Smuggler Archive
Thread: Smuggler Issues Report
I think this statement will be too hard for a developer to translate into a programming language. What is exciting for the majority? What is thrilling? What is rewarding? From what I have read from the suggestions and I have seen our ideas, I believe we haven't delivered concrete ideas that the developers can actually use that the majority will be happy with.
Number two
Same as one; more detailed information. This topic is more up to the galaxy community as a whole. What do non-smugglers want to see from smugglers. I've known several players who have many combat skills and just pick up Slicing or Rogue to gain those benefits leaving the rest of the profession unfilled and uneeded.
In order for there to be any form of Smuggling, let alone a desire for the services of a Smuggler, there needs to be a working contraband system in place, with effective methods of detection and penalties that are both feared and undesirable by players.
Well said. I have been scanned 3 times since I began holding contraband. 3 times I failed. Once I was penalized -50 imp faction pts. The other two I just walked away. Now if I had maybe caused the storm troopers to aggro me I would be more interested in working up the underworld ladder. As of right now it is last on my list to accomplish. Im sure it doesnt bother anyone else. I never heard anyone asking for a smuggler to smuggle contraband. Nor have I ever heard anyone talking about scans since it came out. Just as threatening as being aggro'd by kreetles. A bothersome but not threatening.
This leaves a master Smuggler with two spices that he/she would even consider attempting to sell or use.
Every vendor I have seen with spices have Pixie and Muon. (Also tired of seeing only Brandy from chefs) There definately needs to be some sort of versatility with the other consumables all together.
Number 5
I myself dont even know what skills we should have, how they are affected, how they change. It's hard to know what bugs in the profession exists if I dont know what we are suppose to have.
Well I will get to the others later. And hopefully get around to adding solutions as well.
Lodger wrote:
I too agree that we should have contraband missions (which we are bound to have one day, i hope), But I really don't like the idea of 'smuggler mission terminals'.
I mean, what kind of idiot would post his illegal jobs on a public terminal?? It's like crying, hey Stormies, check me out, I'm giving out illegal jobs, arrest me!
The missions should be -in my humble opinion- given by obscure types who hide in shadows and whisper in a dark corner of a cantina or something...
Not too hard to introduce because there are tons of NPC's who deliver out destroy or delivery missions.
That's all i have to add to a great list! Thanks a lot!
I think Smuggler Mission Terminals are completely unimmersive toom however others do not think so. Unless I'm mistaken, this is a document that shows all of the view points and ideas that the community has, therefore it should remain on the list because other community members think it is a good idea. Remember too that Bounty Hunters are looked down upon by the Empire and are in the underbelly of society too, and they have terms out in the open. Just food for thought.
I wouldn't think this item should be included either if it wasn't a broad list attempting to cover every aspect and idea, angle and countermeasure that has been put forth by various members of the community.
Good job Wes!
Message Edited by Handb00k on 11-11-2004 12:13 PM
Message Edited by Handb00k on 11-11-2004 12:28 PM
yimaz wrote:
Very thorough...Here are some other options :
Underworld 4 or master smuggler only
10min Bounty Hunter mask - this would mask a smugglerand members of a smugglers group from BH tracking for no more then 10min and would be a skill that could only be used once every 24hrs. This would give Smugglers a chance to get a jedi or others marked for a bountyoff world and to safty.
10min Tef or/and Overt mask - this would mask a smuggler and members of his/her group from opposite factions (blue dot on radar) allowing the option to sneak attack or escape however if you or any group member attacked the mask would end. Again this would be a once every 24hr skill and while masked you would not appear as a red dot but if an enemy "moused" over you they would be able to target and attack. Wiser players would understand the mask and attack while newer players would be cought off gaurd and the smuggler and his group would have the upper hand. This skill would also be useful in faction point sales.
Other stuff for poo and giggles
Smuggler buddy (at master)- The introduction of an NPC smuggler buddy would be fun (GM had mentioned this in the past) aside from combat use on land this pet could also be used in MP ships as a forward firing gunner (forward only). In other words you place the NPC pet in a turret and when you begin to pilot your ship you will at that time have access to forward weapon fire. Given that MP ship really need a "live player" in the turret to gain the most benefit (360 attack pattern)from the weapon the need for a "live player" would still be critical, this would just give us a basic gunner option forwhen we are alone and things get hot.
Smuggler Bountys - I would like to see Smugglers get onto the Bounty Hunter boards based on Smuggler mission/quest failure or theft and not so much slice and spice. In a quest based system smugglers could "steal" the cargo for sale to players, this would anger crime loards and in turn peg a smuggler for Bounty. Also with high end or more difficult quests failure wouldinturn result in Bountys making the "even I get boared sometimes" statementa reality.
Just some other idea's
Message Edited by yimaz on 11-11-2004 12:40 PM
Message Edited by Zalao on 11-13-2004 07:34 PM