Smuggler Archive

Thread: An Underworld discussion

yimaz
Wed Sep 22, 2004 9:32 am
#14






Hollow wrote:






fishbrains wrote:





rogue_eight wrote:
Heh, I realise that I'm probably being dense and fully expect a smack round the head, but why?...

Waits for smack...





It's a vendor, any type of vendor given outside the business tree/marchent profession I would expect merchents to be unhappy about.This is because it technally infringes on their niche






And this would change the devs desicion on screwing with another profession to one happy how? Example: Chef Food > Spice...New doctor buffs > Liik spice


Now, I'm not saying that lets screw with them directly but I have a feeling that whatever we get in some form of revamp, somebody isn't going to be happy.







True, but (just my opinion)needing a vendor (while a cool idea)is not the biggest issue or needin a smuggler revamp, for all we can and should be able to do we dont need to take away from Merch. True rich content and how that content ties into useful skill trees seems more the issue at hand.



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Bessja
Wed Sep 22, 2004 10:02 am
#15

In Addition to what yimaz and fishbrains have proposed, how about some 'combat' skills since Underworld requires Pistol XP.


Underworld 2 - /fasttalk - Combat move that needs to be the only one in the queue, has a chance to talk the NPC/contraband scanner out of combat. If successful, the smuggler cannot be attacked again by the NPC's faction for 10 minutes. Combat ends if successful


Underworld 3 - /bribe - The PC version of /fasttalk. If the attacker accepts the bribe, they cannot attack/initiate a duel with the smuggler for 10 minutes. The amount would be random, no more than 10% of the smuggler's cash on hand. If the smuggler was attempting to bribe a bounty hunter who had a mark against the smuggler, the amount would be equal to x% of the mission payout. Combat ends if successful


Underworld 4 - /narc - Causes the smuggler to assign a law-based TEF against the attacker with a chance of a spawn of 2-3 NPCS. So if the smuggler was in Coronet and successfully executed this command, the attacker would be TEFed by CorSec and might have to deal with 2-3 spawns. The NPCS/faction spawned would be the 'law enforcement' for said planet.The smuggler's faction alignment would not be ignored, therefore in the scenario above, the smuggler could also be attacked by CorSec.


Master Smuggler - /barfight - The PC version of the /narc command. Only has a 30% success rate (to keep it balanced). If successful, the attacker would have a TEF applied to any PC in a 50m radius. (Especially effective in cantinas).



Besseja (Eclipse) - Wookie Rifleman/CH
Sholo Iamino (Starsider) - Smuggler, Entreprenuer, Propagandist, Trickshot.
Hollow
Wed Sep 22, 2004 10:07 am
#16

Oooh, interesting /narc idea but I could see it being exploited for XP or something
yimaz
Wed Sep 22, 2004 10:11 am
#17








Hollow wrote:

Oooh, interesting /narc idea but I could see it being exploited for XP or something







Yep, its tuff trying to come up with ideas that cant be turned into an exploit.



Message Edited by yimaz on 09-22-2004 01:20 PM



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

fishbrains
Wed Sep 22, 2004 10:20 am
#18






yimaz wrote:





Hollow wrote:

Oooh, interesting /narc idea but I could see it being exploited for XP or something






Yep, its tuff trying to come up with ideas that cant be turned into an exploit.





yeah, not only tough it's kinda depressing. So many cool idea that would make the profession amazing that cannot be used because some people just seem to enjoy griefing.



Joras 'Godfather' Kal'lan/Aethen Dor

Master Smuggler/Master Officer
Sunrunner's Elder Smuggler


yimaz
Wed Sep 22, 2004 10:21 am
#19


Also in respect to combat I dont think we need new combat skills. What I would like to see is smuggler special moves being usable for any weapon type. I think the dev's wanted the Smuggler Profession to need a second combat profession to enhance, balance and diversify the class. By giving us the ablity to use our specials with any weapon type that goal would be met, also the skillof using any weapon typefor our special moveswould not be given until master smuggler, keeping the dabblers away from that skill.





Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

fishbrains
Wed Sep 22, 2004 10:23 am
#20






yimaz wrote:


Also in respect to combat I dont think we need new combat skills. What I would like to see is smuggler special moves being usable for any weapon type. I think the dev's wanted the Smuggler Profession to need a second combat profession to enhance, balance and diversify the class. By giving us the ablity to use our specials with any weapon type that goal would be met, also the skillof using any weapon typefor our special moveswould not be given until master smuggler, keeping the dabblers away from that skill.








