Smuggler Archive
Thread: Well Han had Chewy.... A Smuggler buddy discussion 2.0
Smuggler_Caylin wrote:
In an MMORPG I find it important to not seek a way to replace an active, living and breathing player with a lifeless automaton.....
WesBelden wrote:
I agree 100% with both you guys but keep in mind a NPC buddy would never be able replace a good crew for a number of reasons:
1. the ship is not very effective with a crew smaller then 3.
2. NPC when an engineer would only be able to fix one ship part.
3. On the ground he is no more then an NPC pet used to watch your back as we are not always traveling with friends.
If you cant put a full crew together this NPC pet helps, for example you have 2 gunners but no one wants to be an engineer. You now have the NPC at your more critical station. Or you only have one gunner and no one else you can now have control over one gun yourself (at master). If you have a full crew you can always use another hand again at a critical ship station to fix a part other pleople may not be able to get to in time. There is no way an NPC pet could replace a crew, its just not practical however an NPC would give you a little protection in space and on land if you need it and act as an extra crew member when your ship is manned by friends. ![]()
yimaz wrote:
FYI
For a MP Ship you need:
- Pilot
- Co-pilot
- Gunner
- Gunner
- Engineer
- Engineer
- Engineer
Medic w/Fire Blankets
So you can see one NPC that can fix one ship part or give you one gun in a locked forward postion does not really hinder the need for a crew in anyway yet will help in a small way if you are alone.
The flames subside when you walk away from the affected area.
The rest is a "perfect" crew to have... but I've never actually had that many going at once.
First, figure out what we want our 'partner' to be able to do. I envision a partner in crime to mean a few things: (written in male gender, but only to dampen confusion - insert 'she' wherever)
When I'm attacked, he helps out.
When he's attacked, I help out.
He's familiar enough with my ride to be a copilot.
He knows my house's combination, and can get in when I can't.
He'll wait up at the corner while I make a deal, and make sure no cops ride in on me.
I'd propose that a Smuggler (insert ability level) be allowed to designate another Player Character as their 'partner' and thereby entitle that partner to some benefits. Shared TEF's (or the future equivalent) both ways; if I'm attacked, he can attack the aggressor, and I can attack his aggressor. Regardless of his present faction/standing in space, when he's in my copilot's chair, he can run any routine I've loaded on to the droid. House access can be done by admin lists on domiciles anyway. Perhaps we inherit the bonuses of our partner's factional alignment while in their direct presence. IE, if my wookiee pal has great Corsec faction, and I have terrible Corsec faction, he does the talking - I get the benefit of his rating, it supercedes my own.
There'd have to be a waiting period, or a probation period or something, maybe a minimal investment in the Smuggler tree for the 'partner' as well. It would however satisfy the drive to have something more like the movies, without replacing a living breathing player.
If they ever code a master/apprentice system for Jedi, they could halve the development overhead by making a parallel system for Smugglers/Partners.
MISTagent01 wrote:
I'm going to chime in (as usual) and say that I'm going to have to agree with Caylin and Wes...there should be no substitute forplayer interaction.
However, with that said, all I want is a huge wookiee to follow me around and glare at people. Non-attackable, no HAM, nothing. Just walks around with me on the ground and glares at random targets. Maybe cracks his knuckles and the like.
Your just a 'yeswoman" for the establishment!!! Have your own opinion for a change!!!!
Ummm, in case you didn't know...I was being sarcastic...your opinion is always appreciated...not always wanted...but appreciated.
Oh, ummm, again, that was sarcasm...I'll just stop now.....
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FrankLee wrote:
There is a livable compromise between the 'no NPC should replace a player' and 'we need a partner' camps.
First, figure out what we want our 'partner' to be able to do. I envision a partner in crime to mean a few things: (written in male gender, but only to dampen confusion - insert 'she' wherever)
When I'm attacked, he helps out.
When he's attacked, I help out.
He's familiar enough with my ride to be a copilot.
He knows my house's combination, and can get in when I can't.
