Smuggler Archive

Thread: Smuggler Revamp Community Vision Document (Template)

Azzurri15
Wed May 26, 2004 5:24 pm
#170

This really doesn't have much to do aboiut the revamp, but Which species do you think fits Smuggler the best? I know most will say Human's becasue of Han Solo, but I was thinking Bothans would fit it perfectly. Becasue of there Agility and spy skills, with the ability of not being caught as easily. I think Bothans should get some extra Smuggler skills. What do you think?

I know it might not be fair to all the other races, but I think it would hold true.


Just my 2 cents.
maytrix-scylla
Thu May 27, 2004 1:59 pm
#171

i would love to see MASTER smugglers get the ability to chouse what the slice I.E. DMG, SPD, ENC and efect.


what does everyone else think????





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*MAYTRIX (DOT) 2H Master-TKM
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Gorefang
Sat May 29, 2004 5:06 am
#172



Currently there is a food and drink bar of consumption. What about a blood bar for stim type spice? If experimentation is allowed then the toxic level of spice could be a variable. This would allow for spice stacking, and a new risk, "overdose". Right now you can only eat or drink so much. However, if you go over your limit on spice you don't get a warning, you go incap, or death. This would not only create a need for good resources and experimentation, but it would also show the youth of the game the dangers of drugs (lol). I think that this idea would also follow nicely with the smuggler bounty missions. If person was scanned/caught with spice then the creator of the spice could be held accountable.


I'm sorry if I have repeated, or stollen anyone elses vision, but I have yet to read this entire post. I will start on it now. However, I had to give my 2 cents before knowing yours. Yes, I know, typical American! (I said it so you don't have too)
KratMader
Sat May 29, 2004 10:19 am
#173

I liked the idea above about slicing terminals and having it sliced till you pick your missions, and higher payouts for a master smuggler slicing a terminal.
maloso
Tue Jun 29, 2004 4:50 am
#174






DND_Cas wrote:





HimFan wrote:





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.





Maybe they are. But do you really want smugglers to have another set of moves that can be gotten from tkm or pistoleer? Why not have something a bit original. I think smuggler dirty fighting should be a debuffing set of moves. I'll admit they probably need stronger drawbacks to offset the positives but I was trying to show what could be done.


I'm a rangerbtw - but its just stupid that everytime we have a revamp we don't advance combat any further. We don't have any class that debuffs but we have plenty that buff things.This is a good opportunity to redress that balence somewhat. For example you could offset the strength of thesemoves by incurring wound damage, or having no regenerationfora period of time, or taking the equivilant of a spice downer. Just don't limit yourselves to damage, kd, posture change, dizzy, stun and blind.










I would have to agree with this I don't want a smuggler who can walk into a town and destroy it. Thats not fun and would become boring quickly.


So I say this don't give us some uber attacks that would make a TKM/Fencer run. But instead give us away out. I wish I worked for SOE I have some great ideas.


1) If you overt doing PVP you don't show red till you attack. Some would say thats not fair you'd have an advantage, But I say you can see we are overt buy the big star next to our name besides we don't hit very hard.


2)Have a pass a smuggler can make to let the ST's let you go if you have illegal items. Slso make the ST's more likely to scan you and the punishment worst if caught. Also have like a smuggler fp like if your in good with smuggler fp your passes work better in your area. (I heard some one say put scanners at star ports on another post and only smugglers can carry things through for you that would not work for 2 reasons 1) it would be easier to justy not have it making us useless 2) I'm not handing my 15 million credit mind fire vk or 13 million credit mind poison geo blaster over to anyone ever.


3) Give us some damn def. Im not saying melee or even ranged, but if a smuggler is suppose to be able to run from fights how can we if we get kd/dizzy or posture down attcked like nothing. If I want to run let me also some ter nav skills would be nice. Bounty hunters have them so they can move fast why don't we?


4) How about some slicing skill mods. Like give us a choice of what to go for. Or at least a bigger chance based on our tools like 70/30 or so. Make slicing useful not boring and under paid. Also why is it that a noob smuggler can slice a weapon as well as me? Does this make since? I charge 5k per weapon while this noob who can get xp from it and can slice just as well as me is doing it for free or worst paying them.


5) Spices come on. They should call it spice. Only one any one uses is moun, and in the most worst of times a pixie. We need some actual drugs here people. Im selling moun for 6k a crate and people argue that. I remember when I first got on it was 10-15k a crate. I want a pill you give some one and they act like its pcp. they feel no pain for like 30 seconds. Or something simular. Sounds unfiar right well not really any one can use it. And whats 30 seconds? escape time? Also make spice for pets and for other things everyones smarter high right? So how about a crafting one lol.


