Smuggler Archive
Thread: Smuggler Revamp Community Vision Document (Template)
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.
Hartz wrote:
I wasn't about to read through all those posts so I wouldn't repeat a suggestion, so here it goes: Smugglers should be less likely to be caught by stormtroopers/Imps with sliced weapons, spice, and other "contraband" hence the "smuggle" in Smuggler. I'm also hoping that one of the4 newprofessions in the "Jump to Lightspeed" expansion involves smuggling, (you could make speed modifications to your ship)
Keeping it very Simple.
1. player smuggling
a. Simply make the scans better and the troops stronger forcing people to need a smuggler in there group. The crack down would work if it were a true crack down.
b. make more items (not all just one or 2)like high end resources and special loot very veryillegal items that never make it off planet with out a smuggler moving it.
2. Smuggler bountys
a. If you keep or fail an NPC mission you are a target for the bounty hunters.
b. If you fail in a smuggler mission for a player you become a target as well.
c. Rozhloklightningskull/hotdog/vampirerobot all have great idea's on how to make it work.
Smuggler skill tree's
1. text updates
a. fill in the missing stuff.
2. Spice re-vamp
a. follow the cheif re-vamp, make older useless spicegood foraim/speed..etc.
b. make the down time1&1/2 min not 3.
c. dont let spice count as a food filler.
d. let experimentation count for spice production.
3. Slice re-vamp
a. at master lvl let a smuggler - slice bounty hunter terminals and remove jedi and smuggler names. Leave room for eror so if a smuggler fails he to will be added to the BH term as well.
b. give master's an even better % then currently but leave the slice's random.
c. addition of the temporary slices (dev's are working on it anyway)but let a master have the option of picking the slice type for these new "buff" slices. Since its only a temp slice we should be able to pick what type of slice it is. This gives a client options. "do you want a fixed random slice or a temp specific slice".
d. Let experimentation count.
e. add the new spices they were planing on adding.
4. Under World re-vamp
a. give us a "Smuggler Language" that only we understand
b. add some unarmed moves.
5. Dirty Fighting re-vamp
a. from what i understand the dev's already have some moves for us.
be working on this alot more.
will be based on my revamp document and other things I have seen on these
forums, but please keep in mind it's not the official one, nor is it in any way
completed.
provided by TH. I'll be working on it as I have time, while Geevo works on the more official one.
I have said it before and I will again! Smugglers should have the ability to remove Jedi bounties from the terminals. however as a draw back we may be discovered, and have the bounty placed on our head after that. So the Bounty Hunter may come after the the smuggler who did it.
We need Smuggler quest and missions. Many great ideas already posted about this. I do have one thing to add. Maybe a quest for a new Super Spice Schematic. it would have maybe a longer up time maybe a little less down time. It could be a Super ham buff hitting all ham stats. This could put us back on the market. Less face it chef foods rule now!
The smuggler is part merchant in a way, he sales lots of goods. We should get a vender. I have not seen this posted any where else, why cause you get to keep venders after you drop all merchant. That will be fixed soon. We have fast talker skills why cant we hire venders?
Casino, hmm I love that idea. other crafters could make the machines or they could be quest rewards for smugglers. Maybe a crafted house with a secret gambling room who knows. Or casinos in player cities would work too. We could charge entrance fees and more credits you dump in a game the more you could win. The Smuggler should have the ability to set a percentage on the payout ratio. Hey if people win on your machine a little more they will spend more thus giving the smuggler more credits back in return.
I have seen the term used Weapon Buffs. not sure on this but if it's like a doctor buff on your stats for a weapon Sign me up! I would love to maybe craft a component that buffs up the speeds and damage on weapons for customers. with maybe a shots fired counter. It should be longer lasting than a power up too. but still be usible with both a slice and power up. This should only be put on weapon by a Smuggler, if not it will be just another power up.
Also if that idea is used ArmorBuffs too!
For sure we need some more defence skills, lots of idea's written ont he subject and they are all great. I would like to see some melee skill defences, and ranged added. maybe some pistol perks. speeds and accuracy added. Brass nucks sounds cool and fun.
Faction thugs would be great too. lol Maybe I could get me a Wookie Carbineer!![]()
Slices lots of good ideas well written out too. hey We will need some Slicing skill tapes and armor attachements to enhance our slicing.
Well that is all from me. for now
mkummer wrote:
Hi smugglers
I have not read trough your document and all the posts here, just had a few thoughs on slicing, so just ignore my post if it has already been said:
I heard that in future smugglers will be able to durability slice vehicles. It would of course be nice if a smuggler could also speed slice vehicles. And I think you should also get the abbility to durability slice weapons, armor and maybe even clothes.
And smugglers should choose the type of slice, it should not be random: reason is, to slice an item you need to know a lot of it, so you will know in advance what you will do withit and not work on it and at the end say "hm, what have I done now? a right I speed sliced it."
