Smuggler Archive
Thread: Smuggler Revamp Community Vision Document (Template)
As you know, Vampirerobot and I have been going at this Infamy thing pretty steadily- (and I plan to continue until we can come up with something viable that gets us on those Terminals).
That said-
TH mentioned and you stressed that we should try to stay with existing mechanics.
Now I know the Jedi already use a "visibility" system- Isn't this the same thing- with just the name changed?
Now I don't know if Jedi have a window that tells them how much visibility they have acquired but I imagine they do- I can't see why we couldn't use that as well.
I know that our plan has a lot of kinks in it- but this is the first step into making it work.
The intention is to open up a smuggler bounty system :
So that a player who does NOT want to be on the terminals doesn't show up on them unintentionally
That cannot be exploited by a player with two accounts
Where greifing is avoided at all costs
That minimizes the use of new code.
Again, The first step is finding out if "visibility" can be applied to us and if there is a window we can use to track it.
Message Edited by HOTDOG on 05-06-2004 05:49 AM
Underworld:
New Skill: Fast Talk
Smugglers can "fast talk" their way out of a sticky (combat) situation. At Underworld II - Fast Talker smugglers gain the ability to attempt to nullify any active TEFs (PvE and PvE) they might have*. This ability would only have a certain percent chance of working (increasing as you go up the Underworld tree with extra bonus at Master Smuggler - never exceeding 40%) and would be on a delay to prevent abuse. This effect of this ability extends to anyone grouped with the smuggler.
*If the smuggler or any other player grouped with the smuggler is overt, opposing GCW faction TEFs are not nullified.
*This ability can only work against sentient NPCs and other players. (i.e., no fast talking a bull rancor)
Ok I'll do my best to keep this as clear and consice as possible.
Slicing:
I'm not sure of the crafting experimentation Dreven alluded to in an earlier post but I have always though the craft experimentation window should be the way to "pick a slice". It would open as an option upon a successful slice as a crafting does. So you use the clamp to get 100% chance and cut the wires appropriatly then the option to finish the slice or experiment would come up. You would then have the opportunity to put experimenting points into one line, or the other, or a few in both actually. Its hard to evolve the concept with out being too long winded so I'll leave it at that success rate is random as with other crafting chance for crit fail goes back to the random slice say -7% for the risk of experimenting and an amazing success would give a max slice plus ability to put points in the other attribute.
experimentation point break down:
- Slicing 1 +2 exp points
- Slicing 2 +2 exp points
- Slicing 3 +2 exp points
- Slicing 4 +2 exp points
- master +2 exp points (skill tapes can bring you to the covetted 12 point master)
- Experimentation on spices should mean something and should be for increased effect, increased duration, or decreased downer.
- Quality of resources should still not matter.
- Spices should be totally revamped give them attributes that people want and make them a desireable commodity at the same time do not make them superceade chef foods in anyway.
So much more to say but I've already gone way beyond your requested limit ![]()
Dirty fighting:
I would tweak this slightly with only 2 new skills but for overall balance of the game I don't think there can be too much applied or we will become the next rifleman.
- First make dirty fighting experance count for something even in pvp
- FD at level 1 & 2 should remain as it is now where even if you get up the agro remains in combat
- FDat level 3 & 4 should immediatly peace with the agro and if you are far enough from the where the agro rests they should not re-agro when you get up
- FD at master agros should not attack for 10 seconds no matter where you are once you get up even if you are FD in the lair of agros once you get up you have 10 seconds to get away. Unless you shoot first in which case you get instantly agroed
- Master FD in pvp would be that you actually looked like a corpse to other players but only for a timed limit say 1 minute or less. If you look like a corpse with the corpse of zazo title then they will likely walk away and that is the point of FD anyway isnt it?
- Melee attacks added : eyegouge /blind hit , Knee to groin /action downer (?!? yeah downer should be a 30 second action downer not a kd but where your action stats drop by a % or something and it causes you to puke slowing your reaction time and inabling counter attacks) probably over the top but you gotta admit it sounds fun and with the 80% kinetic armor out my tka is useless

- SE will give the ability to carry multiple players on your ship (I know i dont want to wait either)
- jedi If a jedi is grouped with a smuggler then they would have the opportunity to assist that jedi if attacked by a player bounty. The risk is the BH can take the smuggler down first and the jedi cant help but he has to know the jedi is grouped with a smuggler. Sort of likea reverse gtef.
- the old npc mission thing I guess but the fact is if the loot is not good no one will not deliver it but if the loot is good then no one will deliver it. sort of lame
- magna sealed containers need to be sliced and actually contain stuff in them...occasionally
- make some sort of use of the language system
I dunno just some thoughts and I'm actually out of time atm need to get back to work.
