Smuggler Archive

Thread: Smuggler Revamp Community Vision Doc

Geevo
Tue May 11, 2004 10:58 pm
#14






JamminJavaJoshua wrote:

I think it would be cool to replace the creating/crafting of spices, with a way to smuggle spices into the game. For example, We do special missions that smuggle spice into the game, when we completel the mission successfully, a crate(s) of spice is our reward that we can use or sell.







But can you just see the problems ... do mission, get 1 dose ... or 1 crate ... I don't know about you...but I wouldn't do a mission for 1 crate. When I make the Spice...it is in1000 dose lots.




Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Yindo-Gin
Wed May 12, 2004 4:50 am
#15

Its all very well being able to smuggle the spices in and they are good ideas but on my server spices dont fetch much and are in low demmand i think we need better spices to make the spice business a lil more active.


(Sorry if there are plans tro put new spices in)


SpinningCloud
Wed May 12, 2004 11:16 am
#16

I do think we need a smuggler mission terminal where we can take missions for various criminal factions so we can raise our FP in those factions without having to hunt down and kill members of opposing factions. I believe this was one of the items that was GOING to be in Publish 9. I still think it should be included.


Then all these other factions need to have some use. Perhaps instead of manufacturing spices we, as smugglers, get the spices from various underworld factions that we are in good standing with (provided we have a way of getting in good standing with them). We are effectively then smuggling not manufacturing.


Maybe the amount of positive FP we have goes to setting the price we buy the spice for or the type of spice that is available for us to smuggle. Perhaps different criminal factions 'specialize' in different spices.


One way or the other I would like to be able to raise my standing with criminal factions and have some use for it.






Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

jassi007
Wed May 12, 2004 11:17 am
#17

why not spice harvesting? Think about the Spice MINES of Kessel. Spice is a resource that was pulled from the ground. (although technically the spice from kessel was from underground spiders, it was actually there webs).

But at any rate, why not give smugglers survey/mission ablilties to find out where the spice IS, then have a harvestor crafted by artisans/architects, but only placeable BY smugglers. So what we do is locate the spice by either surveying for it, or using npc contacts, or mission terms. We then go to where the spice is, and aquire it.

One thing that could keep this interesting is perhaps when a smuggler is within 100m of his spice harvs there is a chance of an encounter, like the cops, a rival criminal faction etc....trying to either arrest you and confiscate your spice, or steal it from you. You could actually LOOSE your spice if you do not defeat the encounter. Running would not be an option(if you just leave the scene they empty your hopper). Perhaps underworld could be invovled here with negotiations? Payoff, or giving them a "cut" of the spice? Lots of play potential here.

This would in turn give us something to smuggle. We are using our underworld contacts to locate the spice, or knowledge of spice to aquire it, our underworld skills or combat skills to keep it, and then we deliver it to the client, which is the very BLOODY definition of smuggling.

Then, spice could become a resource, but is usuable in its present form. Or perhaps we "refine" the spice in with a "spice kit" where we take say raw neutron pixie, combine it with something (chef food perhaps?), and can either craft individuals or run it through a factory for crates. This part however could be done either by smugglers or chefs. Give them both the schematics to craft final spice. Then spice would have certain resource quantities which would increase effectiveness, lower downer, more charges per item. This would also finally introdue spice experimentation into the process and we can finally make spice to be super effective but with awful downers, or good spice with quick/easy downers.

This part is optional, the harvested spice could also just be spice like it is now, but I was thinking we'd still need a method to get it into factory crates simply for ease of sale and carrying.

This whole system would accomplish the following. create some more interdenpendancies between smugglers and other crafters, keep spice as our perogative, give us intersting missions, and by god we'd actually be aquiring and move illiciet products, aka smuggling.



Jassi Cowin
Master Doctor/ Master Swordsman
Officially Klaws biznitch.
"I don't do hawtpants"
SpinningCloud
Wed May 12, 2004 11:37 am
#18

Actually if you look at the descriptions of our spices they are all refined in some way or another.