He'll wait up at the corner while I make a deal, and make sure no cops ride in on me.
I'd propose that a Smuggler (insert ability level) be allowed to designate another Player Character as their 'partner' and thereby entitle that partner to some benefits. Shared TEF's (or the future equivalent) both ways; if I'm attacked, he can attack the aggressor, and I can attack his aggressor. Regardless of his present faction/standing in space, when he's in my copilot's chair, he can run any routine I've loaded on to the droid. House access can be done by admin lists on domiciles anyway. Perhaps we inherit the bonuses of our partner's factional alignment while in their direct presence. IE, if my wookiee pal has great Corsec faction, and I have terrible Corsec faction, he does the talking - I get the benefit of his rating, it supercedes my own.
There'd have to be a waiting period, or a probation period or something, maybe a minimal investment in the Smuggler tree for the 'partner' as well. It would however satisfy the drive to have something more like the movies, without replacing a living breathing player.
If they ever code a master/apprentice system for Jedi, they could halve the development overhead by making a parallel system for Smugglers/Partners.
Hmmmmm, a very profound compromise there Frank. I think that would be very cool, and definately agreeable by me. Of course, there is a door open to griefing, but then again I think that is the risk you accept for this profession. With the appropriate checks and balances, it could definately work.
Nice job.
Some people love the idea of having an NPC smuggler buddy, I thinkeveryone would agree it shouldnot take away from real players being on our ship crews and on the ground supportI would love a side kick but not if it damages player interaction. I brought it up because at some point we will have a re-vamp and it was mentioned as a possible addition. This idea I believe is a profession perk and not the "be all and end all" of smuggling (in other words if we all found a happy simple place with NPC buddys it might be something easy for the dev's to work with as one small and real addition to our profession)
Now with that said FD was nerfed a ton of GCW changes just happened and no Dev is talking to us. Rather then be pissed about FD or any hopeof getting a /maskteff skill, and rather then tryto figure out new way to smuggle (which we have been doing for years, 13 I think) maybe we can pick apart this silly idea for a few days and see if it's cool (and yes I do kinda think it is)
Here is a thought
If smuggler was simply give an NPC pet just like a rebel or Imp as a small part of our re-vamp what would you do with it and what small (SMALL) changes would you make? Everyone, what would you like to see if the Dev's say today this is one thing your getting in the re-vamp?
Maybe this? What else? (simple) or what instead of what?
1. It would be the same NPC (unlike reb NPC)everytime you called it, sono you dont get to pick but yes its the same person....Yes I would like to pick one outas wellbut it will not happen.
2. That addition of asmuggler storage data pad on the NPCworking just like a droid's (its just storage nothing crazy)
3. At underworld 1 to 4 you would simply (simply as in what the dev's would do vs what we want) return this pet for a new one with better combat skill (again just like a system the Dev's have in place)
4. At Master smuggler you get the best combat rated buddy and the ablity to place the pet next to only one repair station in a MP ship. Loaded with the correct repair kit thispet would fix that damaged part untill it runs out of kits.
Thats it.. nothing more nothing less, remember its just a perk to being a smuggler not a reason everyone in the game would want it which in turn gets it nerfed at some point down the road. Also Caylin Veela, Wes and others are right in that if this pet is uber powerful it will hurt the need to have real buddys.A smuggler buddywould be one small addition in a group of many to underworld in our up coming (2109) re-vamp.![]()
SmugglinZane wrote:
Yimaz, I probably wouldn't use him then.
Like I said, the only thing useful to me would be for him to be in the copilot seat so i could use my flight computer. The one person I fly with the most is a Rebel Pilot and I'm a Privateer. It creates problems for us.
Zane I understand Im a privateer as well. Here is the issue,wont that over balance the way the dev's haveMP ships set up?On thisI dont know...If the answer is really no then I'm all for it and say yes, make that the master skill and not repair a ship partbut if the dev's wont even think of it then what could we use a pet for? (something other then nothing