Smuggler Archive
Thread: Depending On Smugglers
Vampirerobot wrote:I'd like to see us as a profession that other players seek out in order to get their hands on the illegal stuff, the contraband...
While Inconvenience avoiding services are part of the game, I don't think we need to add another one (and thereby create another inconvenience). The rest of the players would likely resist that. But I don't think they can justly complain if we simply made our own products and services more our own.
And from StGabes original post:
Contraband. If I have to find a smuggler simply to move around with the items I have then that is too much of a time investment. However if a smuggler can provide illicit goods that I need I will gladly pay for them. Instead of seeking systems that actively hamper a player at all points I suggest systems that allow smugglers to provide perks to other professions but use the Smuggler's time. You spend your time being a smuggler and I'll spend mine being a swordsman, and after all of that I will gladly fork over some of my profits for some of your ill-gotten gains.
I posted in this thread on Friday, and this is the point I feel is most important here:
Smuggler revamp suggestions should be directed towards acquiring contraband (providing benefits) for other players as opposed to concealing contraband (avoiding penalties) for other players.
Needing to find an entertainer in a cantina is an inconvenience. I don't want more things in the game like that, and I for sure don't want to be that. I want players to seek me out because I can get them something they can't get, something that they want.
Message Edited by Solo4114 on 03-31-2004 06:44 AM
Wow, the ideas on tariffs and what not, are incredibly cool. I especially like your idea on detection bypassing items, Solo. The idea of a master not having the ability a novice had wasn't jiving with me on the grounds of "what? did the master suddenly forget or something?" but your explanation alleviated that thoght beautifully
I love the reason of, "I don't need it so I can't be bothered with it" idea.
However, this is all great for the smuggling part of our profession but (and I'm not sure how many people would agree with me) I don't see the smuggler profession in SWG as purely a smuggling profession. Using the example of Al, Bill, and Charlie I think it was, as it pertains to SWG our profession should be all 3. It almost is already. We just need the smuggling portion to be implemented. Though our profession name is Smuggler, we essentially are the crime lords of the game. Just look at our current skill tree.
We've got spices which are essentially the illegal drugs of the Star Wars universe. We make and we sell though anybody can actually sell it. I don't believe medics or doctors should craft the spices for the reasoning of their drugs are legal. You don't often hear of Medical Doctors or Physicians Assitants being arrested for growing cocoa plants and processing it into coke, ea? Their specialization is in the legal drugs while ours is the illegal.
We've got slicing.Using the analogy already written, we make a person's semi-autoAR-15fully auto and to expand on it, we make that person's kevlar vest more resistant to armor piercing rounds. It's nice and illegal (in concept anyway)and I like it alot.However, this definitely needs a little work to fit into any aspect of smuggling. The idea of being contacted by people to cart their single sliced weapon through a checkpoint annoys me to be frank. I'm a master... give me bulk items to smuggle. Leave the small orders for novices. Really, I haven't been able to think of a good way past that yet so I'm leaning more and more toward sliced equipment being able to be used only by smugglers. With the tariff and contraband system outlined, it wouldn't be a problem either.
We've got dirty fighting. This could be lumped with slicing (I do NOT mean combining the skill trees). Our combat skills which, though powerful (at least 2 anyway), without skill mods are a last ditch, to use the name of our best special. I don't believe they are meant to be used first. Who thinks of a smuggler as primarily a combatant after all? They're more of an "Oh God, I've got to fight!" ability ![]()
Finally, we've got underworld. Frankly, I have no idea why this uses pistol xp other than the devs were pressed for some way to get us these skill boxes before the game was released. I read a post a while ago which outlined a smuggling xp. That would be a better way to get us these skill boxes. Anyway, not much to say about this skill tree since there isn't much here...
My point with all of this is, we're already half way to encompassing all three elements in the drug trafficing scenario so why not leave the current content we have in instead of making us purely smugglers? It would give us alot of content more related to smuggling. Do medics need more itmes to craft especially items which have nothing to do with being a medic? What about slicing? That doesn't have anything directly to do with smuggling either. Should we give that ability to weaponsmiths and armorsmiths for their respective gear? Hopefully you say no. Instead of delegating us to purely smuggling, modify our current skill set and relating game systems to give us the ability to smuggle.
