Smuggler Archive

Thread: Revamp Discussion: Overview

JudoBike2000
Mon Jun 21, 2004 5:35 am
#157

I agree what PhoenicOrion said in that being able to choose which slice you want SHOULD be a MASTER SMUGGLER perk.


In general I envision EVERY profession out there having abilities and perks that MAKE people make HARD choices as to what they really want to be profession-wiise...



Colonel Ingor'Stenn
Master Smuggler
Wanderhome
etnies2022
Mon Jun 21, 2004 7:06 pm
#158

spice experimentation should actually mean something and also i think that resourse quality should to. also spices should have some pretty good effects that arent similar to food cause after the chef revamp, spices are obsolete since u can get the same effects from food without the downer effects. thats pretty much it. no flaming
Xeranx
Mon Jun 21, 2004 9:16 pm
#159

My thing on spices. Smugglers are very close to being nomads if they're aren't classified as such already. As a nomad you adapt to whatever situations come your way and you make some makeshift items to help you do whatever you need to survive.


Crafting spice in this game I dont' like. I'd rather mine it, but we're talking about crafting...ok. Because we are, for the most part, nomadic crafting spice is right where it should be. We're not certified chemists, but if experimentation is thrown in then you make us actual chemists who know what we're doing.


If experimentation on spices is to come I should expect to be able to create spice without downers. Someone will say spices need to have downers on them because they're narcotics. If that's the case then leave them as they are. Once we know what we're doing with spice crafting there's no way we should not be able to make spice without downers.


Look at how we're asking for the ability to choose the attribute of a slice we want. Weapons can alter the degree of the slice (percentage increase) depending on who made them, but we know how to do that job well. We should be able to slice speed, damage, effectiveness, encumberance...whichever we choose. The percentage range should be the only thing that is out of control.


Hopefully some of you see where I'm coming from with this. The minute we know what we're doing when crafting spices we will ask to be able to create spices without downers.





Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
GrimRebuke
Mon Sep 27, 2004 9:17 am
#160

OK, a handful of things.

No, we aren't chemists. But we are the only REAL underworld profession. That being the case, we have a skill branch that allows us to be drug manufacturers.. not just retailers. If you can think of a better profession to give this to, let me know. But I think spice manufacturing belongs with the smuggler until there is a craftable crack house that can be placed by a master druglord.

On to BH missions. Bounty Hunters, I know you guys want to be an unbeatable profession that always gets to take the first shot and is almost impossible to hit back. You want a game where you get to wear the strongest armor, have the strongest weapons, and get buffed before a fight can possibly come your way. And you'd rather be able to hunt anyone you want and every other profession to have limited weapon skills so you don't risk getting killed. But no one else wants that, so go back to speed-hacking UO or wallhacking CS where you belong.

For those who don't fit the above description, please consider for a moment, that each profession should get the same choice that you get. BH's don't have to get involved in PvP. They only do when they choose a target that is NOT an NPC. Smugglers should have hte same option, we should be able to do our profession in a PvE manner without worrying about non-consensual PvP. It would be nice if we had an option to perform better-paying more dangerous jobs for certain factions that could result in a bounty being placed on us.

A note on factions and BH/Smugglers outside of GCW.

Wouldn't it be nice if, as a smuggler, you could go to an 'alternative' faction representative that you are in good standing with to take smuggling mission for that faction? These would be high-paying missions that do not lower your standing with other factions and give you faction points as a reward for the faction you are working for. Accepting these missions makes you visible on the BH terminals but only to BHs that have positive faction standing for an opposing faction to the one you are working for. So, if you do a job for Jabba, you are on the BH terminal for any BH with positive Valarian standing until the mission is completed. If the BH fails to get to you before your job is done, he fails his mission and is penalized (loses Valarian faction, possibly gets himself on the BH terminals). If he gets to you first, you lose faction in both Valarian and Jabba and the BH gains in Valarian. If the smuggler simply fails the mission without the interference of a Bounty Hunter, he gets a Jabba bounty placed on him and automatically loses Jabba faction. The BH terminals become slicable by any smuggler and slicing one successfully shows you any bounties currently on your own head and gives you a chance to remove them. If we wanted to go nuts with that, the smuggler could slice a BH terminal and do a search by name on any player to find out if there is a bounty on their head and have a chance at removing it. while not exactly making the smuggler 'smuggle', it does allow you to serve other players by helping them avoid the unfortunate results of a run-in with a bounty hunter.
Feardreamer
Wed Sep 29, 2004 5:25 am
#161

Casino: There should be more grafics involed with gambling, im not playing a MUD. How about adding some card games like sabbac? And if you add sabbac take a look at one of the many online nolimit poker tables, just add one of those java applets into swg and change the grafics on the cards to sabbac cards, change some rules in the code and baam you got sabbac in swg instead of a poker applet on a webpage.