6) W T F is underworld about. Okay some reb gets half the points for killing me. So what. Underworld should be what it sounds. How about we pick up some xp for doing things like bh do. Like people could put missions to carry this to here npc or real players. Like certain things that help crafts do things better. Like a chip they need to have to build something and only a smuggler can carry it. If they tried and were caught add them to a bh list or have imps attack them.


This are just a few ideas. I think some people hit close to home on thiers and everyone can tell who wants to watch the clock making moun all day. I would rather be running from a BH then crafting things to sell for 6k.


Maloso


TKM Pistoleer Master Smuggler


killing a reb near you!!




Maloso Las Vegas - Killer of Ka'hik, Destroyer of -UG-
Hated by most, Loved by YOUR MOM!
maloso
Tue Jun 29, 2004 5:05 am
#175






GotChu wrote:

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









I see your point and I must say the amount of credit I have none of which came from smuggler is why I can fight. I have uber everything. I want the revamp. We are all glad you were on the first day and set up shop and know all the weapon smiths and armor smiths and most likely buy fp for about 6 bases. but what about us. I get emails all day can u slice my cdef please I don't trust any one else. Why its a 20 credit gun. I'll also tell you this I worked to get high rank to buy fp no one can afford it and those who can have vets like you who do it for free. Next I have also spammed to get a weapon smith or and armor smith to let me bulk slice. It lasted 1 week and he never came back. I guess he didn;t think it was worth his time. I now have resorted to opening a mall with a 2nd account and buying weapons bulk froma friend and reselling them sliced for a profit. Low profit at that. I don't want to be a delivery boy for any one either but I dont want to be a slicing B I T C H either. I like to slice but thats all we are. So if you're happy sitting at a star port all day waiting for people with weapons who want them sliced. Then tell you how 3k is too much because some noob does it for free then by all mean continue but as for most of us. I believe this is our last hope. I will not keep smuggler if this reamp sux it would not be worth it. I see other scouting for 150cpu avain meat while im slicing for 2k and selling crates of moun penies above cost.


Maloso




Maloso Las Vegas - Killer of Ka'hik, Destroyer of -UG-
Hated by most, Loved by YOUR MOM!
chown2
Sat Jan 22, 2005 11:35 pm
#176



SWG-Runesabre wrote:


Thunderheart wrote:


Vampirerobot wrote:

So is this thread for suggestions for the Community Vision? If so, I'll contribute a suggestion for the Overview, as I'd like to see it:

Overview

The goal of the Smuggler Revamp is to bring Smugglers in the game in line with the iconic conception of Smugglers in the Star Wars Universe. Our mission is to create a profession that has both utility to other players (Interactivity) and fun and challenge for the Smugglers themselves (Content). In addition we want Smugglers to fill a unique role in the game because of their iconic nature: That of gatekeeper to the illicit and illegal.

Thus the final Smuggler "vision" is a profession which has two components: First, the ability to acquire highly desirable but illegal goods and services for other players. Second, drawbacks to the acquisition of those goods and services (representing their illegal nature) and abilities to help overcome and survive those drawbacks. Smuggler Interactivity is in their utility to other players via the first part, and Smuggler Content is in the challenges presented by the second part. What will make Smugglers useful is the first part. What will make them unique and fun is the second part.

How does that strike you?


I think this is excellent.




I'll share with you a funny moment I just had while reading through this thread. When I first read this particular post quoted above, I thought Thunderheart had taken our internal design documents for the Smuggler and crafted a very excellent summary of what my overall design goal is for the Smuggler Revamp. As I was about to email Thunderheart and congratulate him on what a great job he did distilling all of the design details into such a concise summary, I realized this wasn't written by Thunderheart, but, merely commented on by Thunderheart and in fact this summary was written by a player from the Smuggler Community.

So in short, this little summary that was written by Kelsin Redgrave very closely coincides with what my design vision and goal for the Smuggler Revamp is. Very nicely written and I'm glad to know that at least our design goal closely lines up with player expectations.

Message Edited by SWG-Runesabre on 05-06-2004 12:06 PM



I find this somewhat troubling. None of what is described here sounds like smuggling to me. Smuggler don't acquire. Smugglers move goods across borders. Whether the goods are actually illegal or merely undeclared doesn't matter.

To me, this sounds like something along the lines of making the smuggler a nondescript criminal. The essence of the smuggler experience should be figuring out how to get past checkpoints, customs officials and whatnot, not figuring out where to find things to deliver to customers. Maybe it's a really subtle difference, and I'm just being nitpicky. I actually enjoy playing smuggler as it stands today, but I'd also really like to see it done "right".




Master Chown Darkcloud Smuggler

"I have a gaderiffi and a stun but no gaffi sticks. Sorry" - Chown






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