Smuggler Archive
Thread: All Smugglers Please Read and Support
Message Edited by Guamarhea on 02-04-2005 10:42 AM
dlc3007 wrote:
I think it is a good idea, but I wonder how it will fit in with the plan to do away with TEFs all together. Maybe, like was suggested, sneaking people into bases, etc. I'm not sure that they're going to add a 'psudeo-TEFish-flag' just so we can sneak people/objects past the cops. I think there are other smugglish activities that are closer to where the game is heading... or is supposed to be heading.... or might be heading... whatever.
Actually, Yimaz might have a better way to implement the concept than my suggestion. I'd like to see that explored and commented on more as we start to see the recent changes coming into play. I believe what we are seeing right now is the "ramp up" to the long-awaited CURB which will supposedly affect and alter all professions. This is the time to start solidifying our postitions as apparently SOE is not only "fixing" the game, but also actively seeking feedback.
yimaz wrote:
BH Evasion andMask Skill- this skill would block seeker droids for a total of 10min and the skill could only be used once an hour. Until master this skill would only aply to the smuggler using it. At master he/she would be able to group with Jedi orplayers and mask them as well. Jedi would be masked from seeker droids while overt players would appear as a blue dot on theradar screens of the oposite faction and covert would not be attacked by NPC's. Both Jedi and Overt Players would still be open to attack all the mask skill does is buy time for players to sneak off world or to a safe location.
I understand that a TEF may not be the best option (or best name) but here is my line of reasoning:
My basic thought is that there needs to be a "punishment" or downside associated with getting caught with contraband. Only by having serious negative consequences in place willhiring a Smuggler be a viable otion for other players. In other words, the other players need to have a reason to hire aSmuggler to "mask" them or their goods. Right now, the paltry fines already in game are not enough...as evidenced by the huge numbers of people carrying sliced weapons or spice. A system needs to be put in place where players are truly inconvenienced if they are caught. I know that the other players will raise a stinkabout such penaties and restrictions, but as long as the Dev's explain it properly (i.e. tell folks about the restrictions and that they CAN avoid them using Smugglers instead of simply announcing tighter restrictions) I think it could be well received by the community as a whole.
Your idea for "masking" other players is good too, but simply adding the mask feature is not enough...especially when players can buff up and wear armor in order to simply tank their way through a "hostile" area. Unless this changes, the only reason to hire aSmuggler to escort you through a city or region will be for RP...which frankly isn't enough for most players. There needs to be a greater riskof discovery AND a greater penalty in order to "force" players to want to use us.
Message Edited by Guamarhea on 02-04-2005 10:59 AM
Guamarhea wrote:
yimaz wrote:
BH Evasion andMask Skill- this skill would block seeker droids for a total of 10min and the skill could only be used once an hour. Until master this skill would only aply to the smuggler using it. At master he/she would be able to group with Jedi orplayers and mask them as well. Jedi would be masked from seeker droids while overt players would appear as a blue dot on theradar screens of the oposite faction and covert would not be attacked by NPC's. Both Jedi and Overt Players would still be open to attack all the mask skill does is buy time for players to sneak off world or to a safe location.
I understand that a TEF may not be the best option (or best name) but here is my line of reasoning:
My basic thought is that there needs to be a "punishment" or downside associated with getting caught with contraband. Only by having serious negative consequences in place willhiring a Smuggler be a viable otion for other players. In other words, the other players need to have a reason to hire aSmuggler to "mask" them or their goods. Right now, the paltry fines already in game are not enough...as evidenced by the huge numbers of people carrying sliced weapons or spice. A system needs to be put in place where players are truly inconvenienced if they are caught. I know that the other players will raise a stinkabout such penaties and restrictions, but as long as the Dev's explain it properly (i.e. tell folks about the restrictions and that they CAN avoid them using Smugglers instead of simply announcing tighter restrictions) I think it could be well received by the community as a whole.
Your idea for "masking" other players is good too, but simply adding the mask feature is not enough...especially when players can buff up and wear armor in order to simply tank their way through a "hostile" area. Unless this changes, the only reason to hire aSmuggler to escort you through a city or region will be for RP...which frankly isn't enough for most players. There needs to be a greater riskof discovery AND a greater penalty in order to "force" players to want to use us.
Curently the ONLY players that can be HIRED by other players are crafters, in as much as actual game mechanics. Any other "for hire" stuff is PLAYER created content (purely RP), with noreal game mechanics to support them.
I have alot of people on kauri who "hire" me to "smuggle" for them ...what Im saying is, from my understanding the smuggler revamp is going to introduce PVE smuggler missions at two diffrent risk/reward levels the higher of the two would create visiblity for the smuggler on the Bounty hunter terminals if failed...bringing it into PVP if you choose to take the risk.
As far as masking faction..thats a hornets nest best not stired up, It WOULD create a means for people to continue abuseing the system, wich is exactly what they are trying to fix..personaly smuggling people dosent seem to me like what a smuggler should be doing..but if thats your cup of tea ok..but as a smuggler what would you be doing esscortng your "client" around dirtside in potentialy dangerous combat zones? would the smuggler not just say " im at docking bay 94 we leave when your ready" launch...evade athorities IN SPACE, reach the destination and say "pay me" and "good luck pal" while counting your credits as your former client is getting chased by local cops or IMP patrols. Adding a smuggler ability to land in the wilderness or at the very least player city shuttle ports, andspawns in space to "evade" would be a MUCH better means of smugging Players.
Message Edited by Egowyn on 02-07-2005 07:04 AM