Smuggler Archive

Thread: What does the Smuggling Community want from the Smuggler Revamp?

Ipseck
Fri Feb 20, 2004 9:27 am
#27

Here's my wants:


  • The ability to trade with all people, reguardless of what faction I am, declaired or not.
  • The ability to switch factions without having to hunt down a colonel.
  • A third faction as a possibility to belong to.
  • Some implementation of player bounties.


I think these four things would open up an enourmous door to real player driven content for the smuggler profession. We don't need cracked out delivery missions if we have these kind of building blocks, but I don't suppose they would hurt





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
Dunlop
Fri Feb 20, 2004 9:39 am
#28

Oh wait... the ability to instantly, or almost instantly, make someone (including myself) covert. Call it false documents or something.



Dunlop Loco
Crazy Long
Ryutek
Fri Feb 20, 2004 9:46 am
#29





Bear in mind this is a very rough draft.


My thoughts on a Smuggler Revamp (From the perspective of the skill tree):


Note: This does not take anything from the current Imperial Crackdown into consideration, so those bonuses would still apply.


Master Smuggler


1)Gains an improved ability to slice (Basically just put the documentation into the skill tree as it has already been tested)


2)Additional Spices that can be crafted


3)Added bonus to evading capture in smuggling missions (when implemented – if implemented) +15


4)Gains the ability to buy points from any faction (Hutt, Jabba, Nym, Corsec, etc.)


Underworld IV


1)Gains the ability to buy faction from Rebel or Imperial Recruiters, regardless of factional alignment


2)Gains a +15 to evasion of capture in Smuggler Missions


Underworld III


1)Gains the ability to purchase Rebel or Imperial faction if aligned with that faction.


2)Gains the ability to delegate faction at the same rate as a high ranking officer (i.e. like a Colonel, regardless of which faction aligned with and what actual rank)


3)Gains +15 to evasion of capture in Smuggler Missions.


Underworld II


1)Gains the ability to manufacture “fake identification papers” that allow Imperials or Rebels the ability to pose as a member of that faction for a specific length of time. (This skill gets better with progress up the Underworld tree). This would allow players to appear as the opposite faction on the radar and be unattackable unless they attack first (Like Covert Status TEF but if actually Overt they can attack a member of the faction they are posing as).


2)Gains +15 to evasion of capture in Smuggler Missions.


Underworld I


1)Gains the ability to comprehend and speak all languages


2)Gains +15 to evasion of capture in Smuggler Missions.


3)Gains the ability to purchase Smuggler Specific items such as Hidden Compartments for clothing and/or droids and/or armor etc.


Slicing


Only thing I would really change here is that at slicing 4 you get the option to choose what type of slice you want. (I.E. encumbrance or effectiveness)

Oh – and either take away the option to experiment or make experimentation count.


Dirty Fighting


I would (after reading a lot of the things I have seen on the boards) add at least one unarmed attack to the line. I personally would want something like Pistoleer’s Pistol Melee Defense skill, but I don’t want to take anything from another profession either (and since I have Pistoleer as well it really doesn’t bug me). Basically though, I think these should be unarmed attacks that are capable of being preformed with a pistol equipped (after all, why would a Smuggler holster his blaster in a fight?).


Spices


I really don’t see an issue with this tree in particular, only that the effects of spices need to be revamped. I’ve seen a few ideas here, and the main one that sticks in my mind is as follows:


Note – This does not go into changing the effects of the spices, as I feel that should be done also but deserves more detail than I can give at the moment.


After taking a spice the downer exists as normal, however you can immediately consume another spice and negate the downer – however, the downer lasts much longer than it doeas now. Basically taking into account a “withdrawal” system similar to what people who use drugs would experience.






Now, this revamp is just my idea for a simple way to keep the current foundation and tweak it for the most part. I feel strongly that Smuggler Missions (and the ability to be hired by a player to transport contraband items) are a must. This would require a much stricter sense of what is legal or illegal, which goes into the debates recently revolving around the crackdown (which needs to be drastically stricter).

Hopefully this gives a basis for more discussion, and hopefully this is what you were looking for instead of just being directed to other threads. I know how difficult it can be to search through everything and compile the information if you do not have a lot of time to do so IRL.





EDIT:


The last comment I made sounds harsh (about not being redirected) - It was NOT meant that way

Message Edited by Ryutek on 02-20-2004 11:47 AM



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
LodekDall
Fri Feb 20, 2004 10:07 am
#30

Gang -


I read through Caylin's State of Profession thread last night (I had read it some time ago, but wanted to refresh) and some of Kav's stuff (I'll wait until his rerelease to go through it again).


A preliminary reading of this thread leads me to the following conclusions, some of which I already knew.


1 - Documentation of the trees is critical.

2 - Feign Death fixes are critical.

3- Slicing choice at mastery is important.

4 - Slicing additional terminals is important.

5 - An unarmed combat skill or a pistol melee skill would be nice (how about a pistol melee dizzy??)