First off, Vehicle slicing was just a dev idea. It wasnt something we wanted. If you could slice a vehicle. it should be like anything else you slice. I fell that if we could slice a vehicle it should be random, speed or durablitiy. Only problem is that the devs stated that a swoop bike is as fast as they can make them. So speed is out andI feel that that whole vehicle slicing idea should should be caned.
A durability slice on weapons, clothes, and armor sounds nice but would, in the end, take away form buying more weapons ect. form crafters that the devs will NEVER do.
If we did choose a type of slice, most people would buy one weapon and get one slice. Now we are not only taking away form smugglers but crafters too. An other idea that devs just wont look at.
Let me introduce myself. I am Got'Chu All'N'Check Master Smuggler of Corbantis. I chose my proffession before the game came out, being a huge Han Solo fan. I have been Master Smuggler since August 03 andI must admit I amNOT looking foreward to the Smuggler revamp at all. This may suprise many of you, but of all the proffessions I do not think Smuggler needs to be touched at all. I have made between 50-70 mil as a Smuggler and if you will pardon the boast I am an extremely competent fighter. This is because I use every skill box to the MAX.
I used to run the largest Slicer Tools buisness on Corbantis. I supplied over 350 smugglers and had 50 lots and 3 stores dedicated to it. This buisness helped me develop a strong network of people and eventually my buisness branched out to some very large slicing contracts with some heavy hitting armor and weapons dealers. Having this network of peoplealso allowed me to infiltrate and command the Imperial faction point market on Corbantis. I have helped construct many of the top Imperial guild forts on Corbantis and have "converted" many many well known Rebels and entire Rebel guilds like TACT and BSD.
Building a strong customer base has its perks besides the credits in your pocket. I havein my possession2 of the best pistols on the server, crafted by an old weaponsmith i met many months ago. I also have a small army of friends who will raid and fight at my side whenever I ask. As for solo PvP I can hang with any of the top PvPers on the server, sometimes win sometimes lose, but I know im the only Master Smuggler that they fear =).
I hear lots of complaints on this board about spice and how its a useless buff, how Docs and Chefs beat us out. Yeah thier product is better, but spice stacks with these other buffs. I can assure you every PvPer is using pixie or muon regularly. I dont see the point in making it sospice and slice tools need to be experimented on to be more effective. I dont want to be another crafter class and search for endless hours to find top notch rescourses just so i can juice my muon up +50 more mind.I saykeep it simple so I can get out there and work my contacts.
I did not post this to brag or boast. My point here is Smuggler is not broke in one bit. I can make as much money as quickly as any top notch crafter on the server. I can solo just about any creature in the game. In the PvP arena i can hang right there with the elite combat proffessions...TKA, BH, commando, Fencer...you name it. My point is we have the most well rounded proffession in the game, we are not locked into one path. We have benefits in every aspect of the game, combat, crafting, and the GCW.
For months Ive read complaints about this proffession and havnt said a word, all the while raking in millions and establishing myself as a mover and shaker on the server. This proffession takes time to develop, but rewriting the skill boxes wont solve it, to be an effective smuggler you need to get out there, mingle with folks, be bold and let them know your the best thing since Han Solo. I dont want this proffession to be based on deliveries and missions.and endless searches for rescourses like other crafters. I dont want this proffession to become "delivery boy" instead of Smuggler. If you will pardon me for being frank, i cannot help but to blame many of the people on these forums for the endless complaints about a proffession that needs no change at all.
I fear the smuggler revamp, and If Sony is reading this I hope that you guys can the revamp idea and get back to fixing the proffessions that truely need a revamp.
Got'Chu
This is my vision of the Smuggler Profession:
Smuggler Revamp Community Vision Doc
Overview:
The goal of the Smuggler Revamp is to bring Smugglers in the game inline with the iconic conception of Smugglers in the Star Wars Universe. To create a profession that has both utility to other players (Interactivity) and fun and challenge for the Smugglers themselves (Content). Smugglers want to fill the unique role of gatekeepers to the illicit and illegal.
The final Smuggler "Vision" is a profession that has two primary components:
- The ability to acquire highly desired illegal goods and services for other players.
- Drawbacks to the acquisition or possession of those illegal goods and services while gaining abilities to helpovercome and survive those drawbacks not only for themselves but the rest of the player base.
Smuggler interactivity is in their utility to other players through the first part, and content is in the challenges presented by the second part. The goal of all of this is to make smugglers into, well smugglers. To make something that not only the community wants, but something that the smugglers can enjoy.
Salient Details:
Smugglers aren’t crafters. Our per-sets are unarmed 4 and pistols 4. Our per-sets don’tgive any crafting skills. We are currently the only profession that has all fighting per-sets that needs to craft in order to progress threw their skill trees. Spices should be gained by smugglers not made by smugglers. Some of the main problems with spices as of now is that 1) All of them only effect HAM 2) They are craft able (we shouldn’t make them just smuggler them) 3) Downers make most people use (most of the time better) chef foods.
All slicing equipment should be removed and replaced with skills not items (see slicing tree). This includes FANs, Clamps, and Knifes.