I still think I'd like to see SOME kind of a tie in with the variety of criminal factions;


1. A way to do selective missions to raise FP in any particular faction...say Black Sun.

2. SOMETHING useful for having high FP in a particular faction. Like maybe Jaba specializes in making Neutron Pixie and with high enough FP he'll let you smuggle it for him (ie. you buy at a price set by your level of Underworld & your positive Jaba FP).

3. Each criminal faction could have some advantage to being aligned with. With high enough Underworld you could even manage to walk the fine line of being accepted by opposing factions thereby gaining some advantage from both...but maybe not the maximum.


The variety this would add to smugglers could be quite outstanding. I could choose to befriend two opposing factions thereby gleaning moderate benefits from each while another smuggler might choose to gain max FP in only one thereby getting maximum of that one benefit while none from the opposing faction.


Given all the various criminal factions this could introduce considerable variety.


The way I'd envision it is that the max FP that can be gained in any particular criminal faction is a combination of the Underworld (and Master Smuggler) level obtained AND the amount of FP you already have in the opposing faction. Mission would be a way to gain FP in one faction without losing in any others while killing NPCs of a faction would, as now, cause a loss in one and a gain in others. This would allow a smuggler to tailor the FP in the various factions by carefully selecting the type of mission and/or killing the right type of faction member.




Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

JamminJavaJoshua
Wed May 12, 2004 2:31 pm
#19

I agree with SpinningCloud's posts. That would be awesome if they could implement it this way! Great posts.


Raanan
Wed May 12, 2004 3:06 pm
#20

The idea is cool and something either Caylin, Solo, or EN already came up with. However, I really think it would be a huge mistake to remove our ability to craft spice or severely hamper our ability to do so by requiring us to do Smuggler only delivery missions. For one, drugs do NOT require the presence of large cartels to produce. For another, delivery missions are more boring than even exploration missions. You really want a smuggler only version which we are required to do to use 1/4 of our profession?


Instead, I propose a compromise on this issue. Keep the faction idea the same but instead of making the rewards be the only way we get spice in the game, make the rewards benefits to our skills. Say we do a mission for jabba. We do it, he's happy about it, and we get something like janta blood for stims and buff packs only for use in our spice. Or, for another example, we do a mission for a Black Sun operative. As a reward, we get a limited use schematic for a prototype slicing tool which guarantees at least a 25% slice for weapons and 35% for armor. Those are just limited examples of what could be done.


To reiterate, my point is this. Instead of severely hampering spice production by delegating it to rewards for Smuggler only delivery missions, keep spices crafted as they are and make the rewards for the smuggler only delivery missions enhancements for our skill set (skill onion as put by TH).






*******************************************************
Explorer 80% - Socializer 53% - Killer 40% - Achiever 26%
Player type

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
xzaint
Wed May 12, 2004 5:30 pm
#21


Hi I'm an ex smuggler that went "underground" a while, I do think I still can propose at least something


1. Stealthier moves.

This works like stealth in general (/maskscent) but will work against ANY mob/npc (pve thing) and wont make u invisble just making you harder to notice, IE you disguise yourself to be able to keep going on



-------------------
Chimeara
Tianais Kaukot D-F
xzaint
Wed May 12, 2004 5:41 pm
#22



Hi I'm an ex smuggler that went "underground" a while, I do think I still can propose at least something


1. Stealthier moves.

This works like stealth in general (/maskscent) but will work against ANY mob/npc (pve thing) and wont make u invisble just making you harder to notice, IE you disguise yourself to be able to keep going on with your buisness. (ps you have to WALK or it wont work)


2. Slicing door codes will work for group.

Ever been to Geonosian Lab? well if you had a smuggler slicing the door mechanics, you would walk past it, ok I agree maybe you dont want people to run through the dungeon in 2 seconds, but make other stuff viable like some doors unsliceable or so, I mean come on, when R2D2 slices doors mechanics (he opens blast doors through control panel) it do allow the rest of his/hers companions to follow him through the door dont it?


3. A mug system, if you do, you become OVERT to ANYONE while doing it and it should take approx 20sec to do, and you get a random item from selected player, BUT people can attack you for 2-5min? Also the more you steal the higher you tick up on BH terminals... so that someone that have stealed 3 items may be a BH's salary...


