Smuggler Archive
Thread: Quick summary of Caylin's famous 100 page doc
Also, not sure if this has been mentioned or not, but how about some sort of secure slicing interace like the IDs got for their stuff. Smugglers seem to be the most trusted profession when it comes to handing over expensive equipment with no guarantees (which is not so far-fetched, as smugglers would have to be very trustworthy in terms of getting the job done, otherwise, no business, I mean we're smugglers not thieves), but without the trading, slicing, trading, hoping to get the payment and items where they belong somewhere along the way, this would be much easier for everyone.
(Sorry for the huge sentence, I'm tired.
Orcajum wrote:
Vampirerobot wrote:
...
For instance, changing the crafting requirements for some of the Spices to include player crafted components would make those Spices harder to get (rarer), justify more power, and add dramatically to RP because you'd have to obtain the components from other Players in order to make the Spice. And that would only require changing the crafting recipe for the Spice, not coding any additional NPCs, dialogue, mission terminals, missions, or XP types...
No offense, but isn't that profession already in this game and goes by the name "Chef?" Honestly, the only real difference between the smuggler spice line and the chef profession would be semantics.
I mean if all the devs end up doing in the revamp is making the spices stronger and introducing an experimentation line, they might as well just drop the skill tree into the chef profession. Change a few names. Muon Gold=Corusant chocolate and Neutron Pixie=Ithorian nectar whiskey. Cuz the only thing diferentiating "spices" from "food" is the terminology.
I agree that it would be much easier just to improve the effects and the craftability (is that really a word) of the existing spice tree, but then we're once again in an arms-race w/ chefs for the ultimate consumable buff. There needs to be something more smugglerish (see, i'm inventing words like mad today) about the spice line.
Message Edited by Orcajum on 05-21-2004 04:29 PM
yimaz wrote:
2. Spice re-vamp
A total revamp of spices needs to take place to make them viable in an economy ruled by chef food and buff packs. New spices can be added for Master level, and all spices should not be replaceable by a newer version.
1. Lower level in-game spice get change to effect skills notHAM
2 Gold and Pixie stay the same and we still have the new spices. The duration on all 4 Master made "topshelf" spices should be 45minbut keep the 3min maxdowner.
3. Experimentation on spice making its "down time" shorteror its "up time"last longer depending on what you use to make it.
Have Smugglers transport spice in an active, content oriented way, as opposed to producing it. Smugglers would be the middle man between criminal NPC factions and the player base allowing them to "purchase" spice from the NPC and selling or delivering it to the player base.
1.NPC missions (organgs, thugs, what ever)that offer up as reward, say5 to 20crates of some rare supper spice. (how fast you finish the mission is how many crates you get and yes everyone will do the missionsbut the market wont get flooded cause the dev's control the suply)
The smuggler who wants to grind out the best spicecan nowdo that.
The smuggler who wants to run missions and be the middle man, can nowdo that. The old in-game spice get a face liftand spice over all (do to all 3 things) becomes a viable item again.
it would read somthing like this...
That's a good summary. However, the ideas I liked the best for what spices should do were outlined by... umm.. hmm... I can't remember the name. I'll find the post and link it. Because of that post though, I would change the top 1 and 2 to this:
- Keep current spice effects nearly the same as they are only changing redunant spices to be less redundant.
- Add special effects to spices such as an increase in attack speed.
Number 2 will probably change to be more fitting once I find the post I'm thinking of but that's the basic of what I would say.
I found the post I was thinking of. It has some really unique and cool ideas for what spices could do. You can find it here
On another note, THANK YOU for actually discussing what we want to put on the community revamp doc. You've made a fanatical smuggler very happy.
Message Edited by Raanan on 05-22-2004 02:23 AM
I'd be interested inlooking intoadventure planet starports as choke points for scans. That's something we've talked about before but never gotten any word from the Devs about.
As for Spices, the key thing to think about is how can Spices be unique? Yes, crafting spices would be the same as food crafting. But that is secondary to what the Spices actually do. I'd rather have the same crafting system with unique effects that make Spices more desireable and trickier to use than foods, than have a unique method of obtaining them but have their effects be just like some other food or drink (as they are now). I like the ideas in the post Raanan linked. And some kind of addiction system would be pretty cool (but Smugglers should get bonuses against addiction!)
EVERYONE Review this again with an open mind and if you can say to yourself; "Its not exactly what i want but it is good and close enough to my ideal." Then I say lets move on to the next topic.
Caylin some feed back from you as well please.
Spice
A total revamp of spices needs to take place to make them viable in an economy ruled by chef food and buff packs. New spices can be added for Master level, and all spices should not be replaceable by a newer version.
1. Lower level in-game spice get change to effect skills notHAM
2 Gold and Pixie stay the same and we still have the new spices. The duration on all 4 Master made "topshelf" spices should be 45minbut keep the 3min maxdowner.
3. Experimentation on spice making its "down time" shorteror its "up time"last longer depending on what you use to make it.