6 - Spices need to be completely reworked (a la the food rework for chefs)

7 - False Documents would be nice (in order to go quick covert to yourself or others, with risk of failure).


This is just a brief list so far, and is no way complete. I've got several more ideas that I came up with yesterday ... and I'll try to get that thread up and running sometime this weekend.



________________

Lodek Dall
Dozer2
Fri Feb 20, 2004 10:35 am
#31

Well lets see,

I love the idea of being able to recruit thugs, that one should be a definate. I think there should be a smuggler only pistol. Master smuggler should be able to choose what kind of slice they are going to do, speed or damage. I think the feign death definetly needs fixed, we should not be able to be attacked, poisoned, diseased, set on fire, etc when we are in feign, we should appear dead and it should work a little faster for master smuggler, right now it takes to long to get a feign death. We definetly need some defense mods against KD and dizzy. Underworld tree needs fixed. I think smuggler with there language comprehension skills should be able to have there own language to speak also, so only other smugglers can understand what we are saying. There needs to be more bonus for master smuggler, a new special shot, spice, etc.



Dozer
Master Teri Kasi - Smuggler - Commando
NDIF Mall (210 -5440): S. Coronet
*Perfect Tools, Meds, Food, Armor, and Loot*
"There Is No Death, There Is Only Feign"
R07Krayt
Fri Feb 20, 2004 11:03 am
#32

Hi all,
I was a master smuggler once, the dropped it and now am working on getting back into it. Last time around I was pretty quiet on the boards, but I'm really hoping that this revamp will make smugglers a fun and unique profession, who actually smuggle something every now and then.

A few changes I'd like to see, spices really need to be fixed. I was just reading up on the new brandy the chefs make, +400 to all mind stats for 40 minutes, no downer... compared to our muon which lasts ten minutes or so till you're hit with a major downer. Spice just has no value right now, and that needs to get fixed. I personally think the slicing line is fine, though I do agree that it would be nice to choose what you were going to slice for when you hit master, but really that's not a change I'm really looking for. Dirty Fighting is a great combat line, but a new weapon/new moves would be a good addition. The line that really needs the work is the underworld line. I've got one thing I'd like to see added to the line, (though the whole of the change would be very fundamental to the game) I've written up the concept of a black market, and I think it would add a lot of content and believability to the smuggler profession.
SWG Black Market:

A key component of the smuggler profession that is missing in SWG is the buying and selling of “illegal” and rare items. The black market is more than just a few vendors with the name “black market” attached to them, it is an entire system of buying and selling that remains invisible to all authorities. Within the black market system, virtually anything can be found... for the right price. As an addition to the smuggler’s underworld line, they should gain an ability to place a black market terminal. This terminal available in underworld 3 or 4, would be a local link to a planet, or even galaxy wide system of buying and selling, on less than legal standards.

In my mind, the black market would function similarly to the normal bazaar. Smugglers would be able to access the black market information by slicing into a normal bazaar terminal, or through a player placed black market terminal. Rules would be different in the black market. There would be no cap to the cost of an item placed into the system. If someone wanted to sell a pre-nerf probot for six million credits, they could do that, and it potentially could be purchased by anyone on the planet, and searched for by anyone in the galaxy. Similar to other vendors, black market terminals would have an operating cost. This cost would be paid for by a service charge on every item placed in the black market. For every item placed, the person selling would be charged 6% of the selling price, half of that charge would go to the smuggler who’s terminal they used, the other half would go to the criminal underworld and lost as far as players are concerned. The item then would be available for purchase by any smuggler at a bazaar terminal, or any other player at a black market terminal. There are many monetary benefits to this system. The first is that crafters who decided to sell their high priced goods on the black market could operate a business without needing vendors of their own. Secondly, buyers would be able to purchase items without paying additional sales tax. The third benefit is it reduces the difficulty of finding vendors for specific items, I know when looking for ubese armor it took me three days to find an armor smith to make it, every vendor I checked was out, or didn’t have a whole set. The overall benefit is it adds a great deal of content and gives an illegal “feel” to the smuggler profession.

Other features could be added to the system as well. A “looking to buy” section could be added to the black market which would allow smugglers to request specific items for purchase. For example, Joe BH needs a new LLC, but is looking for one with a speed below 3. He’s willing to spend 150K on a good one. He gets a hold of a smuggler and asks him to see what he can find. The smuggler heads to a black market terminal, and fills out a looking to buy note, and it gets filed to the appropriate location. Another smuggler has a friend who is a master weapon smith, and he just happens to have gotten a great speed slice on a LLC, bringing the speed down to 2.9. He’s browsing through the looking to buy section, and comes across Joe BH’s request. His friend generally sells those LLC’s for 60K, so he sends a few tells and ten minutes later he’s back at the black market terminal with the LLC in tow. He hits a “meet order” button on the looking to buy sheet, and places the LLC into the vendor for 120K, and as soon as he hits accept, the original smuggler gets an email stating that the order has been met. He heads over and checks it out (he can view the item to make sure it’s correct) then he contacts Joe BH and tells him his order is ready. Joe BH tips him the 150K, the smuggler contact buys it for 120K, keeps 30K of profit, and delivers the LLC to the bounty hunter who thanks him and heads out for his next bounty. This is just an example of what the black market LTB section could be used for.