Challenges
The key challenge of the smuggler revamp will be to ensure that all players regardless of profession understands that the Empire rules by force as an oppressive regime. To that end any player who offends the Empire in any way, either by voiced opposition, military action against Imperial assets, or engagement of any illegal activity shall be punished quickly, and harshly.
An enforced punishment system which is extremely harsh, and may require time as well as credits.
A redesign of the underworld tree which will aid the smuggler in his endeavours.
A second system of NPC smuggling missions as proposed in the initial revamp
A visibility system similar to that of Jedi/Bounter Hunters which allows Smuggler Bounty Hunter Missions.
A reinforced combat system.
New Evasion skills to compliment the combat system.
Underworld
Goal Statement: Allows the smuggler to undertake specialized Delivery missions that provide PvE encounters during the travel portion. These encounters can come in the form of direct combat, threatened combat in exchange for the smuggled item, or non-combat encounters seeking to bribe or convince the PC to give up the item and are given by players or by slicing the existing mission terminals in order to view a more illicit subset of missions.
Ethical decisions that effect the smugglers reputation and their visibility to the Bounty Hunter organisations.
City and travel combat.
PvP smuggling whereby a player can contract another player to take a shipment from point a to point b.
New skills which allow players to disguise illicit items, and exploit weaknesses in the Imperial security forces.
Goal Statement: To remove the entire spice tree and give the profession a way of smuggling spices into the game which are limited in number but highly desirable, preferably as rewards for smuggling missions. ( i.e. transport 10 crates of Muon Gold from location a to location b. Reward. 1 crate of Muon Gold.
Adding new spices.
Adding new types of downer, including states and mood changes.
Slicing.
Goal Statement: The primary aim of slicing is the illegal manipulation of artefacts in order to increase performance or benefit.
Adding a durability slice.
Adding the ability to slice all terminals starting at novice smuggler, which will allow, reduced shuttle and starship costs, reduced insurance, reduced cloning fees and maintenance.
Adding the ability to slice mission terminals to reveal the new smuggler missions.
Equipment buff programs which enhance the effect of the equipment for a limited time ( Around 25% of the items life )
Goal Statement: To increase the versatility of smugglers in combat with moves which compliment the existing skills rather then recreate them.
Eye gouge: Melee blind attack.
Head Butt: 5 second dizzy.
Low Blow: Ranged Knockdown
Garotte : High Damage melee attack used in conjunction with sneak. Breaks sneak upon activation.
Wild Fire : A volley of shot which has the effect of a ranged intimidate.
Feign Death : Immune to attack whilst Feigned from players and mobs. Removal from mob agro list.
Confusing Strike: 10 second delay to special attacks only.
Panic Shot: 10 second Area effect delay which automatically makes the smuggler desist from all attacks until he presses attack again. Any damage to those affected by Panic Shot negates the effect of the shot.
Please, no UI requests. That team is pretty much booked through space.
Thoughts on Spices:
I understand the need for the Smuggling of spice vice the Creation of it, But looking from a DEV Viewpoint, and what has already been stated, It would just be too difficult to run in the current system.
So here is a Thought, Spice equates to our Real World "drugs". No Side Stepping it, Thats what it is. Now, There are Certain Foods in the world that can Enhance Reality and Do wonderful things for you, Drugs Usualy Do it more and Better, But have a Nasty Downside. That being said, Spice should be Tenfold what any Chef food is. I know Chefs will most likely be up in arms about this but the key here is that Spice has a Downer!
As it stands right now, Why would I take some Muon that lasts only 10 min and is only Margionaly effective when I can use Brandy and it lasts 30 min and Buffs a heck of a lot more. There should be a Definate Draw to spices. Case in Point:
If I Drink my Ass of in a Bar, I may get into a Fight and:
- Not Feel any pain
- Hit Harder (No mental Block to Pull a punch)
- ----------------------------------------------
- Downside: Headache and Mild Dehydration
If I take PCP and get into a Fight
- Not feel anything, Pain or otherwise and to a Greater Extent
- Hit Walls and make them cry
- ----------------------------------------------
- Downside: Huge Crash, Wounds start to hurt again, Possible Addiction
I would also aggree in the Illicitness of Spice. You should not be able to Yell that your Selloing Spice Outside a Starport. Troopers should be actively scanning for spice (sniffer dogs?). There should be a hefty penalty if your carrying spice and your are not a smuggler.
The Two topics intermeld in that, I have to want the spice because it's that darn good, and it has to be worth the trouble I may get into.