The Good and the Bad:
A smugglers most needed skill should be smuggling spices. Spices shouldn’t be easy to come by. They should always be in high demand. But, because smugglers are taking on such a high risk of holding these spices, there should be some consciences (see underworld tree)
Skill Tree Changes:
1. Underworld:
The underworld ability should be the smugglers pride and joy. With these skills, a smugglers can sweet talk people into getting their way, deal with the most criminal of organization and buy his way into a better tomorrow.
Smuggler can take a mission (depending on the smugglers skill level) where they can go and talk to an NPC. This NPC can be selling anything form spice to rare loot. It’s the smugglers job to A) Talk him into letting the smuggler buy it off him for a price B) Letting the smuggler bring it to another NPC that could place the smuggler in a very tight spot. The smugglers skill will depending A) on how well both of these work out B) what the NPC is asking you to smuggler (items)
EX: Smuggler says “How about you let me keep that pearl for 50k?” the NPC goes “How about 500k?”. You could then say “50k or ill blast ya’ to the moon” or “How about 250k?”. Depending on the smugglers fast talking skills, the NPC might give in or turn around and blast ya.
If there’s transportation involved in something, there might be zones (crackdown cities) that as soon as you go into, (not even scanned) you’re caught. This is where the smugglers need to use their heads to think about how they are going to get goods for point A to point B. If the smuggler choices to keep the goods they are transporting (or even use the goods) after a week or so there is a player bounty placed on the smuggler. (price range can differ depending on what was stolen) After completing one of these missions (buying the item or dropping off the goods) XP is awarded. If a spice was transported, then spice XP is also given (see spice tree)
2. Slicing:
One thing that could make smugglers feel more like smugglers could be to take out the current FAN and Clamp crafting system and replace it with a “Smuggler’s Knowledge” Skill. A smuggler should be able to say “Oh, this FWG5 lock is very easy to get by. All you need to do is cut the red wire first”. The more skills in the slicing tree the smuggler has, the most likely he will be about to find the right wire. It would be like an instance FAN use as soon as you start to slice an item. As soon as the slicing window pops up, the upper message should say “You have a feeling that the red wire will cut the power to the lock”. This message will gain 20% more accuracy on each slicing skill box including master (20% accuracy times 5 skill boxes = 100% accuracy). No more craft able items needed.
3.Dirty Fighting:
Add to the combat survivability and combative versatility of the smuggler by not only increasing the smugglers’ ranged weapon skills, but through unorthodox melee on NPC or PVP opponents.
- Skill mods.
- Give smugglers their own pistol maybe for close range and melee attacks (see Details Section)
- Close ranged melee attacks will a pistol (like /pistolmeleedefense)
- Make Feign Death useable. Have the smugglers skill involved if the MOB re-aggresses.
4. Spices:
5.Master
We need to make smugglers no longer ‘crafters’ of what should be highly illegal and valuable spice, while extending the flexibility of the skill tree to accommodate for potential new abilities not necessarily tied to the creation of spice itself.
- Change the skill tree’s name to Profiteer, or something equally suitable, that way the smugglers have more ‘play’ room now and in the future as the tree would not be limited to strictly spice.
- Change the XP required to progress to the XP gained when a Smuggler Mission is completed where spice was to sell/transport.
- The more skillstoy have inthe spice tree, the better spices the NPChas (see underworld tree)
- Some spices (hopefully the newer, better made ones) that effect stats other then HAM should have different downers.
- Spices should to “chainable”. If you take another spice before the downer hits, you will only get half its effect, but 2 times the longer downer.
- EX: Your spice that gives you +20 in weapon assembly is about to run out so you pop another one. That one now gives you +10 in weapon assembly. After that spice wears out, you have a 20 min downer instead of a 10 min down. The more spices you take to evade the downer, the less of an effect is has on you and the longer the downer becomes
The master box should have a perk form each of the skills tree. Currently, there are only 2 (slicing and underworld). It would be nice to have extra pistol specials and spices available at master.
Details:
The unarmed 4 pre-set should have a reason its there. Most of the smugglers don’t want more unarmed moves (repetition of TKA moves), but want close range pistol attacks (like the melee defense move that the pistoleers have). This would be more of a compromise for the unarmed 4 per-set. It also seems to go in the role of a smuggler “fighting dirty” Smugglers should do just what his name says, smuggle! Spices should be something that everyone wants that only a smuggler provide. There use should accompany just about every profession. Form artisans to bounty hunters. The smuggling spice missions would allow the market of spices to change depending on how good of a deal the smugglers skills (or luck) can get him.
It might also be a good idea to take not only make spices but any other types of contraband off the bazaar. It seems weird to have stormtroopers scanning people in a city that is selling spices and sliced weapons right on the bazaar.
One last thing to add is that some skills like 1/2 FP loss on PVP death, Selling FP, Slicing being 100% random (no only slice percent but speed/damage base/ham), and 25% off on faction perks are some of the skills that are great just the way they are.
Feel free to comment.
Message Edited by HimFan on 05-24-2004 11:49 PM