Smuggler Archive

Thread: Smuggler Revamp Community Vision Document (Template)

Deadtech
Thu May 06, 2004 5:02 am
#14

I see no point in slicing vehicles. take the cost of the slice you are going to charge, I charge between 5-10k for slicing, and then the cost of the repair job. The overall cost of getting a vehicle repaired isn't that much. It's not going to cost as much as my slicing the vehicle costsin the first place.How about being able to reduce HAM costs for specials on a weapon. Now that would be a handy slicing feature. Carbineers would line up like crazy.



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JeffIncredible
Thu May 06, 2004 5:20 am
#15

I have a problem with the melee attacks. As much as I would like something new here, there's no reason I would ever want my smuggler (not counting other professions) in melee range during a fight. We just don't have the bonuses to defense that would allow us to fight at close range.



I USED TO take Defense Stacker 2....do you?

Ex-Triple Threat |o|o|o|O
HOTDOG
Thu May 06, 2004 5:42 am
#16

Caylin,

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






TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
GerrinBiH
Thu May 06, 2004 6:07 am
#17

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)








Bairn Josca
Master Smuggler/Master Teras Kasi
President, BiH Shipping
A BiH Corporation Subsidiary

"Don't look at me like that... Her mouth said 'get lost,' but her lekku said 'come here big boy.'"
zazo
Thu May 06, 2004 6:19 am
#18

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)


Spices:


Spices need revamps to compare with chef foods. Downside to chef foods is filling. The down side to spices is downer and only one spice at a time. Spices should not be on par with chef foods as that professions sole purpose is to create the food and smuggler has other outlets.



  • 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


UW Smuggling:


Saved the hardest for last heh. We have so many opportunities here to actually smuggle but to bring them within the relm of capability is the real smuggle. I'm just going to make bullit points for this as brain storming ideas. I have so much but I'm only listing the ones I think are truely possible



  • 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.




Zazo Flyrider
Leader of DN/Non-smuggling smuggler since Sept' 03
NinNyang Ninnang Nynyang Nin Nong Ninnang


RylanStorm
Thu May 06, 2004 6:31 am
#19

Overview


The goal of the smuggler revamp is to intergrate the profession into the game in a way which mirrors the skills used by Smugglers in the canon films and the Extended Universe. It is designed to reflect the highly profitable yet highly dangerous lifestyle which smugglers lead and the illegal nature in which they operate.


Whilst increasing the utilty of a smugglers combat options, it is also intended to clearly recognize the versatility of a smuggler in situations which require evasion, disception, and the acceptance that a smuggler will resort to any tactic, no matter how immoral, in order to succeed.



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.


The second clear aim of the revamp is to allow smugglers to engage in, and facilitate such illegal action in a way in which is beneficial to themselves and their clients.


Requirements


The taxation of certain existing goods in the game.
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.


The Good.


Economy : The taxation of existing goods is a clear money sink which will help reduce the massive inflation prevalent in Galaxies. The option to pay taxes or to have the goods moved illegally will create a greater competion between crafters which extends beyond simply picking the best resources.


Immersion. The tyrannical regime of the Emperor has not been very tyranical to date and a new system of taxation and punishment adds to the opression set forth by the films and books.


Content : Gives one class a major increase in content whilst giving a second profession, the bounty hunter, another huge boost. Every other profession also gains from new features.


The Bad


Current Player Base : Despite the obvious fact that credits are becoming devalued, people object to paying any more then they need to.


Economics : Players often compensate for increasing overheads by upping the cost of final goods rather then decreasing profit margin.


The conclusion is that whilst this requires a number of changes which many players might find detrimental at this time, it is necessary to combat the inflation which exists in the game. It also provides a path for the future which will ensure that the Galactic War involves everyone. ( reduced taxes in rebellion controlled areas )




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.


Immediate travel tokens and the ability to call spaceships outside of Starports with the Space expansion. Gives the ability to land outside known starports.

Datadiscs to further adventure?
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.


Spices
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.


Redoing unused or superceded spices.
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 temporary vehicles slice increasing performance at the cost of durability.
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 )


Dirty Fighting:
Goal Statement: To increase the versatility of smugglers in combat with moves which compliment the existing skills rather then recreate them.


Increasing melee bonuses and abilities. Adding minor pistol modifiers.
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.


New Tree - Evasion


Goal Statement : To give smugglers other options other then to fight, including a number of evasive maneuvers. This tree reflects that smuggles need to change pace occasionally going through intense but quick bursts of action to extremely slow and calculated actions in order to avoid combat.


Sneak: A skill which which when active gives the smuggler a chance to not be spotted by humanoid NPCs. Renders the smuggler invisible to PCs.
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.




It is important to note that all changes to the profession as they stand are to compliment existing skills. They should not replace them.




Now here's where we run into problems.


Be forewarned, we need to minimize new art assets so what we do ask for should be vital.
Please, no UI requests. That team is pretty much booked through space.


Are they delaying this revamp because they accept they don't have enough time and people to work on it. Or are they delaying the revamp and still aren't prepared to designate the required resources?


I don't want to think this is going to turn into a 3 month delay and the same revamp proposed.


Oh and I want Akakyd droids dropping out of the sky like Bounty Hunter gets. No reason for it other then it looks bloody amazing.




__________________________________________



Rylan Storm - Pistoleer

Master Smuggler

Rogue's Hideaway - Naboo - Sylvex


Eclipse Rocket Launcher and Proton Grenade Sale

__________________________________________


TsN-Wizzer
Thu May 06, 2004 7:03 am
#20

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






Omo Ohe
Master Smuggler Since Launch
Rules for Posting

Wizzer's World

TsN-Wizzer
Thu May 06, 2004 7:04 am
#21



Damn double Posts

Message Edited by TsN-Wizzer on 05-06-2004 10:04 AM




Omo Ohe
Master Smuggler Since Launch
Rules for Posting

Wizzer's World

Thunderheart
Thu May 06, 2004 8:08 am
#22






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.







Kurt "Thunderheart" Stangl
Community Relations Manager
Sapperlight
Thu May 06, 2004 8:16 am
#23

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.




S'per Light
Master Smuggler/Master Pistoleer/Master TKA
Rebel Colonel
"Duty is the sublimest word in the language. You can never do more than your duty, you should never wish to do less." Robert E. Lee


ChewGoBack
Thu May 06, 2004 8:29 am
#24






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.







Eh? Slicing is as close to essential as you can get. I don't know anyone who doesn't buy 4 weapons at a time so they can get a decent slice. If that's not interdependence I don't know what is.



Gimble
M*A*S*H
I am Elder, hear me ROAR!
Disable ratings for a happier life!


Ipseck
Thu May 06, 2004 8:45 am
#25

Overview
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





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
Jaspor
Thu May 06, 2004 9:06 am
#26






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.





Jaspor
Master Politician / Master Smuggler / Master Pistoleer
Imperial Colonel / Imperial Pilot Ace
Guildmaster of Guild of the Zodiac - Constellation, Naboo


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