I have heard rumor that Troopers have an active listening system that if you /slap them or Shout "LONG LIVE THE REBELION" they will act on it. They should add a few things to that List: Any Mention of Smuggler, Spice, Spice names, Slicing, Etc... Make it Illegal!!!
Well, Theres my 2 cents
Damn double Posts
Message Edited by TsN-Wizzer on 05-06-2004 10:04 AM
Vampirerobot wrote:
So is this thread for suggestions for the Community Vision? If so, I'll contribute a suggestion for the Overview, as I'd like to see it:
Overview
The goal of the Smuggler Revamp is to bring Smugglers in the game in line with the iconic conception of Smugglers in the Star Wars Universe. Our mission is to create a profession that has both utility to other players (Interactivity) and fun and challenge for the Smugglers themselves (Content). In addition we want Smugglers to fill a unique role in the game because of their iconic nature: That of gatekeeper to the illicit and illegal.
Thus the final Smuggler "vision" isa profession which has two components: First, the ability to acquire highly desirable but illegal goods and services for other players. Second, drawbacks to the acquisition of those goods and services (representing their illegal nature) andabilities to help overcomeand survive those drawbacks. Smuggler Interactivity is in their utility to other players via the first part, and SmugglerContent is in the challenges presented by the second part. What will make Smugglers useful is the first part. What will make them unique and fun is the second part.
How does that strike you?
I think this is excellent.
"The stat-changes are a big issue...Runesabre's vision of your profession includes one absolutely critical interdependence with all other professions...."
I think it would be good to know what Runesabre's vision is for smuggler, at least with respect to interdependence. Right now, There is no interdependence on smuggler, only interoperability. In other words, we can help people out, but no one really needs us. Knowing what the dev team sees as our primary contribution to the game would help us tailor our responses. Thanks.
Sapperlight wrote:
On the ID forum, JustG posted this:
"The stat-changes are a big issue...Runesabre's vision of your profession includes one absolutely critical interdependence with all other professions...."
I think it would be good to know what Runesabre's vision is for smuggler, at least with respect to interdependence. Right now, There is no interdependence on smuggler, only interoperability. In other words, we can help people out, but no one really needs us. Knowing what the dev team sees as our primary contribution to the game would help us tailor our responses. Thanks.
The smuggler profession excells at transporting illegal, highly sought-after materials to and from the player population while mainting a low profile, and profiteering.
To accomplish this, smugglers have methods of being contracted by players and npcs. They also have the skills to avoid and/or escape detection and confiscation of said illegal materials far beyond that of other professions, making them the go-to profession to obtain these highly sought-after, illegal materials. A smuggler also users their contacts within their faction, and other factions to accomplish things for other players, that would otherwise be difficult to obtain.
Salient Details
Defining PvP Smuggling
- Creating new smuggling content (contraband) that doesn't take away from what players have already come to expect
- Making this new content usefull and desirable to all players.
- Creating a method for players to contract (creat missions for) smugglers to obtain the materials that they desire.
- Making the risks along the journey sufficient to warrant a desirable reward.
Defining PvE Smuggling
- Creating an engaging, multi-legged mission system for smugglers
- Making the rewards worth the smuggler's time.
- Providing a method for smugglers to hone skills and work their way up in the underworld
- Making the risks along the journey sufficient to warrant a desirable reward.
The Good and Bad
The Good
- The ability to be a faction point dealer
- The faction discount
- The reduced fp loss for dying in pvp
- The increased liklihood of avoiding contraband scans
- Slicing weapons/armor is very desirable
- Last Ditch and Low Blow are very usefull specials
- Instantanious effect of spice
The Bad
- Smugglers can't smuggle.
- All trees are weak on skills, content and documentation
- Underworld is only usefull for those involved in the GCW and PvP
- The 500 fp cap on purchasing faction makes being a fp dealer painfull because of the time sink, and you can't purchase anything for yourself without the assistance of another colonel master smuggler.
- Slicing is a mundane experience that requires no additional effort or skill on the part of the player smugglers.
- Dirty fighting suffers from a couple recent nerfs and is light on additional skills.
- Spice has become obsoleted by the recent chef revamp and spice downer downer.
- The master box is weak on improvements.
As far as skill tree changes go.. I'll leave that to the others, as I'm not good at planning details, just conceptual stuff
lisasdarren wrote:
All these clever and very interesting ideas about infamy levels, reputation etc. in a actual numerical sense (rather than just playersrecognising us)is unlike nothing that is already in game, and as TH just said, if we can re-use existing systems we get more.
It's called the Faction system.
Although "unlike nothing" is a double negative and translates to "like something", so not sure if I'm agreeing or disagreeing with you. ![]()