4. Also, we use unarmed as pre requisite? why... as Master smuggler i tend to go TKM MS, or M Pistoleer MS... as TKM i wont get any use off the skills i have in Dirty Fighting, Give something like "Knockdown + delay" that only holds say 5sec if nothing else hits the target, "a random stat hit", something that is instead of the pistol skills in other words...


Ok, I dont know if this has been discussed before or if I'm completely in the blue, I dont wish for flames, nerfs, overpoweredness, just know what you think,


OH I dont even know if I posted this in the right place but still, its worth a shot



-------------------
Chimeara
Tianais Kaukot D-F
JaceBri
Mon May 17, 2004 10:52 am
#23

ok i briefly glanced at everything being said. So if i repeat something dont get mad


anyway underworld is a lost cause to me so im not sure what is going to happen so ill briefly say something for that


Smuggler overview - I like the idea that smugglers get their own pistol, i prefforbly like the DL44, which has been said before in other threads. I think this is a great idea because no one really uses it, so making the gun better would be nice. Also we should be able to aquire special ad-ons for our weapons possibly doing underworld missions. What i mean by this is maybe once we get done with a underworld mission given from a terminal or NPC, we get a special weapon component that we can interchange between our weapons that add on an extra boost, kinda like a powerup but dosnt affect the weapon or dosnt have charges.


underworld- the way we should get xp for this is by helping other people smuggle things (weapons, spice ect. helping people do certain tasks, takin overt and TEF's away from people. stuff like that. like i said im not sure whats in store for underworld but that might be alittle help


Slice - i still think we should be able to pick a speed or damage slice.also better materials shouldmake a better slice but still make it random meaning like a 3-4% percent differnce not like a 10-12%also i LOVE the idea that we can do a "super slice" on our own weapons.


dirty fighting - leave it alone its fine except for panic shot, please change it back to what it was.


spice - i like what what someone said above about the harvesting thing but i think to make spice we should have to extractchemicles, metals, liquids ect... from the regular harvest that we pick up or harvest to make the spice. i still think there should be a experimentation factor to so we can find out who is the best spice maker on each server and should be able to affect down times and stats.




Jace'Bri Maraana - Wanderhome
Teras Kasi Master - Master Smuggler - Master Pistoleer - Brawler 4/0/0/0 - Marksman 0/4/0/1

Jayce Ortara - Sunrunner
Pistoleer 0/1/0/0 - Bounty Hunter 0/0/3/0 - Smuggler 0/0/0/0 - Brawler 4/0/0/0 - Master Marksman - Master Scout
Pistolshot
Mon May 17, 2004 9:48 pm
#24






Geevo wrote:

Pool of Wish List Items

Be hunted down by bounty hunters for my criminal nature or faction alignment.


Message Edited by Geevo on 05-09-2004 12:23 AM




Most of us have Master Pistoleer to compliment our Smuggler abilities. If you are going toadd this aspect of the game, you better give us the weapons to compete with a MBH on any kind of even level.



Pistol Shot
Lowca
Master Pistoleer/Master Smuggler
VVV Corp Recruiter
icote
Tue May 18, 2004 12:42 am
#25

Black Market & Illegal Goods would be nice....


And I don't mean illegal as in Crackdown which as a Master Smuggler I can't even tell has been implemented.





FrankLee
Tue May 18, 2004 1:44 am
#26

Exactly. My friend and I are new to the smuggler profession, but old hands at SW RP. The concept of running 'delivery' missions for illegal goods is an old, good plot motivator.
You pick up some 'stuff' from Jabba, and you fly/walk/ride it to a given planet and coordinates. Any _good_ smuggler would (for er, customs inspections purposes), check the stuff and see what it is. If it's nice enough, he/she may just hang on to it. If they opt to stay with the cargo, they get a day while Jabba figures out he's been had, then there's a contract put out on him. Maybe the BH gets him, maybe the BH can't find him _in a given time period_ (dodging missions from 5 days ago would suck).
Maybe Jabba keeps putting hits out every few weeks, or refuses to do further business with this operator. Maybe Jabba forgets, or maybe the operator has to perform favors to get back in the big slug's good graces.
Plenty of easily-coded offshoots, really.



FrankLee
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