Oh,I agree that's where we ARE currently. We've got A and C. We just don't have B. But to me, the primary job of a smuggler has always been B. It's just that guys who do A or C often do B as well as a way to eliminate the middle-man. I'd rather open up the A and C abilities to other players and just do B, personally.
I also worry about trying to take on too much at once. Our current profesion is a disjointed mess. We're just the generic criminals of the galaxy (or at least as criminal as you can be in the game -- which isn't criminal at all really). I want us to be smugglers first and criminals second. If you WANT to do A and C, knock yourself out, but I think our professional abilities should primarily be focused on B. Thus, our skill trees should be focused on B and skills designed to make doing B easier. Towards that end, self-interested slicing (IE: slicing where you can't sell the service to other players) makes sense, as does Dirty Fighting (assuming it gets properly fixed). Spice, however, does not, unless we get spice resistance mods of some kind. Let the rest of the galaxy eat smugglers delight. We're smugglers. We don't NEED to eat it.
"The poison was in both goblets. I spent years developing an immunity to iocane powder." ![]()
Let other professions make spice. I don't think we need to do that. In fact, I'd even spread spice around a bit. Give some to the docs, some to medics, some to droid engineers, etc. After all, most of the spices are derived from stuff that other professions make at least according to their descriptions. Why not just let other players make them and we stay focused on moving them?
Don't get me wrong, I think it's cool if we can make them too, but it just doesn't jive with my focus for smuggling as PURELY the cargo-moving abilities. Right now, that's the biggest thing missing from the game and what we need the most. Assuming they can give us both, that's ok by me. But if I have to choose, my choice is smuggling first, everything else second.
Solo4114 wrote:
Don't get me wrong, I think it's cool if we can make them too, but it just doesn't jive with my focus for smuggling as PURELY the cargo-moving abilities. Right now, that's the biggest thing missing from the game and what we need the most. Assuming they can give us both, that's ok by me. But if I have to choose, my choice is smuggling first, everything else second.
I think this part best sums up my thoughts on the matter.
Personally, with all of the "problems" that seem to be revolving around having sliced gear be made contraband I would love to see anything sliced become non-tradeable. In all honesty, I would rather slicing be completely replaced with my idea of "Tinkering" that was proposed instead of having both, but that is a different topic.
Or...I think sliced items and spice should be tradable to smugglers only. This way, while others can use them smugglers are the only ones who can buy and sell them.
Ryutek wrote:
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Personally, with all of the "problems" that seem to be revolving around having sliced gear be made contraband I would love to see anything sliced become non-tradeable.
SirVimes wrote:
Or...I think sliced items and spice should be tradable to smugglers only. This way, while others can use them smugglers are the only ones who can buy and sell them.
Ryutek wrote:
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Personally, with all of the "problems" that seem to be revolving around having sliced gear be made contraband I would love to see anything sliced become non-tradeable.
The sad part of that is that restricting contraband to Smugglers-only would confirm that the playerbase of SWG is not mature enough to accept risks and consequences for their actions. It would turn sliced items into a TKA Powerboost ability and remove CHOICE from players' hands.I think it's sad that people can't accept that something that benefits them also carries consequences, and that they'd push hard to eliminate the consequences part of the analysis. It's sad that the only way we can think of to distinguish the benefits of slicing is to simply remove players' ability to choose. We're basically admitting that the only way to do this is to take the toy away completely and level the playing field like that. It's another victory for the laziest element of the playerabse, and caters once again to the lowest common denominator.
So while a big part of me wants to say "Screw you, everybody else, us Smugglers are taking our toys and going home with them," a larger part of me thinks that making contraband Smuggler-only would kill yet another potentially interesting aspect of this game. Risk is slowly being whittled out of the SWG equation. And that's not good.
I do like the tariff idea. Though I even prefer the followup to it: Taxes on items native to a planet when you leave that planet with them. So all outgoing flights from Tatooine put a tax on all "Tatooinian" resources.
