Smuggler Archive
Thread: What does the Smuggling Community want from the Smuggler Revamp?
My thoughts-
*More contraband items. ie items that are only available from key npc contacts spread throughout the galaxy and only available to smugglers. Smuggler could then collect these items from the npc for subsequent delivery to players for a fee by smuggling them through Imperial checkpoints
*Increased scanning activity for contraband. Lets have the non smugglers worried a bit more about scans i dont think anybody really is at present, also adds an element of risk for us with the first point
*Ability to buy all faction types,such as jabba faction. Also some improved perks for high faction standing with certain criminal organisations. ie like any good smuggler should i work for jabba (5000 jabba faction) but what does that gain me?
*Total rework of underworld tree. How about some form of bribery skill for those times we get caught smuggling or perhaps some form of bluffing ability?
*Unarmed combat skills? We have to grind unarmed 1-4 yet at present only get pistol specials. Add some unarmed specials or drop the need to grind unarmed altogether
*Sidekicks(not the super hero type!) Han had chewie after all...
*Mission terminals although some careful thought with these as im concerned a smugglers terminal would just turn into a glorified delivery mission terminal.
*Definate content for the space expansion,hidden cargo bays in ships,smuggler specific missions etc. Would be nice to have the oportunity to run imperial stop and searches!
*More slicing options such as vehicles,ships,droids,doors etc
Probably all been said before but theres my two cents![]()
You open something like a trade window and put money in it and roll the dices, or playing cards, depending on the Skill you have. The winner takes it all
Non smugglers should also be able to play these games, but only Smuggler know certin "tricks" to manipulate. But if your opponent recognizes your "tricks" you get a TEF.
Have not found the EDIT button.
Forget the thing about skill depending Games.
Another possibility for this gambling skill would be to use your trick in Casinos like on Vreini Island.
Spices definately needs experimentation added. Especially with the upcoming chef changes. I already know many many players who would rather buy crates of food than spice due to the downer. Also Glitterstim (as some one mentioned) and Death Sticks should be added to the Spices line. Perhaps at the master level. Glitterstim is especially well documented in the SW universe. It should be there. (personally I don't care for the spice line, I am a smuggler not a drug dealer!!)
Underworld needs help. Period. Exclamation point. I have seen tons of awesome ideas suggested for this line. Please read them all and discuss them and make smuggler more smugglerish! PLEASE!
I loved the idea of making special containers for smuggling "contraband" past authorities.
Really though... I want to be a criminal! That's why I play and RP a smuggler. Please give me some sense of danger. A reason to be wary in towns and the skills to smuggle.
Smuggler missions!!!!!
Slicing is my absolute favorite skill in the game. Would love to be able to slice more stuff though. Vehicles perhaps. Han Solo was forever "modifying" the Falcon so it would definately make sense. If a smuggler is involved in the GCW they should be able to slice detectors and perhaps do something with mine fields. After all we are the experts on sneaking. I agree that at master we should be able to choose what we slice. Could even add some component to allow this. Slicing harvesters would be interesting as well, and would make sense, I mean we don't want to part with our hard earned credits if we don't have to ya know. Really anything that has a terminal should be slicable. Travel terms included. Maybe make it so slicing public terminals does some sort of TEF and we can be busted by the local police for it. Have to pay a fine or something. Have some slices that don't affect other player's goods have a chance of failure that results in us getting injured. (ie Terminal slices)
Please just try to add some risk to the smuggling profession. And some criminal elements. I for one would truly appreciate it.
Underworld: Add ability to buy "other" factions, ie. Jabba, Nym's, Desert Demon, etc. Document increases in evading imperial scans. Instead of Pistol xp, make it smuggling xp with the additions of either Player Based Smuggling content or through the use of Smuggling Terminals. Although the latter would not be very Star Warsish. There have been arguments that we do not want players to have to depend on Smugglers so much that they cry "nerf", but some compromise can be worked out im sure. My guess though is that the Underworld we know now and the Underworld we want will be a hotly contested affair.
Slicing: Slicing is pretty much all there. We could request different terminals to slice such as Travel Terminals, and the other profession terminals. I also saw a good idea once that suggested that we be able to slice into other players harvestors to see what they are mining. This would be a good Master slicing skill. The only other thing that is needed is documtation on the percentage increases in slicing gained at each level. I am of the opinion that quality of tools should not make a difference on the slice.