"I dont believe in Jedi"
The Malevolent XiNLOOM
Retired Master Bounty Hunter -
DEATHBLOW -
"If you stand in the light, you are bound to cast shadows"
-I LOVE YOU ALL AND HATE THE REST OF YOU-

KillgoreFirewater
Wed Sep 29, 2004 5:56 am
#162

Sorry if this has been covered already, this topic is quite a large read.


Firstly, I completely agree with the BH thing. Curretnly I do not PvP, but I would love that one day there would actually be some kind of thrill to the profession. I can imagine no better thrill than being chased through the galaxy by a determined bounty hunter. Heck, maybe I'd even develop a nemesis. If anyone disagrees with the BH thing, then maybe smuggling isn't what you thought it would be. It's a dangerous profession, which currently has NO consequences. Figure that one out.


Second, while I DO enjoy making loads of cash, I really do: there currently is no earthly reason why everybody and their cousins can't walk around carrying a ton of spices, wearing sliced armor and weapons. I've been walking around this game for months now with sliced weapons and armor, and still haven't seen this "unwanted attention by the empire" that each sliced item boasts. It's called risk vs reward. You want the reward then take the risk. For customers AND the slicer/fence. Heck, if a slicer or fence could possibly face consequences when they sliced or sold spices in the open then charging more money to do their services would be completely acceptable. But as it is, I can go up to a storm trooper wearing sliced composite, carrying a sliced republic blaster, carrying a crate of Muon Gold and poke him in the ribs. Where's the adventure in that?



----------------------------------------------
Killgore Firewater of the Grey Agency
Master Smuggler
Atonement Valley, Lok. Kettemoor
KillgoreFirewater
Wed Sep 29, 2004 6:20 am
#163

It's quite a shame really....when I first started the game I had these visions of glorious adventures throughout the galaxy as a smuggler. What I didn't envision was that my only job, the only source of income besides hunting was standing outside starport slicing weapons and armor. I reached Master Smuggler and it's like "now what?". I hope they fix it to live up to my hopes, or at least come close. The thought of a smuggler revamp hopefully soon is the only thing keeping me from ditching it for something a little more exciting. I don't know how long I as well as smugglers like me, can wait.



----------------------------------------------
Killgore Firewater of the Grey Agency
Master Smuggler
Atonement Valley, Lok. Kettemoor
YamadaMan
Fri Dec 03, 2004 5:53 am
#164



GreenMarine wrote:
The smuggler revamp is still scheduled for "post space." In the mean time, I've been working on a smuggler revamp design proposal. I wrote a similar document prior to the Chef revamp. The goal is to identify and define a series of key changes to the profession that will enhance the game's fun factor. When I have a draft that I like, I spend time discussing the ideas with other designers and integrating the suggestions that I like. Once the final document is complete, I get approval to have it scheduled. I break down how long each section will take and create a personal schedule for implementation.
The documents tend to be somewhat more ambitious than the final implementation. There are a couple reasons for that. 1) I might find out that something was easier than expected and I have time to add something extra. 2) I might find out that something isn't technically workable and I need to replace it with something else.
I draw a lot of my design from player feedback. I've read the "Smugglers in SWG History" threads. I've read the "Smuggler Revamp Community Vision" document. I also read other misc threads on the profession (as well as PMs, external discussions of the profession, and so forth). Not all the ideas for the profession are inspired by the community, but community interaction is important.
So with that long introduction, it's time to start discussing some of the details of the revamp. Remember, I cannot give any dates on when the revamp will happen. We are going to be working out details well advance of the implementation date. We should avoid getting too detailed...talking about specific numbers, recipes, or system details isn't necessary at this point. We want to identify and categorize the goals for a revamp.
First, let's set overall goals for the profession revamp:
  1. The first goal of the revamp is make all of smuggler fun.
  2. The second goal of the revamp is to make smuggler more thematic.

These are very much the same goals the Chef revamp had. First, we want the profession to be more fun and offer smugglers lots of options and interactivity. Second, we want the profession to feel more like what a smuggler is all about.

The second step is to realize that we do not need a consensus to accept a feature for the revamp. Not all smugglers will agree to everything in the revamp document. Just saying you don't like something isn't sufficient grounds to kill an idea! Explain why you don't like it. Think about and describe how you think the game would change as a feature is implemented. The best thing you can do as a smuggler (or aspiring designer) is to be clear, concise, and creative.

I have several areas defined in my design document. They are:

  1. Contraband Rules
  2. Smuggling Missions
  3. Underworld Skills
  4. Spice Crafting
  5. Slicing
  6. Dirty Fighting
  7. Player Casinos
  8. Option: Sidekick

Over the next few weeks, we'll discuss each of these areas and try to work out a common plan for smuggler that addresses as many of these areas as possible. I'll create seperate threads for each section and introduce discussions over time. I have a lot of responsibilities in my day to day work, so if I post everything today, I'd be hard pressed to keep up with the discussion.

So keep your eyes open for "Revamp Discussion" posts.

Message Edited by GreenMarine on 06-14-2004 02:02 PM






/bump



"This morning, the team made a decision to delay the Smuggler profession revamp to Publish 11." TH

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