What I'm skeptical of is that it could ever be worthwhile for a resource harvester to employ a Smuggler to physically carry their resources for them off planet. However there are two things I can think of that would mitigate this:
1) Allowing Smugglers to simply group with the resource carrier during travel, acting as an 'escort'.
2) Smuggler Terminals, at all major starports, at which a Player can drop off a "package" to be delivered to another Smuggler Terminal at another starport elsewhere in the galaxy within a certain time span. Smugglers would then go to these terminals to pick up packages and carry them through customs to their destination, where the customer can pick them up. These would in essence be Player Missions. Failure to deliver could of course result in a Bounty. Ideally a failed mission (or rather,subsequent Bounty Hunter kill) would result in the package being returned to the starting point for pickup by another, more competent or ethical, Smuggler. So if, like Han Solo, you had to dump your cargo: Say hello to your new pal Boba. The other cool thing is if Player paid the mission rewards, they would basically be paying for speed of delivery, as the higher priced missions will be taken first.
As long as it is relatively simple for artisans and merchants to get their resources shipped around, and no final products need to be smuggled through customs on a regular basis, I think other players could live with it. They will just have to accept that 100k units of Tatooinian fungus aren't going to be allowed onto Corellia without paying the proper taxes (or the proper Smuggler). If it is basically a one time cost to get the materials to their factories, I think it won't be had to adjust to.
The lesson is guys: If Players are constantly reminded of their being forced to employ Smugglers, they're going to resent it. If it's just a step in the crafting process, the crafters might resent it, but they'll learn to live with it and it might even be fun for them. But the day you force ELITEDOOD the Rifleman/TKA to hand over his T21 and Vibroknuckler to some scummy Smuggler every time he takes a shuttle, well you're asking for trouble. And all the justifications in the world about "they don't HAVE to use that weapon blah blah blah" aren't going to change the reality that the Devs will never make that change if that's the result.
Jandel-Har wrote:I just skimmed through a few more responses and I didn't see it but if it was already stated then disregard.
StGabriel, you are a swordsman right? we shouldn't even be able to slice weapons that don't have any kind of electronics or moving parts. Just how are we supposed to slice a sword with a few electronic tools?
LOL!
Man, I forgot all about it!
Nerf swordsmen!
Vampirerobot wrote:The lesson is guys: If Players are constantly reminded of their being forced to employ Smugglers, they're going to resent it. If it's just a step in the crafting process, the crafters might resent it, but they'll learn to live with it and it might even be fun for them. But the day you force ELITEDOOD the Rifleman/TKA to hand over his T21 and Vibroknuckler to some scummy Smuggler every time he takes a shuttle, well you're asking for trouble. And all the justifications in the world about "they don't HAVE to use that weapon blah blah blah" aren't going to change the reality that the Devs will never make that change if that's the result.
There's a lot truth there. Pretty much covers my issues with almost every Smuggler Content idea that EN hasn't set on fire and/or called a mini-game.
I'd love for you to find something that we can offer the game an advantage deal on something that currently exists, as opposed to asking for them all to be nerfed, so we can offer to sell them a NerfLite option by using our skills.
Jandel-Har wrote:
I just skimmed through a few more responses and I didn't see it but if it was already stated then disregard.
StGabriel, you are a swordsman right? we shouldn't even be able to slice weapons that don't have any kind of electronics or moving parts. Just how are we supposed to slice a sword with a few electronic tools?
(Quick side note) Actually...yeah, he can. A lot of blade weapons in the star wars universe are vibro weapons...that means that the edges of the blades vibrate slightly, kinda like an electric knife for turkeys....or a very light, quiet chain saw.
Yes, I am a geek. ![]()
obijkenob1 wrote:
Vimes, I was wondering, are you a smuggler now or just helping us out? If its the latter, thanks
You are welcome...but not just sure for what. ![]()
In order for a revamp to be successful, it has to be:
1) Fun, especially for smugglers.
2) Give smugglers a sense that they are actually smuggling something.
3) Make smugglers a part of the community, that they can affect the world and community around them and not just a group playing their own mini game.
4) Not piss off the rest of the player base with illegal activites...well, not too much ![]()
I just think that fitting all four of those catagories is a huge challenge...and makes for interesting debate. And maybe after the revamp goes in I will try smuggler ![]()