Smuggler Archive

Thread: Smuggler State of the profession

Overdwarf
Wed Jan 21, 2004 2:09 am
#170

I got the feeling that you don’t like my Idea of how to change the way spices work.


That is ok.


But I have to say something.
The way Spices are designed now you can send them to hell.
No one is buying them.


In Fact No one want them for free. And because of that you loose money when you produce Spices.
As long as spices are working the same way like doc buffs no one will use them.
Doc buffs have a higher duration, the stats are higher increased and you don’t have any side effects.
Why should anyone use spice ??
The problem will not be solved by creating a master spice with higher effects.
If a master spice will be created it will have to be more powerful than a complete set of doc buffs.
The problem of this Idea would be be that one the one side (I don’t know if this is possible) that a combined usage of doc buffs and that master spice would make it possible to get HAM stats higher than 5K. Imagine a battle group with 5k stats what should this people hunt?
On the other side a master spice would make all other spices absolutely useless. The consequence would be that new smugglers would have to craft spice and destroy it after crafting to free their inventory cause no one would buy the spices.



I got another Idea for spice.


Why does it have to take affect on the HAM stat?
It could be an interesting Idea to change the way Spice work completely.
One Idea is to make it work like clothing or armor attachment but temporal.
For example a spice could give Evasion +2 (the downer effect should continue to affect the HAM stat)


Another Idea I got is about the Underworld tree.
Smugglers are dealing with The Underworld all the time. That is part of the job. Because of that a crime Faction is a must have.
An Idea I got are rumors told by the „Crime Faction Recruiter“


Something like
„Have you heard there is a bounty set on XXX. Rumors tell he is hiding somewhere near Coronet“
„Have you heard there will be a rebel attack on Bela Vistal in the next hours“
The validity, accuracy and the mass of info you get should depend on your faction Rank.


What do you all think about this?

KozakMamalyga
Wed Jan 21, 2004 7:36 pm
#171


I think Underworld tree needs to be reconsidered anyway. I sounds strange that I need to level in this tree earning PISTOL exp! This should be something like selling spices exp, etc.


Another thing which is really bother me: with new Ranged Damage Mitigation all the combatclassesbecome even more powerfullin comperison with smuggler.Smugglers don't get any mitigation at all. We were weak. We could not even use feign death in pvp. And there is no anything you can do about this.


Hey developers look at the smuggler please.


Any combat profession has problems. But smuggler to my mind leads. even it is supposed to be just half-combat profession.


Try to enjoy what you can guys, I will it would be worse: Damage Mitigation comes!


Overdwarf
Thu Jan 22, 2004 5:17 am
#172

I think i need to make on think clear for the devs so that they can not say "Oh nobody told us this"


There is much time till the starships will be released in the game. Because of the job of a smuggler they are excellent pilots nearly as good as Pure pilots that fight there way threw war in the x-wings or tie-fighters.


When starships are released and Smugglers are not getting piloting and starship repair skills i think tere will be no smuggler that will not be really pissed of.


I know there is much time till release !


I only wanted to mention it !!


cu all
Mors_Mortis
Sat Jan 24, 2004 6:31 am
#173

I really like the idea for smuggler weapons (especially the DL-44 idea). I also like the idea of throwing in a couple of unarmed moves in the DF tree. This would give some variety to deciding if you want to go for pistoleer/smug. or tka/smug. or a little of both.
Ethakk
Sun Jan 25, 2004 2:36 pm
#174

I know a lot of people hate the idea of getting the spice experimentation working, but that is the only way I can see of there being any sort of competition in the spice trade, I don't know about you guys, but I would like to be able to say that MY muon does 950 mind 600 focus and willpower with only half the downtime. (ie. cutting muon with thrusterhead each of which had the best materials I could find...)


Smuggler specific weapons would be cool, so long as they weren't in just novice smuggler, I don't think pistoleers need another pistol


I don't think smugglers need a lot of shots, or really even a bunch of speed mods or anything, but accuracy would be nice, I'd like to be able to hit the broad side of a barn without having to put a bunch of skill points into pistoleer to make my smuggler be able to hit anything.


Smugglers not having some kind of specific skill for the Space expansion, I sincerely hope they wouldn't be that dumb.


