Smuggler Archive
Thread: Anyone know if..
Rogue135 wrote:
TomoRainer wrote:
I would certainly question the compassion of any long-time smuggler who didn't think rangers, squad leaders, commandos, and creature handlers don't deserve serious, identity-forging revamps (though CHs may be able to remove themselves from that list now), but I would argue that smugglers can't actually engage in any smugglery-type activities, and won't be able to until there is a meaningful contraband system with serious consequences for breaking the law.
"Drugs" and "illegally modified weapons" may sound smugglery, but that's only because they come with the understanding that they are, in fact, illegal, and thus dangerous to traffic in.
For smugglers, however, that's not the case. There's nothing criminal about spice or sliced gear. Thus, smugglers who become smugglers in order to be smugglers, and not for the combat mods or abilities--which was pretty much all of us, pre-CU--have never felt like smugglers, and see no game mechanics to make us feel otherwise.
Until that's changed, smugglers will simply not feel satisfied--and they have every right not to be.
Definately right on all counts, however (don't you just hate that word) I'm afraid that any attempt by the Devs to implement a REAL legal system will be met with stiff resistance by just about everyone except Smugglers. There's just so many players out there that would cry foul if they were a true consequence for carrying contraband, we all know how loud some of those groups *cough*jedi*cough* can be.
instead of consequences just make it impossible. No shuttle boarding and no launching from the starship terminal if you have sliced weapons or spices in your inventory. To further prevent 0-skill-point-smugglers, sliced weapons, armor, and spices can no longer be placed in droid storage compartments. New smuggler droid storage compartments can now be crafted by droid engineers which only present the radial menu to open when performed by a smuggler with sufficient skill for the rated certification compartment. The size of compartment is proportional to the skill level of the compartment which matches up with the skill level based certification of the smuggler. Droids with integrated smuggling compartments cannot be transfered to non-smugglers or smugglers with insufficient skill level for compartment certification ratings. Deeds containing smuggling compartments cannot be 'used' to create droids by non-smugglers or smugglers with insufficient certification ratings.
EEMAN wrote:
Rogue135 wrote:
TomoRainer wrote:
I would certainly question the compassion of any long-time smuggler who didn't think rangers, squad leaders, commandos, and creature handlers don't deserve serious, identity-forging revamps (though CHs may be able to remove themselves from that list now), but I would argue that smugglers can't actually engage in any smugglery-type activities, and won't be able to until there is a meaningful contraband system with serious consequences for breaking the law.
"Drugs" and "illegally modified weapons" may sound smugglery, but that's only because they come with the understanding that they are, in fact, illegal, and thus dangerous to traffic in.
For smugglers, however, that's not the case. There's nothing criminal about spice or sliced gear. Thus, smugglers who become smugglers in order to be smugglers, and not for the combat mods or abilities--which was pretty much all of us, pre-CU--have never felt like smugglers, and see no game mechanics to make us feel otherwise.
Until that's changed, smugglers will simply not feel satisfied--and they have every right not to be.
Definately right on all counts, however (don't you just hate that word) I'm afraid that any attempt by the Devs to implement a REAL legal system will be met with stiff resistance by just about everyone except Smugglers. There's just so many players out there that would cry foul if they were a true consequence for carrying contraband, we all know how loud some of those groups *cough*jedi*cough* can be.
instead of consequences just make it impossible. No shuttle boarding and no launching from the starship terminal if you have sliced weapons or spices in your inventory. To further prevent 0-skill-point-smugglers, sliced weapons, armor, and spices can no longer be placed in droid storage compartments. New smuggler droid storage compartments can now be crafted by droid engineers which only present the radial menu to open when performed by a smuggler with sufficient skill for the rated certification compartment. The size of compartment is proportional to the skill level of the compartment which matches up with the skill level based certification of the smuggler. Droids with integrated smuggling compartments cannot be transfered to non-smugglers or smugglers with insufficient skill level for compartment certification ratings. Deeds containing smuggling compartments cannot be 'used' to create droids by non-smugglers or smugglers with insufficient certification ratings.
You are hitting alot of what we Smugglers have been asking for on the head. A few examples.
1. No illegal contraband sold on the bazaar terminals.
2. Have consequenses to being caught if scanned for contraband. This makes the Smugglers more useful as we already have the ability to bypass contraband scans. At Master I get scanned but have never been detected. At one time anyone who was grouped with a Smuggler got the same benefits (not sure if it still holds true). This gives the Smuggler a purpose and we can "smuggle" individuals with contraband in an out of Imp controlled cities.
3. If caught with contraband then have some kind of better law enforcement system in place such as confiscating the contraband.
4. BH missions on Smugglers, Smuggler visibility.
5. Mission terminals\NPC's for Smugglers to get "smuggling" missions from. Based on level and skill of the Smuggler.
6. Return slicing to a skill based system, as well as allow Smugglers to slice above cap.
7. there are so many good ideas out there.
"Drugs" and "illegally modified weapons" may sound smugglery, but that's only because they come with the understanding that they are, in fact, illegal, and thus dangerous to traffic in.
For smugglers, however, that's not the case. There's nothing criminal about spice or sliced gear. Thus, smugglers who become smugglers in order to be smugglers, and not for the combat mods or abilities--which was pretty much all of us, pre-CU--have never felt like smugglers, and see no game mechanics to make us feel otherwise.
Until that's changed, smugglers will simply not feel satisfied--and they have every right not to be.
TomoRainer wrote:
I would certainly question the compassion of any long-time smuggler who didn't think rangers, squad leaders, commandos, and creature handlers don't deserve serious, identity-forging revamps (though CHs may be able to remove themselves from that list now), but I would argue that smugglers can't actually engage in any smugglery-type activities, and won't be able to until there is a meaningful contraband system with serious consequences for breaking the law.
"Drugs" and "illegally modified weapons" may sound smugglery, but that's only because they come with the understanding that they are, in fact, illegal, and thus dangerous to traffic in.
For smugglers, however, that's not the case. There's nothing criminal about spice or sliced gear. Thus, smugglers who become smugglers in order to be smugglers, and not for the combat mods or abilities--which was pretty much all of us, pre-CU--have never felt like smugglers, and see no game mechanics to make us feel otherwise.
Until that's changed, smugglers will simply not feel satisfied--and they have every right not to be.