Smuggler Archive
Thread: I don't like the idea of quality affecting slices.
rexan
Wed Dec 22, 2004 4:32 pm
#14
Daturaze wrote:
Zandergeef wrote:
I can see both sides.
Everyone who feels this way - raise your hands!
Personally until the CU hits us, I'm reserving my opinion.
/raisehand
I'm all for our smuggler skills to actually effect the outcome of the slice and the spices. Just as I'm a for the quality of the resources used to effect the outcome of spices and slicing.
However, i'm not going to cry into my milk if it doesn't happen. I to am going to reserve judgment until I see the CU hit test center.
Ishkibible
Wed Dec 22, 2004 9:23 pm
#15
The way i see it is the better the tools a smuggler had the better at smuggling he is. It wouldnt be better resources in the books or whatever just better tools its along the same line.Soe probabalycould never do a complex tool system like rare tools and things along that line, so i think the quality or the resources would be as close to it as possible as making a competetiveness in the smuggling business.
Message Edited by Ishkibible on 12-22-2004 11:31 PM
riotcontrol
Wed Dec 22, 2004 9:28 pm
#16
Ishkibible wrote:True but the better the tools a smuggler had the better at smuggling he is it wouldnt be better resources in the books or whatever just better tools its along the same line due to soe could never do a complex tool system like rare tools such as so i think the quality would be as close to it as possible.
I would much rather see a mini puzzle game or something like that where you actually tamper with the electronics, so it depends on both luck and the player skill. That way you can blame luck (cutting the wrong wire) if it fails, and give credit to yourself (applying clamps to the right wires/connecting the right components) if it's a good slice.
Golrok
Thu Dec 23, 2004 10:04 am
#17
riotcontrol wrote:
Ishkibible wrote:True but the better the tools a smuggler had the better at smuggling he is it wouldnt be better resources in the books or whatever just better tools its along the same line due to soe could never do a complex tool system like rare tools such as so i think the quality would be as close to it as possible.
I would much rather see a mini puzzle game or something like that where you actually tamper with the electronics, so it depends on both luck and the player skill. That way you can blame luck (cutting the wrong wire) if it fails, and give credit to yourself (applying clamps to the right wires/connecting the right components) if it's a good slice.
then every low slice the customer will throw a fit for our lack of "skill" even if it was bad luck, but who's to say what it really was. the customer will then demand a refund due to our lack of skill with the mouse.. they already complain now as it is like we have some control over slicing which we don't yet.
Ishkibible
Thu Dec 23, 2004 10:05 am
#18
And on top of that imagine sliceing about 500 peices of armor and doing a puzzle for each one!
I know the resource thing sounds kinda stupid because a smuggler will never do such a thing but it would add a great market for us smugglers.I mean if you dont want to try andto becomea good one then itsonly your fault that you will not get any money. It will also mean that we will be highly saught after unlike now any old smuggler will be fine.
Message Edited by Ishkibible on 12-23-2004 12:10 PM
Golrok
Thu Dec 23, 2004 10:38 am
#19
I'm on the fence about it. It is fun becomming known for quality, but it is also very time consuming becomming the best. The allure of smug for me was always its simplicity, it was a true rogue type character, in that you could have no friends or guild and still climb up there. The truth about crafting is that the ppl networked snuff out the more casual gamers with less time and manpower on they're hands. IMO smuggler shouldnt be forced to network, it doesnt fit RP wise.
I would like to see experimentation for spices but not for slicing. Meet at a half way point, for those who like to craft, and for those who don't, the 2 different styles can both thrive., IMO organics are much simpler to harvest, especially with SW's sucking up all the metals.
So yea I'm for expmnting on spices but not on slicing tools, cause a slice does not produce an actual product, it produces a modifier, where spice produces an actaul item that should have experimentaion. But either way I win cause I already mine for quality too, I just know how fustrating and time consuming it can be when you dont have player employees working for you.
I would like to see experimentation for spices but not for slicing. Meet at a half way point, for those who like to craft, and for those who don't, the 2 different styles can both thrive., IMO organics are much simpler to harvest, especially with SW's sucking up all the metals.
So yea I'm for expmnting on spices but not on slicing tools, cause a slice does not produce an actual product, it produces a modifier, where spice produces an actaul item that should have experimentaion. But either way I win cause I already mine for quality too, I just know how fustrating and time consuming it can be when you dont have player employees working for you.
DigiDante
Thu Dec 23, 2004 10:51 am
#20
AronoBashkar wrote:
Quality shouldn't matter. We're smugglers, I don't think Han spent hours searching down the perfect steel. Hell I don't think any smuggler did that. If anything, why don't we get a command like /forage that helps us find the bare minimum resources for creating a clamp/knife? We're not Artisans, and we shouldn't be tied to the same system.
Quality will never affect slicing.
I can say that will full confidence. The community is split on this issue roughly half and half saying they want quality to matter.