Yeah, when I talked to GM he really seemed hot on the idea of smuggler not being weapon specific. I'll still stik with pistols but I know there are smugglers who would want to be a carbine/smuggler or a fencer/smuggler. I like the idea of making it at master though. Dabblers can stay the hell away from my beloved class



Joras 'Godfather' Kal'lan/Aethen Dor

Master Smuggler/Master Officer
Sunrunner's Elder Smuggler


Hollow
Wed Sep 22, 2004 10:28 am
#21






fishbrains wrote:





yimaz wrote:


Also in respect to combat I dont think we need new combat skills. What I would like to see is smuggler special moves being usable for any weapon type. I think the dev's wanted the Smuggler Profession to need a second combat profession to enhance, balance and diversify the class. By giving us the ablity to use our specials with any weapon type that goal would be met, also the skillof using any weapon typefor our special moveswould not be given until master smuggler, keeping the dabblers away from that skill.








Yeah, when I talked to GM he really seemed hot on the idea of smuggler not being weapon specific. I'll still stik with pistols but I know there are smugglers who would want to be a carbine/smuggler or a fencer/smuggler. I like the idea of making it at master though. Dabblers can stay the hell away from my beloved class





That would be great. I usually stick with my knucks so normally the specials are worthless to me.
yimaz
Wed Sep 22, 2004 10:31 am
#22






fishbrains wrote:





yimaz wrote:


Also in respect to combat I dont think we need new combat skills. What I would like to see is smuggler special moves being usable for any weapon type. I think the dev's wanted the Smuggler Profession to need a second combat profession to enhance, balance and diversify the class. By giving us the ablity to use our specials with any weapon type that goal would be met, also the skillof using any weapon typefor our special moveswould not be given until master smuggler, keeping the dabblers away from that skill.








Yeah, when I talked to GM he really seemed hot on the idea of smuggler not being weapon specific. I'll still stik with pistols but I know there are smugglers who would want to be a carbine/smuggler or a fencer/smuggler. I like the idea of making it at master though. Dabblers can stay the hell away from my beloved class





Smugglers use pistols and unarmed as a main fighting skill (in other words keep the prerequisites the same, this will help with profession balance issues that would come up if they droped them from our grind).

But as a master you can now have the "option" of using a different weapon and not pistol or unarmed. Would it be a wast of skill points if you use a carb and not pistol, sure but its the price you pay for being able to use those specials with a carb or what ever weapon when you are a master. Even with the prerequisites staying the same a smuggler still has enough skill points to master carbs or rifle or swords...etc.

Message Edited by yimaz on 09-22-2004 01:34 PM



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

BigLands
Wed Sep 22, 2004 10:33 am
#23

Like it a lot -


How about adding one other thing in underworld:-


Setup 'Fixers' in Cantina's which you can buy anyfaction that exists on the planet/



Shaw Lands
Formerly Pistoleer & Entirely Legitimate Businessman
One Time Avatar of the Old Republic
Cancelled after waiting for the Smuggler Revamp for a year and a half.
yimaz
Wed Sep 22, 2004 10:36 am
#24







BigLands wrote:

Like it a lot -


How about adding one other thing in underworld:-


Setup 'Fixers' in Cantina's which you can buy anyfaction that exists on the planet/






Yes! for sure we should be able to buy and sell any faction we are in good standing with. Just set it up so that if your an Imp (for example)the exchage rate is not worth it for you to buy Rebel faction, but a least give us the option. Plus it would Rawk to buy thug and hutt faction points.

Message Edited by yimaz on 09-22-2004 01:38 PM



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

fishbrains
Wed Sep 22, 2004 10:44 am
#25






yimaz wrote:







BigLands wrote:

Like it a lot -


How about adding one other thing in underworld:-


Setup 'Fixers' in Cantina's which you can buy anyfaction that exists on the planet/






Yes! for sure we should be able to buy and sell any faction we are in good standing with. Just set it up so that if your an Imp (for example)the exchage rate is not worth it for you to buy Rebel faction, but a least give us the option. Plus it would Rawk to buy thug and hutt faction points.

Message Edited by yimaz on 09-22-2004 01:38 PM





Would be nice, we could make some decent creds selling that faction to the sheep trying to do things like the Jabba's themepark to get 'glowy'.



Joras 'Godfather' Kal'lan/Aethen Dor

Master Smuggler/Master Officer
Sunrunner's Elder Smuggler


yimaz
Wed Sep 22, 2004 10:48 am
#26






fishbrains wrote:





yimaz wrote:







BigLands wrote:

Like it a lot -


How about adding one other thing in underworld:-


Setup 'Fixers' in Cantina's which you can buy anyfaction that exists on the planet/






Yes! for sure we should be able to buy and sell any faction we are in good standing with. Just set it up so that if your an Imp (for example)the exchage rate is not worth it for you to buy Rebel faction, but a least give us the option. Plus it would Rawk to buy thug and hutt faction points.





Would be nice, we could make some decent creds selling that faction to the sheep trying to do things like the Jabba's themepark to get 'glowy'.









Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

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