Smuggler Archive

Thread: Combat Upgrade: Spices

Skelestoner
Thu Nov 11, 2004 10:46 am
#27

its sad cuz even in the cantina when people are sitting and waiting around, i cant even give my spice away for free. or to party with.










N
Odimon
Master smuggler Novice BH Master Scoundrel
! creeping all over Lowca !

Geevo
Thu Nov 11, 2004 12:41 pm
#28






Nerj wrote:

Hmmmm, seems that I mention that somewhere. Oh yes, I did say that Spices, Dirty fighting, and Slicing will be Combat Upgraded. Again removing the need for a Smuggler revamp down the road, as the profession will be "balanced".





Trust me, there will still be a need for a revamp and we will still have a revamp.


Even if they do (and I am not confirming anything in this and don't read too much into it) address in some form everything you mentioned ... there are levels of addressing. They could balance spices that are currently in the game and revamp spice in the revamp.


Think outside the box...






Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Cutan
Thu Nov 11, 2004 1:29 pm
#29

Wooo Hooo



CUTAN
B-Boy

Lets Duel Sucka
JediArashi
Thu Nov 11, 2004 2:20 pm
#30

EN summed up nicely what we as a community have put together as options in the various massive revamp threads. The bonus here is of course, that like Nerj said...we will get 3/4 of our profession revamped before our revamp even comes.


I think this is a great thing, because it will leave more time and room for more of our creative ideas and content driven skills (read: Smuggling). Even if they need to tweak further the changes they make to slicing, spices, and our specials in the CU the bulk of the work will already be done. Considering the scope that we want for the Underworld line and content we demand, this can only benefit us for strong implementation of our ideas.


Back to topic, I think that it is vital for spices to return as a buff option and the fact they they are including it within the broad stroke of the CU is news to cheer. As understanding as I am of Shrendyc's hesitation, whatever they change it to has to be better then it is now, and even those changes could/can be temporary until the official Smuggler Revamp.


Oh, and for the record, I too am pro spice moving not spice crafting.



Arashi - The one and only "Agent Zero"

Proud member of the greatest community around....Smuggler for life!
TRDB
Thu Nov 11, 2004 2:58 pm
#31






electricnomad wrote:


Just to sharethe Dev's original theoryof spice in SWG (the documentation of which is lostsince much of it dates from pre-launch)...


Spice was supposed to provide high-powered but short-term buffs (of up to maybe 30 minutes).

Food was supposed to provide low-powered but long-term buffs (from one to twelve - yes, twelve! - hours).



Some people, myself included, have advocated more creative downers. Puking and stat lossfor each one is boring, and there are a number of other colorful options, from as elaborate as blurred on-screen vision and a lower to-hit ratio for Booster Blue to something as simple and benign as constant burping for Grey Gabaki. Lower-end spice shouldn't give massive downers, but the high-end stuff should make the downer tricky to manage.


Other people, and I also include myself, have asked that Smugglers harvest spice and then process it (ie, use resources to "craft" a spice using the base "spice unit"), which would end the phenomenon of Smugglers who sell 1000-unit schematics to crafters and destroy the spice market. Such a system - akin to the Deadeye formula - could revolutionize the spice market, driving up prices and making it more rare. At the very least, it would open the door for a "spice run minigame," which I believe should be separate from player-based smuggling. The Spice line of Smuggler could therefore offer the ability to process raw spice, while, say, the Underworld line could open up the "spice run minigame" and other missions for NPCs, with higher Underworld levels offering progressively more lucrative raw spice.


In any case, spice needs to have a strong risk/reward factor. Use of high-powered buffs should complicate a player's existence - they should endure tougher scans and face rough downers. Softer spice should trigger less visibility and have less serious downers. It isuninteresting to make spice generic, and unproductive to allow only the highest-end spices to have a role in SWG. Each spice must have its place, and if each one is not sought after by customers, then it is a sign of a poorly-designed spice. Smugglers need every spice to be marketable.


