Smuggler Archive
Thread: Smuggler State of the Profession v1.34 4/05/04
Selling faction: This skill is not that useful at this time. If you want to switch factions it's a good way of making a little cash while lowering your old faction. The problem is that how often do most players switch faction. I just don't see many players switching faction that often. This one is of some use to neutrals but most smugglers can make much better money doing destroy missions than they can by selling faction gained by doing low level faction mission which are the only ones neutral smugglers can do. Smugglers have to resign from one faction and lose their rank in that faction, in order to talk to the opposing recruiter and use their "Sell Out" skill.
First, thank you for putting forth the effort to produce this state of the profession.
Props to you, 100%
Now for my 2 creds:
All of my guilds faction bases were purchased from smugglers. We currently have 2 detached HQ's and 3 forward bases (had a fourth but it disapeared due to lack of maintenance).
I just feel that your description short changes the true potential of selling faction. Especially now, with the crackdown. I logged in yesterday to find virtually all of my guild grinding FP to get higher ranks to gain some of our smuggling abilities (/sigh). If only I was a Colonel they could have bought their way up the ranks...
#1 from "Master Smuggler" can be removed. the 25% discount on faction perks works fine in addition with the 30% decrease given to us Imperial losers.
ATST's cost me just a bit over 7k in FP... Detachment HQ's 31800.
No issue here... move along....
Seems I amsmoking something. I'm going over this again. Lol. I was basing all my math off of 45000 faction for a base instead of the higher, more natural #
Message Edited by Smuggler_Caylin on 02-12-2004 04:46 PM
Message Edited by Smuggler_Caylin on 02-12-2004 05:31 PM
60,000 natural cost less 30% Imperial discount = 42,000 less 25% Smuggler discount = 31,500
But I am only a rebel ![]()
Just a comment on contrabands, tarrifs, and the likely response by implementing them ...
Aren't contraband and tariffs, by nature, disagreeable to those that are affected by them? Is the negative impact part of what makes a tariff a tariff? Preventing someone from either possessing A or from transporting X from point A to point B is going to piss off either the owner or the transporter. What's the difference between this and real life?
My point is this: just because it'll piss off people who used sliced goods or spices doesn't mean that it shouldn't be implemented.
In the end, this supports the "we can't smuggler without tariffs and contraband" line of thought.
Unrelated note: I finished my character build last night. Today was the first "grind free" day on SWG, and I'm bored out of my mind. This is the state of the profession ... end game master smugglers are bored out of their minds because there's nothing to do, and we have no idea what we're supposed to be doing. Help us.
Wait for the revamp (translation, wait for the minigame).
They won't whip contraband or tariffs on the player base for the same reason that they won't institute player marks outside of the Jedi system (and maybe later, outside of us).
1. Fill in the slicing skill boxes, especially master. There has got to be a post a day asking about difference between slice 4 and master or what slice %ages are or something along those lines. We can point people to the FAQ all we want but with this many people asking the question regularly it screams for a simple fix that will go a long way.
2. The Molecular Clamp related menus need to be redesigned. The post or two a week to these forums asking why they used clamps but still failed shows to me that there is something in the menu design that needs work. We can tell people they need to "pay attention" or "actually read" all we want but why do we have to. This shouldn't be designed in a way that makes people feel like they're dumb for getting it wrong. Maybe some color coding (make the word "red" in the caption display red) if that's possible in the dialogs, or redo them so that the options are better tailored to the clamp/fan action (read "cut the red wire as indicated" "cut the blue wire anyway"). Also, make the 2nd wire to cut the default dialog action or again make it a lot more obvious that you still have work to do.
Both of the above are minor issues (read: not things that are broken) in the grand scheme of things. They both can be cleaned up "easily" and don't require any balance analysis or design work or anything of the like - but they'd have a very high return on the work done and would show that you're paying attention