or unarmed). Some kind of "conceal" or "hide" skill would be valuable ("Holy crap where did he go?"). A "talk your way out of it" skill would be interesting -- perhaps ending combat with your target(s) (AOE around the player), but not precluding them from agroing you again ("Come on guys, I'm not worth your trouble...").If a smuggler wants to use a weapon, let them pick up combat skills in the weapon of their choice. Unfortunately this does wonders for prerequisite skills... :-)





Alaric (Wanderhome)
Alrik (Flurry)


AFTER SWG, play some online baseball at http://www.csfbl.com.
JTGAlpha
Fri Jun 18, 2004 2:45 pm
#149

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.



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

majorslappy
Sat Jun 19, 2004 6:33 am
#150

Antolicus,


Sure if the tree weren't devoted solely to crafting spices and spices were distributed through the other lines, sure. I just hate to see all thtose skill points being wasted on something that I don't see fitting into the smuggler template. I am not a drug dealer. I AM a smuggler.



--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
CmdrDragoon
Sat Jun 19, 2004 8:05 am
#151

What are the chances of seeing a change in the actual INTERFACE of the sliceing process? to add emersion. Even a crafting type interface would be an improvment over the current interface.



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Col. Damil Dragoon

-Raven Chief Security Officer
-Darkstar Milita
-Raven Weapons and Armor Modification Division
Rogue135
Sat Jun 19, 2004 9:00 am
#152






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.





Agreed, a smuggler that can'ttalk his/her way out of a sticky situation needs to know which way to point their blaster. Smuggler's aren't the kind of people you should want to fight, we never fight fair (I love feign death )


As for Hutts, my motto is "Stay on a Hutt's good side, that will keep you from being on his underside" imagine one of those guys sitting on you *shiver* break a few bones...



--------------
I've got a bad feeling about this."
Smuggler_Caylin
Sat Jun 19, 2004 9:54 am
#153

wrong thread, I'm an idgit.

Message Edited by Smuggler_Caylin on 06-19-2004 09:58 AM



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

tomas6451
Sat Jun 19, 2004 4:36 pm
#154

Re: Smuggler Placement of a Casino


I think the simple solution to this is to allow Smugglers to craft the slot and video gambling machines. These could be placed in cantinas by their owners. We could receive a straight fee or take a cut of profits.


Strykir

Master Smuggler

Kettemoor
majorslappy
Sun Jun 20, 2004 6:23 am
#155

Hey B'en,


I have an idea. How about we give smugglers the ability to add BHs to the BH terminals as missions? Then when you get ready to run a smuggler mission, you slice the BH terminal, add someone you think is after you (or you've checked the location and know there is a BH there) to the terminal, call your BH friend and let him know there is someone he might be interested in hunting down. You show up with BH friend in tow and the two BHs start to dance. You deliver and everyone is happy. The BHs get "content" and you deliver the goods.



--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
Egghatcher
Mon Jun 21, 2004 4:45 am
#156



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

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