Dirty Fighting: Again, works fine at the moment, but more documtation is needed as well here. Added things like Low Blow 2 at the master block as a KD/Dizzy special would be cool. Feign Death as a Master would appear to others in PvP as a corpse. I disagree with a lot of people on the issue of "brass knuckles" and unarmed specials in smuggler. If anything maybe add a /throwdirt command to maybe blind the opponent. I would love to see Pistol Accuracy skill mods but this would encourage mod stacking and probably will not be considered.
Spices: Just say "YES" to expermentation. I know it is really convenient to use the crap stuff we have to make our spices and make huge profits off of them. Im not suggesting that we make spices better than chef foods, just comparable with them. For example Muon Gold. The Base stats are a plus 500 to Mind Focus and Willpower for 10 minutes with a downer. With some experimentation you can tweak wither the buff or the downer. Say maybe a plus 700 to mind focus and willpower with a longer downer. Or plus 300 to all but with a 2 minute downer. Give us the ability to customize the spice to compete with chef buffs. This isn't necessarily making our stuff any better or worse, just giving us options to really give the spice user some choices in whether or not they need a high buff with a long downer, or a small buff with a short downer. Also, an additional new spice at Master would be a nice touch. This spice could also be attainable by doing a Master Smuggler quest much like the Armorsmiths get with RIS Armor schematics.
Master Box: Ive covered this in each of the trees, but to recap: More documtation on what we already get, a new pistol special like the Low Blow 2 idea, and a new "quest spice".
I sincerely hope that all our hopes and prayers are answered with the revamp. Smugglers used to be the nicest, most intellegent people in SWG. It is my hope that we can all work together to get a comprehensive Smuggler revamp that makes all of us finally smile.
Underworld - Needs a revamp. Brighter minds than mine have suggested different things there so go with that.
Dirty Fighting - Like it as is. Maybe some tie in to our Unarmed would make it more fun.
Spice - Either leave it as is, scrap it entirely for something new, or revamp all of the spices... Please don't add experimentation, someone needs to use those cheap resources when the grinding stops. I will expound on that further.
Slicing - Leave it as is, but maybe adding other things to slice would be great. PLEASE do not let us choose Damage vs. Speed or Effectiveness vs. Encumbrance, I want people to bring me 6 of the same weapon to get that perfect slice.
Master Box - I think this could use some love. Maybe a weapon cert. Absolutely needs a spice or two (maybe the Master spices can make even high level imperials get in trouble). Also needs some text saying that we get a bonus to slicing.
On experimentation:
I don't want experimentation on slicing gear or on spices. We consistently see that people in this game will only buy the very best, no matter what the cost. As it is right now, it is possible to compete and be profitable in the marketplace without much artisan skills (surveying) or Merchant (for the Harvester discount). If we add experimentation, then we will be competing with Master Weaponsmiths and Armorsmiths for the finest resources... and we will generally lose those bidding wars. Spice selling dabblers will not only be able to uncercut someone who pays 2 pr 3 cpu (many dabblers as they already do), but they will do it with a superior product. I know that spices need work, but I don't think experimentation is the answer.
My main problem with the whole experimentation debate on slicing is that slicing, as it is right now, makes every Slicer and Master an absolute fortune. Maybe you won't have the 20 million credit days that faction can bring, but I can go to any starport, throw up the title, and make however much money I want to wait for. Why are we debating a fix to something that is not broken? Because we have to explain how slicing works to a noob every once and awhile? Guess what, people will still complain about their percentages... they will want to know why they only got 25 instead of 35 if that is our range.
Finally, what if they decide to add experimentation, but keep the max range where it is and every thing else becomes a deduction. Masters with 100% gear get 15-35%. 50% gear will net the same smuggler 7.5-17.5% - we don't want this, but what if that is what they give us.
cshauny wrote:
Umm, I come from a region where we only have two seasons - 8 months of summer ance 4 months of winter.
So what exactly is mid to late spring with regard to months?
You live in Louisiana too?
cshauny wrote:Umm, I come from a region where we only have two seasons - 8 months of summer ance 4 months of winter.
So what exactly is mid to late spring with regard to months?
August.