If they were to ever add tool quality to slicing that would majorly upset a good bit of the community more so then we are already. Instead the slicing system will change completely when the revamp happens. The ideas I've read include an experimentation window on a given item once you goto slice it, and you invest x amount of points into slicing it.
The main reason I see why quality will never matter... A gold plated wrench tightens the bolt the same as a crap alloy wrench. Having quality matter will just be retarded.
BerbekB
Thu Dec 23, 2004 11:24 am
#21
Refering to Sera above, I beg to differ. Smugglers are not the poor sort. They are the "Goodfellas" of the universe. Friends help them they help their cronies it is the "Underworld" but I bet they made more than the average soldier due to the fact they were progressive in thought enough to charge what their time and risk was worth. If they had to give you a ride you paid, if they had to stop and fix your weapon you paid, if they had to stop and slice your armor you paid. They are not necesarily nice guys but they were far from poor. We in the SWG universe have generally been to nice to be a true smuggler we let people take advantage of us instead of the other way around. I have generally sliced for tips which is generally lucrative, but I have also been stiffed by the Vet who has been like thanks and ran offwith a 30%+ slice on his favorite weapon, I am not blaming others that I was taken advantage of for my generosity, but it will not happen again. Everybody I deal with minus really close friends pay for my time, not my generosity. If prices of resources go up and they end up making a difference in the slicing, I will adapt and use only top notch resources but if I have to pay because I am not an artisan or craftsman then expect the prices of my time to change as well, I gotta keep my combat skills top notch as there are those who like to challenge us for our generosity and know the weakness of our profesion; well not this one. These are not homeless people walking the street begging for your work, but if you request our services expect to pay.
On this argument I am one for saying resources do not matter. As one pointed out you are clamping some wires and chopping them apart. I could see resources mattering for actual upgrades or powerupswhich I think they do, but for the actual slicing process, you are only enhancing what is there.
The spice question as someone referrred to as unregulated is true. Legalized manufactured drugs are highly regulated in the U.S., however spices are not what you would call a legalized drug. It would be more along the lines of drugs that are manufactured by our underworld today, and they ARE NOT regulated in any fashion. If they were you would not use brake cleaner, acetone and many other dangerous chemicals in their manufacture of these highly illicit drugs today.
VegitoX
Thu Dec 23, 2004 5:35 pm
#22
I agree with the originalposter, but the thing that I would most be in agreement with is allowingsmugglers to specialize in the different slicing areas.
This would take away the need to have the best resources while simultaneously making any given given number of smugglers unique.
I for instance, Imay specialize in enhancing armor, another Smuggler may devote his points into weapon slicing, whilethe third guy may want to be be able to do both...of course itwill not be as good as the smuggler who hasdevoted all of his/her points into just one area.
Of course increasing the # of things that we can slice would be nice, and would give Smuggler's their own niche amongst ourselves.
xTekx
Thu Dec 23, 2004 9:20 pm
#23
I didn't read all the replies to this but did read the first post. My take on this for slicingis that I don't think the quality of resources should affect the quality of your tools. If you look at it right now Slicing is completely random. Why should there be low-quality/high-quality clamps or knives when in the end you're still going to have the randomness of the type of slice you recieve. Maybe a high-quality tool would increase your chances of a higher slice? But then you're still at the whims of the random machine dishing out a 11% base slice despite having the highest quality tools made from the highest quality resources.
Now for spices? I think quality should matter. I mean you won't go out and buy brandy that only lasts 30 minutes and has a filling of 75% would you? Spices should be teh same way. A muon gold could have a timer varying between 5-15 minutes maybe and have the time of the downer vary also. I guess the potency of hte gold could be worked with also. Maybe 400 to 600 on the modifiers.
Just my take on things.
CabbageHead
Thu Dec 23, 2004 11:56 pm
#24
I used to think this was a good idea. I also thought slicing clothing attachments and slicing food, drink or spice would be good. I don't think so any more. It would be just more crap to keep track of. I tried to be a smuggler/WS and it was a lot harder than it looks. It's a lot of work keeping up with the resources. I guess I'm just too ADD to keep up with all the variables. I like the simplicity of smuggler. I don't want to be a crafter. I just want to trick out guns and push my dope.
Message Edited by CabbageHead on 12-24-2004 10:48 PM
Marzuk147
Fri Dec 24, 2004 9:41 pm
#25
Like I said, if you want a forage similar to our medical forage, you can have it. No arguement. You do know that 2 hours of using this MIGHT yeild enough to make 1 very very poor stim B right?
Sengis
Sat Dec 25, 2004 7:15 am
#26
Ishkibible wrote:
The way i see it is the better the tools a smuggler had the better at smuggling he is. It wouldnt be better resources in the books or whatever just better tools its along the same line.Soe probabalycould never do a complex tool system like rare tools and things along that line, so i think the quality or the resources would be as close to it as possible as making a competetiveness in the smuggling business.
Message Edited by Ishkibible on 12-22-2004 11:31 PM
i like this loot quest smuggler tools which give pluses, to what is crafted rather than any resource quality, that I ike..