It also seems odd that smugglers can't talk or buy their way out of a 500 point faction loss if they get caught with "contraband" on them, on top of that I would also like to say that rebel smugglers (and everyone else) really don't lose anything by getting a tef or getting shot at by stormtroopers, i'd rather get killed and clone than have to regain 3500 faction points to get my rank back because I didn't have 500 points to lose, on top of losing my clamps, knives upgrade kits and all the "product" I may have been carrying.


Djahzi
Fri Jan 30, 2004 1:49 pm
#175

Just a thought...


I would like to see another or better knockdown added to the Dirty Fighting tree.


Low Blow is great but not near as effective as say Pistol Melee Defence (pistoleer). Maybe atrip or push off of some type. Hehe...


This to me would add more sence to haveing to work all the way up the unarmed tree to achieve Novice Smuggler.


Like I said just a thought


Djarius


Master Smuggler-Master Commando


Ahazi


LawranceOmega
Tue Feb 03, 2004 12:56 am
#176

Are the DV's, going to revamp this class, I'm working on becoming master...but we have to use pistols all day long yet, we get no kind of pistol skills? I think there is something wrong with this. Do the DV's really think that slicing is all that, and spices.....there good and all. But pvping itas smuggler, and killer bigger animals....smugglers can't really do jack! Our pistol accuracy doesn't go up and we have to use it! They should give smugglers thier own type of weapons, like the other classes that use weapons. I'm almost sure every smuggler agrees with this. Have the DV's tested being a smuggler in battles? Come on.....chef get revamped, droid engineers...but no smuggler.....something needs to change....pls smugglers out there, come the 5th of Jan thru the 9th....answer those opinion threads the DV's are offering to request stuff in the game!!!! Let our voicee be heard. Smuggling trade should be cool...even if the tree get harder, it would be well worth it. I mean shoot.....BH are bad mother$#%#$%....commando kill almost angthing....TKM can beat up Rancors.....Rifleman can incap you in 1 hit for over 70m away....sorry now i'm just going on a rant....Ps..later fellow smugglers



Lawrance Omega / Lee- Omega of "SIS"
Loyal Imperials for life

OmegaInc Mall located on Naboo(Ft. Berchest) 2908 4927
Hiram777
Wed Feb 04, 2004 1:51 pm
#177

Personally i feel the smuggler skill tree is well balanced but sadly redundant!


My reasonng ofr this is as follows, smugglers are ment to be at the bottom of the social ladder where they lurk arond making shadey deals with who ever? they se and abuse and one from any level to beg, borrow or steal money.


Smugglers crrently make money from selling, slicing contraban and tipping peoples fraction points, bt what if they could pick pockets? i would like them to be able to have a skill that would allow them to pick pockets if they fal then a TEF is automaticly place on them though, isnt that a bit more like a rouge?


Why is it only Jedi are on the bounty terminals? Smugglers should have their own mission termnals running arms, spice or stolen goods/data from a to b, these mission terminals should be basicly an NPC rather than a faceless screen bit like a vendor, here you shold be able to pck up high paying yet very dangerous jobs. Key places n the game like Jabbas place or Nym fort etc should have these exclsively they would be the only mission terminals that could never be placed in a player built town.


You should have some new sklls added lke i suggested for bountyhunters to continue from where scouts left off with maksed scent they should have a stealth option that would work on NPC's and players alike maksing a possible TEF they may have got through failing in a mission of infiltration, well smugglers should have a disguise whch would work the same way allowng them to become invisible so to speak on a radar to enemy fractions assisting n your entry or escape on certain missions.


I would like to see slcing altered at a master smuggler level, you should be given the option to chose damage over speed etc. as a reward for becoming a master otherwise whats the point?


And smugglers should be the only other people that shold have a trap used for sedating targets to get past guards or what ever and a stun type attack or weapon that would allow them to silently dispact at victim/ target.


GrdAdmiral
Thu Feb 05, 2004 1:03 pm
#178

I've read over a lot of the posts, and I have to say most of the things I've thought of have already been mentioned. Please do take them to heart. I may have missed this on a post, but only thing I can think of that I have not seen is removing the 500 fp cap on buying faction points. This is just a pain, preventing the smuggler from acquiring faction specific things to trade, not that we can trade pets anymore. This was much better when we could, as a tidy profit could be moving millitary equipment to people and guilds. The smuggler just ends up piping it to people at 500 faction at a time anyways, but this way we can gain factional equipment for ourselves or our guild without becoming simply a middleman. I want my red stardestroyer!