A few things need to change in order for this idea to be worthwhile. First, the crackdown listed spices and sliced weapons as “contraband.” If it truly is contraband, it should not be able to be sold on the bazaar. The devs would have to remove the ability to sell any sliced item or spice via the bazaar. Second would be getting the code for the black market in place, which I’m sure would be quite a feat in itself. Third, slicing the bazaar terminals while there were police type units around should give the smuggler a TEF. City governments want people to pay their taxes.

I know this is similar to what roguesmuggler posted about, so I think it's a common concept, and it certainly would make smugglers unique and valuable, if it worked right. I'm always up for discussion on ideas, so if anyone cares to pick it apart, I'm sure the idea can be made better.

Alrick Durgan,
former and returning Master Smuggler,
Intrepid
Edenof
Fri Feb 20, 2004 11:04 am
#33

K Thanks Lodek, I dunno if your summary is 100% accurate but it sounds good to my memory.


I am behind ChrystallRhayne's post entirely.


I already mentioned that somewhere but here are my 2cents ideas to add to this thread :



  • I had to loose Pistoler altogether hence lost certification to DX2, since pistol XP is sooo important to us, I think we should get a unique Pistol certification, I'd vote for one that has noooo penalty at any range.

  • There will be a space expansion soon, Master Smuglers should be given the exclusive rights to the Millenium Falcon and the ability to pilot it.




If it's good for you it's probably illegal

Master Smugler
JeffIncredible
Fri Feb 20, 2004 11:17 am
#34

One very quick comment about one of the suggestions. In regards to the choice of what you slice at the master level. If this is a skill given to a Master Smuggler, what use would being a slicer be? Everyone is going to want to decide what stats they'd prefer improved. I did see somewhere that someone suggested having a special type of upgrade kit that allows for choice. If that's made available, it really should be for all level slicing. If it's not then what use is there for the low level slicer. How will you manage to level up? Just a thought.



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

Ex-Triple Threat |o|o|o|O
Burr
Fri Feb 20, 2004 11:20 am
#35






JeffIncredible wrote:
One very quick comment about one of the suggestions. In regards to the choice of what you slice at the master level. If this is a skill given to a Master Smuggler, what use would being a slicer be? Everyone is going to want to decide what stats they'd prefer improved. I did see somewhere that someone suggested having a special type of upgrade kit that allows for choice. If that's made available, it really should be for all level slicing. If it's not then what use is there for the low level slicer. How will you manage to level up? Just a thought.






There are currently hardly any players that want a regular slicer to do their gear anyway. Shouldn't really effect anything.



----
Nothing personal..... it's just business...
JeffIncredible
Fri Feb 20, 2004 11:25 am
#36

Myself being a regular slicer I know all too well that most knowledgable people would prefer a Master Smuggler. I still get a fair amount of business, even though I don't peddle my services. But let's even look at this one step farther. How is someone supposed to level up through the slicing tree? Somehow I don't think it should be intended for them to have to purchase crates of survival knives or cdef weapons in order to proceed through the slicing tree. There needs to be some sort of use for a lower level slicer. Maybe an increase in the drops of Locked Containers could help, since it makes no difference what level you are.



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

Ex-Triple Threat |o|o|o|O
Kav
Fri Feb 20, 2004 11:27 am
#37






Burr wrote:

There are currently hardly any players that want a regular slicer to do their gear anyway. Shouldn't really effect anything.






Failures in a system should not be accepted, let alone reinforced. Slicers do have a place and a customer base, the non-masters of other professions.


When playing alts that are still working thier way through marksman the last thing i want to do is pay a Master Smuggler to slice a weapon i am gonna wear out shortly anyway.





Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
Synkharra
Fri Feb 20, 2004 11:33 am
#38

I would love to see a third faction ( i.e Jabba ) that maybe only Master smugglers can belong too. So that way there would not be a mad exodus of people from the other 2 factions jumping ship to join the Jabba faction, and the Dev's can try to add some content from that faction that we smugglers have been craving,never did see any sense for a smuggler to join the exisiting factions that are out now. They could even add another faction on top of that say Valarian or Borvo so that some PvP between underworlds could occur.



Reeno Shiv -master smuggler / master pistoleer / master marksman


Ryutek
Fri Feb 20, 2004 11:34 am
#39






Burr wrote:



There are currently hardly any players that want a regular slicer to do their gear anyway. Shouldn't really effect anything.




I personally don't care about having an item sliced by a Master versus someone with slicing 4. Most of my guild doesn't either. What it really comes down to is are you a die-hard PvPer that has to have tha extra point or two advantage, or are you a casual player who just wants a slightly better weapon?


On avaerage you get the same slices anyway, you just have a chance to get a higher slice as Master. This, I think, should probably be changed a little, but I'm not sure how to change it and keep the entire slicing tree useful.





Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
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