Smuggler Archive
Thread: An idea to get Slicing back for the Smugglers
KillgoreFirewater wrote:
Hmm....
What about this? Remove the ability from all other merchants to sell sliced goods completely. Now, put the merchant ability in the hands of Master Smugglers. Say at Master Smuggler you had the ability to place a "Gun Runner" merchant, who's sole purpose is to sell sliced weapons . That way instead of a ws coming to us to have a load of stuff sliced to put in their vendor, we are the ones buying the weapons to put on the black market. But these "Gun Runner" merchants are succeptable to steep fines from the empire at random. Say a certain percentage of the total value of the merchandise on sale. That would add a risk factor involved in setting up a merchant. Nothing like being slapped with a steep fine to question whether your business venture is worth it. It's never going to happen I know...but a guy can dream can't he?
Ooohh! I like that Idea a lot. Especially since all we get at master is the faction perk thing. This would give master smugglers an additional perk at that level, considering most professions at master get 3 or more perks at master. What about instead of "Gun Runner" we call it "Black Market Contact" or something to that affect, and not just be able to sell sliced weapons but armor and spices as well as any kind of slicing tools. Say at master level you are allowed 1 "Black Market Contact" to be placed in any city, but also give the smuggler the ability to move it around.
You could even go as far as saying that not only do you gain "visibilty" from what and how much you sell but also by how long your "Gun Runner" stays at one particular location. Better yet ifyour gun runner has stayed too long or sold too much sliced goods ina certain period of time without being relocatedthen the gun runner could be "arrested" and you would lose the vendor and any itemsstill left on it. You wouldthen have to pay a hefty fine to spring your vendor and regain the ability to use him again. This would discourage some smugglers from picking a primeselling spot and planting their vendor there for a long time. We would have to keep our vendor on the move.
Oh man that would be so sweet, we would actually feel like smugglers.
Yep, those are some fine addtions. The contact could almost work like one of those droids you drop off to spam about vendors. Except it's a vendor. Of course it won't be on ALL the time. Just when the smuggler is online and has placed it or something. It's a shame that there's all this great brainstorming and nothing will come of it
Kelko wrote:
KillgoreFirewater wrote:
Hmm....
What about this? Remove the ability from all other merchants to sell sliced goods completely. Now, put the merchant ability in the hands of Master Smugglers. Say at Master Smuggler you had the ability to place a "Gun Runner" merchant, who's sole purpose is to sell sliced weapons . That way instead of a ws coming to us to have a load of stuff sliced to put in their vendor, we are the ones buying the weapons to put on the black market. But these "Gun Runner" merchants are succeptable to steep fines from the empire at random. Say a certain percentage of the total value of the merchandise on sale. That would add a risk factor involved in setting up a merchant. Nothing like being slapped with a steep fine to question whether your business venture is worth it. It's never going to happen I know...but a guy can dream can't he?
Ooohh! I like that Idea a lot. Especially since all we get at master is the faction perk thing. This would give master smugglers an additional perk at that level, considering most professions at master get 3 or more perks at master. What about instead of "Gun Runner" we call it "Black Market Contact" or something to that affect, and not just be able to sell sliced weapons but armor and spices as well as any kind of slicing tools. Say at master level you are allowed 1 "Black Market Contact" to be placed in any city, but also give the smuggler the ability to move it around.
You could even go as far as saying that not only do you gain "visibilty" from what and how much you sell but also by how long your "Gun Runner" stays at one particular location. Better yet ifyour gun runner has stayed too long or sold too much sliced goods ina certain period of time without being relocatedthen the gun runner could be "arrested" and you would lose the vendor and any itemsstill left on it. You wouldthen have to pay a hefty fine to spring your vendor and regain the ability to use him again. This would discourage some smugglers from picking a primeselling spot and planting their vendor there for a long time. We would have to keep our vendor on the move.
Oh man that would be so sweet, we would actually feel like smugglers.
KillgoreFirewater wrote:
Hmm....
What about this? Remove the ability from all other merchants to sell sliced goods completely. Now, put the merchant ability in the hands of Master Smugglers. Say at Master Smuggler you had the ability to place a "Gun Runner" merchant, who's sole purpose is to sell sliced weapons.
Still wouldn't work b/c you can master smuggler, master weaponsmith (or armorsmith)and get novice merchant with 17 points to spare.
Actually it still would work. Because the vendor placed as a merchant would not be the same as the one placed as a smuggler. Even with that combo, the standard merchant vendor would not be able to sell sliced goodsbut the vendor placed as a Master Suggler would. So yes you could have 2 vendors but only one could sell sliced goods. You would be able to destinguish the two because the titles would be different. Also players can't setup vendors in NPC towns where as the smuggler vendor could be placed in an NPC town.
PhoenixOrion wrote:
KillgoreFirewater wrote:
Hmm....
What about this? Remove the ability from all other merchants to sell sliced goods completely. Now, put the merchant ability in the hands of Master Smugglers. Say at Master Smuggler you had the ability to place a "Gun Runner" merchant, who's sole purpose is to sell sliced weapons.
Still wouldn't work b/c you can master smuggler, master weaponsmith (or armorsmith)and get novice merchant with 17 points to spare.
Message Edited by Kelko on 09-30-2004 11:11 AM
KillgoreFirewater wrote:
Hmm....
What about this? Remove the ability from all other merchants to sell sliced goods completely. Now, put the merchant ability in the hands of Master Smugglers. Say at Master Smuggler you had the ability to place a "Gun Runner" merchant, who's sole purpose is to sell sliced weapons . That way instead of a ws coming to us to have a load of stuff sliced to put in their vendor, we are the ones buying the weapons to put on the black market. But these "Gun Runner" merchants are succeptable to steep fines from the empire at random. Say a certain percentage of the total value of the merchandise on sale. That would add a risk factor involved in setting up a merchant. Nothing like being slapped with a steep fine to question whether your business venture is worth it. It's never going to happen I know...but a guy can dream can't he?
Here is why I am all for kill's Idea (as well as Pheonix's). I was Playing last night and started looking at the skill tree and thinking "man, other than the title there really is no reason for me to make Master Smuggler, especially if I don't plan on taking part in the GCW" and that is sad. I want to make Master, but let's be realistic, there really isn't any worthwhile perks to it. As it stands being a Smuggler really doens't feel like I thought it would or IMHO should. With something like this, we would actually get something that would make us feel like smugglers and would give us a reason to make Master, especcially if they remove the ability for standard vendors to sell sliced goods.
The only time I really felt like a real Smuggler was one game session when I was RPing and had some PC Imperial officers looking for me. And that's what I want, the sense of excitement and knowing there is actually some risk involved in what I am doing. Having to keep an eye out for that BH that might be tracking me because I gained too much visibilty for selling too much sliced goods. I don't knowwhat the Smuggler revamp has in store, I just hope it is something to make us "Smugglers" more like Smugglers.
Message Edited by PhoenixOrion on 09-30-2004 02:50 PM
PhoenixOrion wrote:
Also another idea. Move AUK's and WUK's to Smugglers.
KillgoreFirewater wrote:
PhoenixOrion wrote:Also another idea. Move AUK's and WUK's to Smugglers.But then that idea would just make sense now wouldn't it?
well, there needs to be some interplay and dependency between professions. Having 1 profession be completely self-sufficient isn't good for a social game. There should be some way of smuggling those goods from WSs and ASs, SOMEHOW. I just haven't come up with the "how" yet (not that it's up to me anyway).