Smuggler Archive

Thread: Smuggler Issues Report

EmpireEntrepeneur
Thu Nov 11, 2004 1:30 pm
#14

Number one: The community wants to be able to engage in exciting, thought inducing, edge of your seat missions, rich in content, risk and reward.

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.



Nanaa Essex
.:: Bria::.
Master Smuggler

Novice Pistoleer (2002)
Novice TK (0011)
Freelance Pilot (1111)

JediArashi
Thu Nov 11, 2004 2:36 pm
#15






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!





Arashi - The one and only "Agent Zero"

Proud member of the greatest community around....Smuggler for life!
Handb00k
Fri Nov 12, 2004 1:12 am
#16


Hi everyone, this may ormay not be the right place to comment on / ask this, but it's been bothering me for a while.


My alt is a smuggler, andin his inventory he has a modified republic blaster. No although the description on the weapon says you need marksman x3xx (pistols 3) to use it, I myself have pistols 4 and cannot wield this. I upped myself to novice pistoleer and I then gained the cert (which included the regular RB as well). When I surrendered pistoleer I lost the cert.


SO my thoughts are that novice smuggler also certifies the modified republic blaster (but not the regular one ?!?)


Anyone else see this at all or is my alt a lucky bug-ger ?

Message Edited by Handb00k on 11-11-2004 12:13 PM

Handb00k
Fri Nov 12, 2004 1:27 am
#17


I'd like to see slices only lasting a fixed number of uses. It should be a high number, possibly 75% of the condition of the weapon or something. That would introduce a little bit of repeat business to smugglers, making them a little more useful by the community.



Edit ** and repairing a weapon should remove the slice :-)

Message Edited by Handb00k on 11-11-2004 12:28 PM

Sengis
Fri Nov 12, 2004 10:18 am
#18






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





Like it, i dont think howefer they are going to effect JTl sits with ground based proffs, and if they do, then as i mentione din a different thread, Master ASmugglers should get YT1300 at Ace regardless of Squadron they join after all the ability to fly is the ability to fly... and shouold require surrendering a proff to noobnes,s to do virtually htr esame missions all over again, in nasty looking garbage ships.



ex Colonel Sengis Ghean NVA
Founder, Arroyo, Dantooine and NVA - I²D²
Master Smuggler since 01/04 | | Spice for sale PST
"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres
WesBelden
Sat Nov 13, 2004 10:12 am
#19

Just a note that I've sent the report in. Thanks for all your feedback and suggestions



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Zalao
Sat Nov 13, 2004 12:31 pm
#20



Hows this for smuggler terminals? Try making it look like a normal mission terminal to everyone except smugglers, they get the same graphic but its listed as a smuggler terminal and they don't get normal missions off it but slice into the network to gain the missions. Just had the idea when reading the thread, shouldn't be too hard to implement, tell me what you think.

I would comment on the report but I can't seem to access the link, any ideas on this?


EDIT: I would comment on the report but I can't seem to access the link, any ideas on this?

Message Edited by Zalao on 11-13-2004 07:34 PM



Keamia Oto, Proffesional Rogue -Farstar-

Zakasha Lazsho, Commando and Carbineer -Starsider-

Carpe Jugulum

What does a hitchiker say when he walks out of a sushi bar?
So long, and thanks for all the fish!
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