"Strike me down and I shall return more nerfed then you can possibly imagine." Old Imerial saying
BlackMagik42
Fri Feb 06, 2004 12:18 pm
#179

I would just like to add my two cents.


I like the idea of being able to experiment on spice. We have a bunch of points in "spice experimentation" and what good does it do us?Some "Designer Spices" unique to a specific smuggler would be a really cool idea. I also like the idea of being able to take multiple spices at once, a person can have a Doc and a Entertainer buff, both of which are now perfictly legal.


I think that making the spices illegal is a good start, they should be illegal, but as a result more effective. Why would anybody bother with taking a inferior product that may get you in rouble with the Imperials? Other thanfor Role Playing an addict, they wouldn't.


Adding some pistol accuracy would be nice, but is not necessary. We get some very cool specials that reflect our underhanded nature. I love the flavor of this, and would not trade it for anything. I don't think that smugglers were made to be front line fighter types, and the few tricks we get are, IMHO enough.


I like the fact that we at least got an acknoledgment (sp) to one of our less developed trees. I do not agree with the changes in general, but that is for another forum. Still, we got something, and that is a start. Perhaps we will get more in the future,...


I would like to see the Master Smuggler box getting at least some chance of choosing what type of slice they get. It doesn't need to be 100% (would be nice) but at least some chance of choosing would be an added bonus.


Thanks for listening, and Sun, I know you have a rough job, you have my respect.


BM
hickey
Sat Feb 07, 2004 5:02 am
#180

For making us more valuable to a group.

make it so master smugglers get a skill for slicing.....

Slice terminal for group. so everyone in your group gets to bring up the mission terminal once like we do when we sliec it after we successfully slice it once. with that skill.

that would be usefull.


also.. maybe exspirementation on spices. there are crappy drugs out there that are really bad and have horrific downers like death. and then threre is high quality stuff.

take less to get you high and less of a downer.

Please make SPices dependant on the materials used it would make us a true hybrid prof. i love crafting but hate that we can't expiriment on it. thanks




-------------------------------------------------------
Your Lowca galaxy....master smuggler for life
Cliffaldo
Thu Feb 12, 2004 12:01 am
#181

OK I'm not a smuggler, but the way I see it the devs want the smuggler to be a Han Solo type. I think the fakeing death thing is perfect. But I think for PVP or PVE combat this shoud be improved. When a smuggler fakes death I think he should really look dead like with a corpse of tag and everything. Then when he's ready up he comes. A smuggler should be one of the best PVP characters as he doesn't play by the rules. What about a pistol whip skill that would incompacitate a player so the smuggler can run to safety. Come-up the smuggler is tough but he also knows when it's time to get out of site. Just a thought.
Dantic
Mon Feb 16, 2004 6:37 pm
#182






Cliffaldo wrote:
OK I'm not a smuggler, but the way I see it the devs want the smuggler to be a Han Solo type. I think the fakeing death thing is perfect. But I think for PVP or PVE combat this shoud be improved. When a smuggler fakes death I think he should really look dead like with a corpse of tag and everything. Then when he's ready up he comes. A smuggler should be one of the best PVP characters as he doesn't play by the rules. What about a pistol whip skill that would incompacitate a player so the smuggler can run to safety. Come-up the smuggler is tough but he also knows when it's time to get out of site. Just a thought.







That is where you are mistaken, the devs have absolutly no idea of what they want a smuggler to be, and they do not care what we, the players want from the smuggler profession either.



Make sure if you are on Bria to come to AbMart in the City of Alacio Island, on the planet of Naboo, on Tuesday 02/17, starting at 7:00 PM EST, I am selling EVERYTHING! I am giving the funds to Alacio Island, and I am deleting this character. Smugglers be warned, we have gotten nothing in answers for months from Sony, I quit!




Widle Siclast'lar (Drunk Wookie) Bothan and The (former) Shogun of Shady Sands

Players want? What know you of what Players want? For two years have we run Galaxies. Our own counsel will we keep on who is to be listened too! A Player must have the deepest pockets, the most simple mind. These a long time have we watched. All their lives have they looked away... to the future, to the horizon. Never their minds on what bugs we had. Hmm? What we had not fixed. Hmph! Adventure. Heh! Excitement. Heh! A Player craves not these things, only uber L33tness. You are pwnd!
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