Smuggler Archive
Thread: spice no more?
My friends dont't seem to understand why I will not craft them Spices and I tell them, simply... "I am a Smuggler! Not a damned Drug Dealer!"
So I have been very much hoping that SOE would remove Spices from the Smuggler Tree when the Revamp eventually came out. Now it seems we will get that Revamp.
But I still want to know more about where Spices fit into the whole picture.
Ok; we get them from running smuggling missions. But again, is it confirmed that this is the only way to obtain them. If so, then what happens to our Spices skill boxes. What do we, as Smugglers, get in place of those skill boxes?
Thats what I really want to know. Will we be given some new Skill which they haven't revealed to us yet?
KaiRan wrote:... Is there some kind of long-term memory problem in this community? Or have so many left since the chef rebalance that none are left to tell how it was? Before they revamped the chef foods and unbalanced the system completely for us, a smuggler could spend at maximum 2500-3000cr on supplies per crate (incl maint and pwr), and sell that same crate for 8000-15000 cr, the lower number vendors often selling out completely every day! Don’t you think the CU's nerf of doctor enhancements will bring spices just a little back in vogue? And let me ask you, how long does it take to make 3k cr? Versus the time spent on what will likely be 30 min to 1 hr missions for spice? How much spice do you think we'll get? Does the sale of that spice allow us to re-invest in more spice?
Though I dont like this "fools" shouting, the points you are talking about are not that false. When its about profit, youre right, but many people here want some "non-crafting-fun" with their smuggler. I am selling spice for over a year now and I miss the times when Muon and Pixie were worth 8K and I maybe I will drop my merchant skills when it comes to that new system. But on the other hand: I hope that the new spices will be ten times better then they now are, - if not, it would not be worth the effort of doing missions for one or two crates of them (I don't think we can keep the whole shipment when we drop the delivery mission... that would be a first grade exploit). Make this drugs some kickass-buff and perhaps I'll sell them
I know that many people here would give up the other smuggler skills for "real smuggling", but I think it would get worse on the long term if this would happen (of course it won't happen since there will be a new slicing system for example)... I want to be useful for other people (FS-trading, Slicing, spices) and don't like the Idea of smugglers doing their own missions all alone, without the need to interact with other players... Smuggling missions? Good Idea, but not for the cost of all other skills that are useful
PS: I am a "Drug Czar", slicer AND a smuggler and I am proud of it... like a good pirate I make my own rum...
Message Edited by Yojim on 03-15-2005 10:40 AM
ApollyonTB wrote:I sure hope the spice given to us from missions is worth the 14 skill points. In all honesty, I would rather them enable experimentation on spices and add a Master smuggler spice than to take a chance at letting the devs create a spice that we as smugglers have to do missions for.We all have seen what the devs can do...and once again, Im afraid.
THEY WILL REPLACE THE SPICES TREE WITH SOMETHING DIFFERENT!
They are not just removing spice crafting and leaving the spices tree in our profession!! The tree will be removed in order for us to get missions to acquire spice!
WesBelden wrote:Spice will be obtained by accepting spice smuggling missions and either completing the mission and receiving a payment of credits and say a crate of Spice, or by purposefully not delivering the spice and keeping it for yourself. Spice is also being balanced along with everything else in the CU, so will be desirable and worth something.
Now the question is how will they handle the possibility to not make the missions an easy spice farm? A scenerio could be that you take the mission and emediately keep all the spice. You rince and repeat all the time you want to get the more spice without much effort. Who cares for the credits as a reward if you can make money selling the spice and who cares if an NPC BH comes to get you, you just die (which does not have any penalties to you) and repeat the process. I dont want spice to become as common or cheap as tick tacks.
An easy solution that I can think of is you will not be able to start a new mission in X amount of days if you have decided to keep the spice from your previous mission. The contact would consider you unreliable.
Im pretty sure the above scenario to farm the spice would be forseen by the devs and not be possible, but in any case I like to play with the ideas on how to make things work without possible exploits.
The skill points we invest will determine difficulty in a mission, but that will not affect the spices. We're given a shipment of 100 spices, we may choose not to deliver it. Then in return we'll be able to sell the spice and have a bounty mark against us.
So forth, we may make more money that way then from the mission itself.
I could care less about mission payout as a smuggler. I want some pay for my trouble, and I want a reward for it. I do not need 100k for an hours work. If I wanted that, I could do it doing what I always do. This is a change in scenary and a change in events.
It wil be your choice to do the mission and it will be your choice if you complete them.
CommanderFarley wrote:The economical impact of the changes to spice ARE an issue... but think of it this way.Our spice sales will change from "volume" to "margin" based businesses. In the old system, you'd sell 10 crates of spice for, say 50k. all this from 10 minutes of work (gathering resources, making schem, loading factory, and finally filling vendor)With the new system, let's say it takes 10 minutes to complete a mission for one crate of spice. Are you STILL going to sell it for 5k? If so, then you truly are a fool. Supply and demand, my friends. The spice supply will become smaller, and the demand will increase with the CURB. Spice will become more expensive, offsetting the lack of mass production.synopsis:current system, 10 crates at 5k = 50kproposed system, 1 crate at 50ktell me again how you're losing money?
/agreed
I also feel that once were closer to this "revamp", current supplies of spice (muron and pixie) will be flying off the shelves. People will understand that soon it will be a hard item to come by. So I plan on crafting a crap load, and riding this wave to the mother load of riches!!!
Mahahahahahaha
/SlapsSelfBackIntoReality
JWing wrote:
CommanderFarley wrote:The economical impact of the changes to spice ARE an issue... but think of it this way.Our spice sales will change from "volume" to "margin" based businesses. In the old system, you'd sell 10 crates of spice for, say 50k. all this from 10 minutes of work (gathering resources, making schem, loading factory, and finally filling vendor)With the new system, let's say it takes 10 minutes to complete a mission for one crate of spice. Are you STILL going to sell it for 5k? If so, then you truly are a fool. Supply and demand, my friends. The spice supply will become smaller, and the demand will increase with the CURB. Spice will become more expensive, offsetting the lack of mass production.synopsis:current system, 10 crates at 5k = 50kproposed system, 1 crate at 50ktell me again how you're losing money?
/agreed
I also feel that once were closer to this "revamp", current supplies of spice (muron and pixie) will be flying off the shelves. People will understand that soon it will be a hard item to come by. So I plan on crafting a crap load, and riding this wave to the mother load of riches!!!
Mahahahahahaha
/SlapsSelfBackIntoReality
Great idea.
But then what if those Spices are rendered obsolete... and useless? What if what they give us is so much better.. these old spices will be worthless?
Who is going to want to buy them and how will you get rich?