Have Smugglers transport spice in an active, content oriented way, asan option other then but still includingproducing spice. Smugglers would be the middle man between criminal NPC factions and the player base.
1.NPC missions (organgs, thugs, what ever)that offer up as reward, say5 to 20crates of some rare supper spice. (how fast you finish the mission is how many crates you get and yes everyone will do the missionsbut the market wont get flooded cause the dev's control the suply)
The smuggler who wants to grind out the best spicecan nowdo that.
The smuggler who wants to run missions and be the middle man, can nowdo that.
The old in-game spice get a face lift.
Spice over all (do to all 3 changes) becomes a viable item again.
WookieBounty wrote:
The one thing I read that I don't like is the name changing thing. If you mean changing anyones name its no good. But if you mean changing the smugglers name then i can roll with that.. Too many system issues there I would imagine
A few things ive been thinking about lately:
1. Im worryed we are runing out of time, 2 months is (as far as code) a short amount of time
2. we ALL have to "give a little" on our idea's and the over all re-vamp. I say this because nothing will make everyone happy. We have to all give a little in order to get a lot.
3. The dev's (i think) dont want us to tell them how to make the changes as much as what we want to see changed. Its there job to devlope what the community wants I dont think anyone likes being told how to do there job and im sure the dev team is no exception. 100 page detailed idea's is not what they want to see.(no offence to anyone, realy i mean that it is not a flame. hard work goes into that stuff and anyone who puts that kind of effort into somthing has earned a ton of respect in my book). They want a clear idea of what we want to see in game not how to make it work. So i say give them what they want (and in turn what we want). Let them figure of how to make what we want work, thats there job. We have it hard enough just trying to agree on concepts, never mind making them work.
4. My personal goal on being this vocal on our re-vamp is very simple. Im out standing at making things easy to digest for poeple who dont have time or dont care to "dig into" somthing (i.e. like our dev team). Also Im very good at finding middle ground for large groups of people. I might suck at spelling (lol) but i get payed well for what i do and i just want us all to work as a community and say : "OK it is not exactly what i want but its a good looking re-vampfor _______ skill. Lets move on to the next issue" and finish our thoughts on this re-vamp before it is to late and we end up with a little better version on the patch 9 re-vamp.
With all that said, over alli like the way our spice re-vamp looks. Yes there are far more things i would like to see added but i ask myself - if we got just this stuff in the spicere-vamp would it be worth it. I say yes, bringing all 3 basic idea's together will make spice somthing we can all work with, is it perfect.....well seeing as how there are a ton of people here all with great idea's the answer is no and it will always be no.
How do you all feel?
Is spice looking good enough that we can see "Caylin, as a community we have found middle ground and are ready to move on to the next topic. Lets close the door on spice (aside from any small tweeks) and move on to another topic. If we cant agree and move forward then 2 months from now there will be a week re-vamp on the table and we will only have each other top blame. Lets pull it together, again we ALL have to give a little to get alot.
We ready to close the door on spice and move on?
I can live with your revision to the Spices tree Yimaz, my only problem is with the Muon and Pixie staying the same, it is my (and others) hope that spices will be far more effective with this revamp and I don't think Muon and Pixie will stack up as they are now. That is something that can be addressed once the spices themselves are revamped (which issomething I'm sure the Devs have worked out, since it's an easy thing).
I agree weneed to move on, and maybeyou can move your little spices summary into the community doc appendix designation for spices thatGeevo has set up, and we can call it done for now. Be sure to note onyour post there todiscourage further discussion of it in that thread for now and point them here.
I'd like to remind everyone that theoriginal post shows much more then spice, so if we want to keep discussing here then let's move on to the next subject. I say let's stick to the easier ones for now...slicing:
We've all seen the polls, and readCaylin's doc, and my summaryof his doc, so let's work from there and find out what's good and what's bad. I am personally a big fanof converting slicing into the "experimentation" style that Caylin outlined. It better defines us as a hybrid class (having more then 1 "crafting" tree), and would allow us to keep that classification ifthey decide to change spices to a noncrafting system.
-Arashi
Bloodfin
3. Slice re-vamp
a. at master lvl let a smuggler - slice bounty hunter terminals and remove jedi and smuggler names. Leave room for eror so if a smuggler fails he to will be added to the BH term as well.
b. Slicing Changes and the Addition of a Slicing Modifier: proposal to implement Slicing in a similar fashion to crafting with experimentation points replaced with slicing points. Scaleable number and types of items to slice based upon skill.
c. Slicing Tool Certifications: Re-cert FAN’s and Clamps to Novice and Slicing 3 respectively for use, not crafting to encourage a FAN economy for up and coming Smugglers and prevent the abuse of using Clamps all the time.
d. The Smuggler's Personal Weapon: Gives the smuggler the ability to experiment on their own weapon instead of slicing it to possibly greater affect and access to a broader range of modifications. What can be modified and by how much is dependent on skill level.