Smuggler Archive
Thread: Kav's Smuggler Vision 2.5
Bull's eye again!On with the "Spice-capades" !
Not wantin' to be too greedy (sorta) but would it not be slick to be able to bribe Player City Politicians with tangible results in-game? A "tip-off" about an imminent bust...
But, I'm a dreamer.
best idea hahahhahahahahhahahaha. love it
Kav wrote:
Immersion addition:
While anyone is under the effects of spice, the gamma of their session should be set 5-10% brighter than normal. (the screen should get brighter for you non-techs)
This would be a quick and easy opening to add, but more robust graphical effects are really desired, color shifts, wavy screens, varied focus, could all be FUN.
Message Edited by Kav on 02-23-2004 12:45 PM
Kav wrote:
(cont.)
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Glitterstim:
- +200 all stats (or a small percentage if that system gains momentum)
- +10 to +50 Speed Mod to all combat styles.
- Duration 700sec
- Downer: -75 speed mod to all combat styles.
Message Edited by Kav on 02-23-2004 12:45 PM
Kav wrote:
Smug-Druggler wrote:
The one point that sticks out in my extreme "What About That?" file, is the Gamma adjustment to the character being "zooted" on Spice. I love that idea!But there are still some players whosuffer with higher Gamma already due to their own system bugs, video card bugs etc., and a higher Gamma might make a session unplayable entirely.
Hmm didn't know some folks had trouble with this. Isn't there a gamma adjustment in the ctrl-o menu? But ya i would not want it to hurt your ability to play, just have a heightened sense of being on the drug, kinda bring it more to a feel than just a timer. the gamma was an idea for a quick fix but there is alot of others that would be cool too.
Also, birght flashes of light (or rapid changes in contrast) can make some folks nauseous, and even cause epilepsy siezures. That's why all video and PC games have the warnings on the boxes. So, this idea might never fly. Matter of fact, the Dev team has been working for months to create a toggle option for screen shaking (caused by such things as Launcher Pistol and Creature tricks), which can causemotion sickness in some people. And personally, I would hate anything that would change brightness of my game screen for 10 minutes! took me forever to find a perfect setting!If we need a special effect for spices, then let's ask for something funny. Like make everything and everybody green, or something. Although that might be hard to implement. I think puking is a good enough effect (evne though it's for the downer), not to mention that is funny as hell. Seeing my toon bent over and puke his gut outs while riding the swoop still cracks me up.
Now I know why troopers on Endor were hitting them trees!
Travel slicing. I like the general idea. But I'm not a fan of how you think it should be done. Not using a clamp? Every wire gives a different result? I think it should work the same way the mission terminalslicing does - on successful slice you get a random list of bonus destinations and half-priced tickets. It seems that randomness is the nature of slicing in SWG. Might as well keep that - the only risk we really have anyway.
I am not flaming, just sharing some ideas. Matter of factI like most ofyour ideas. Especially the melee mods while having pistol equipped. ![]()
Message Edited by JediKozel on 02-24-2004 08:03 AM
JWing wrote:
Ok guys and Gals. I thought about this the other day. What if they actually give us a reason to go into the hotels and other places that have gambling machines.....
You see where I'm going with this?
Allow Smugglers to slice the Lugjack & (crazy wheel game) ... This could allow us to "rig" the machine for better payouts. BUT, randomly it will "catch" you doing this and spawn some Stormtroopers, or gaming officials that start harrassing you.
A. pay a fine and get banned from that building for a day or so
B. don't pay a fine, and get banned for a month
C. don't pay and shoot your way out!!!
Just an idea to allow us to do some "illegal" activities, as well as incorperate gambling into our lives...
That's a great idea to me. I haven't even thought about the "gambling" areas in the game, as they just don't seem exciting to me. But if I had a chance to get caught... you can bet I'd be slicing quite a few of the machines just to try.
Kav wrote:
Smug-Druggler wrote:
First of all, Kav, some well earned praise to get out of the way...
Thank you much, I really belive this stuff is realistic as a goal and fun for smugglers
Smug-Druggler wrote:
The one point that sticks out in my extreme "What About That?" file, is the Gamma adjustment to the character being "zooted" on Spice. I love that idea!But there are still some players whosuffer with higher Gamma already due to their own system bugs, video card bugs etc., and a higher Gamma might make a session unplayable entirely.
Hmm didn't know some folks had trouble with this. Isn't there a gamma adjustment in the ctrl-o menu? But ya i would not want it to hurt your ability to play, just have a heightened sense of being on the drug, kinda bring it more to a feel than just a timer. the gamma was an idea for a quick fix but there is alot of others that would be cool too.
Ever play an Old FPS called Rise of the Triad? It had a mushroom that when you ate it hte controls all went backwards and the screen turned diffrent ways hehehee
Spice is a drug. Drugs cause harm to your body and mind. They should add wounds when used. Not much at all, but something does happen. Small wounds. Over a long hunting or fighting mission, without a doctor or entertainer, and alot of spice, your wounds build up. Or even another ham bar that has to be healed by staying off spice for awhile. Less money for a smuggler, but hopefully alot more players will use spice as opposed to buffs.
Ripped from Idea for a Master skill:
Here goes:
Retain Rank: An ability that allows you to leave one faction(say Rebellion), and join another(Imperial), while keeping the rank you had as a Rebel. You would have to earn Imperial ranks, but if you want to swap back and forth, this will keep you from having to get faction to attain ranks all over again. The draw back, would be the faction cost for rejoining the faction is raised to the ammount it cost you to get your rank.
Example:
Rebel First Lieutenant Joe, who's a Master Smuggler quits the Rebellion, in order to go Imperial for a while. He has never been Imperial, and thusly, has the starting rank, after getting out of Negative Imperial faction. He works his way up to Master Sergeant, and decides to help some Rebel friends. Quits the Empire, and rejoins the Rebellion, at a cost of 5000 Rebelfaction points. He helps his friends out, and once again quits the Rebellion, to rejoin the Empire, at a cost of 2500 Imperialfaction.
Eventually, Joe works up to Imperial Colonel, and quits to work on his Rebel ranks, and becomes Rebel Colonel as well. It now costs him 6000 faction to switch back and forth, but,this doesfit in with Smugglers.
Note: The Smuggler could still go into faction point debt through killing NPCs of the opposing faction, but the cap for buying faction is a +500, not -500.
Also, the reason for this being a Master Level skill, is that you can't sell faction(to NPCs) untill Underworld 3, and you can't buy faction untill Underworld 4, so the progression to this skill is logical.
Thoughts? Questions? Ideas? Snide remarks?
- Destroy the weapon due to an extreme power surge.
- Allow masters to do this for a non-tradable no drop weapon.