Smuggler Archive
Thread: Crime Lord Profession Proposal V1.3 10/18/04
I currently love my template but I would drop TKA and pistoleer in a heartbeat to be a master Crime Lord
Caylin,
I appreciate the work and time you've put into all this but it can't work for two reasons. One - It makes Crime Lords a kind of Politician/Creature Handler/Bounty Hunter that doesn't make sense. Two - It involves a ton of subsystems and creating such an extensive array of mini-games is beyond the scope of SWG currently ( at least according to the Devs ).
It really looks nice, but it will only remain a dream.
As a radical addendum to this, I was toying with the idea of having the entire Smuggler Tree lowered to a Basic Profession, and rename it Criminal or Scoundrel. All crime-related profs would then be Elites or Hybrids based off of that. For instance:
Underworld 4 would lead to Smuggler, an SE skill, that gives the player bonuses to any Smuggler content that will hopefully be added in the expansion. Perhaps some additional piloting skills;access to sensor jammers, smuggling compartments, fake identification codes, etc.
Slicing 4 would lead to a Slicing Profession, which would expand the ability into more avenues.IMO anything that could concievably possess red and blue wires should be modifiable via slicing. Vehicles could be made faster, hardier, and its terrain negotaition improved. Droids could have their HAM, defenses, and attacks improved. And whatever stats ships could have once the SE luanches can be improved as well. The additional slicing functions for weapons/armor could be expanded to HAM costs (for weapons) and max condition (for both).
Dirty Fighting 4 would lead to a cross-combat Rogue profession that gives more "underhanded" combat abilities. The way I would prefer the requirements it to function would be for Any L4 Skill Box from either Marksman or Brawler, combined with DF4, would lead to Novice Rogue. The Rogue Tree would include bonuses to Feign Death (perhaps PvP bonuses?), lots of generalized state-effect specials for both melee and ranged weapons, and generally sneaky (tho not necessarily powerful) abilities and skills designed to annoy the hell out of other people.
Spice Crafting 4 would lead to a general narcotics proff, providing not only stat-buffs but short-term skill enhancements as well. Performance boosters tocombat skills, defense skills, crafting skills, SE skills, Medic/Entertainer skills, etc. Perhaps the ability to mix drugs into special cocktails for combined or new effects. How about a hybridized drug that provides an immense boost to burst run and terrain negotiation for about 1 or 2 minutes? Maybe certain drugs can enhance Jedi-related skills for a time.
Master Criminal/Scoundrel could then lead to Caylin's Crime Lord Hybrid, combined with Business 4.
The way it currently stands, the Smuggler profession is a hybrid of two combat skills, to one of which it provides no bonus and to the other provides some mid-range specials. It's chief combat special, FD, is, in my view, broken and useless. The rest of the Smuggler Tree is a combination of skills related to each other only to the extent that they're illegal. This would make the current Smuggler Tree a bit more varied, with the ability to dabble and diversify.
Man oh man....
Your one impressive Smuggler. Your ideas alone give me hope for our profession.
/emote gives Smuggler_Caylin the secret smuggler handshake
This is exactly the kind of thing I think of when I think of criminal factions.
The likes of Bounty Hunters and Smugglers don't really fit into the Empire vs Rebel Alliance conflict that comfortably. But how about The Hutts vs The Black Sun? Jabba vs Valarian?
I really like the ideas you've posted here but I really don't see the need to mold them into a profession, that would limit its appeal somewhat. It would be great as a player faction.
I can quite easily see gang wars raging back and forth across the galaxy as Hutt aligned PAs put out contracts on senior members of Black Sun aligned PAs as Black Sun thugs break into Hutt hideouts and strongholds and rumbles breaking out in the back alleys of Mos Eisley. It would be immense.
WookieBounty wrote:
Content = the game can't handle it
The idea is nice....LOVE it but......"the system can't handle it"
I always thought that high upkeep costs would be the best way to keep the #'s down.
Unsuccessful syndicates with one or two members, essentially not making any profit at all, and burning to the ground, so to speak. Minimum requirements, just like cities. My proposal is not complete, but I think people get the general idea...
Much of this is based off of mechanics that already exist in the game. Custom items and their appearances from lightsabres and architect statues, politician type of XP gain, based of the GCW in alot of ways too in a way that is near copy/paste.
All in all, many of the mechanics are in place already. Some of the customizing features would be more difficult as would an interesting coup d'etat system but this was from the onset a fun experiment.
I do know I mentioned this to TH in an email a while back... If I remember right he told me 'Lets concentrate on the Smuggler revamp' or something akin to that. So I've since been twiddling my thumbs and wanted to play with this a bit more... till he gets me to the point I can do more.