Anyway, that's my advice for spice. The rest, including contraband system proposals, is in my "compiled ideas" thread. Good luck, Smugglers.





Yeah, what EN said.




Aladdin Sane - Master Smuggler
Universal Exports - Just south of Coronet at -80 -5510
Spec-Ops
Thu Nov 11, 2004 3:40 pm
#32

oooo smuggler love.. yay



DoltanReibisch
MasterSmuggler
CaptainoftheRogueEnforcer
Gorath
"DestroyallthatisEvil,soallthatisGoodmayflourish"
WesBelden
Thu Nov 11, 2004 4:50 pm
#33






Geevo wrote:





Nerj wrote:

Hmmmm, seems that I mention that somewhere. Oh yes, I did say that Spices, Dirty fighting, and Slicing will be Combat Upgraded. Again removing the need for a Smuggler revamp down the road, as the profession will be "balanced".





Trust me, there will still be a need for a revamp and we will still have a revamp.


Even if they do (and I am not confirming anything in this and don't read too much into it) address in some form everything you mentioned ... there are levels of addressing. They could balance spices that are currently in the game and revamp spice in the revamp.







Thought I'd jump in here and just clarify and reiterate, this is in fact a balance, not a revamp of spices; anything of a revamp nature ofnone-combat system specific is beyond the scope of the CU. That's not to say Spices won't be useful, just don't expect to be smuggling them into the game etc.


Some good ideas in this thread though, I'll be sure to keep it in my bookmarks for future reference





=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
NickHeel
Thu Nov 11, 2004 8:11 pm
#34

I just have one thing to add/say:


I am a SMUGGLER. I Smuggle spice to suppliers who then sell it to people. I do not craft it or make it...otherwise I'd be a Master Spice Dealer.


And I'm strongly apposed to keeping our 4th line just "Spices" and upgrading them and adding new ones. I don't think we'll ever get rid of crafting them unless they make a "Crime Lord" profession but we should limit to what we have, make them better, and all the new ones should be better and Smuggled in.






THE LEGENDARY CAPTAIN N'JOH SONIK OF ORD MANTELL
Independent Smuggler N Pilot of the Famous Sonik Rogue N Forever, The Most Legendary and Greatest Smuggler on Tarquinas
WookieBounty
Thu Nov 11, 2004 8:21 pm
#35






NickHeel wrote:

I just have one thing to add/say:


I am a SMUGGLER. I Smuggle spice to suppliers who then sell it to people. I do not craft it or make it...otherwise I'd be a Master Spice Dealer.


And I'm strongly apposed to keeping our 4th line just "Spices" and upgrading them and adding new ones. I don't think we'll ever get rid of crafting them unless they make a "Crime Lord" profession but we should limit to what we have, make them better, and all the new ones should be better and Smuggled in.








hmm makes sense to meh...part of our revamp maybe??



§
Soar...Master Smuggler
Soar....lvl 60 Human Mage
h TarquinasLegion.comh
Nerj
Fri Nov 12, 2004 1:18 am
#36






Geevo wrote:


Think outside the box...







Can't autopull doesn't work anymore ...



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

DRWolfe
Fri Nov 12, 2004 1:28 am
#37



Nerj wrote:


Geevo wrote:

Think outside the box...



Can't autopull doesn't work anymore ...



Now that's funny.

I always hated that "think outside the box" saying.



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

Zoastra
Fri Nov 12, 2004 1:54 am
#38


I also like Electric's suggestion of mimicing the Dead Eye schematic. It would

1) let us smuggle in the 'base spice' units. We could then still experiment (the effects of 'cutting' the spice) with different material properties affecting the ultimate outcome.


and


/sarcasmOn

2) also like the Dead Eye schematic, it would work wonderfully until the first patch after it is introduced...at which pointit would break for eternity.

/sarcasmOff

Message Edited by Zoastra on 11-11-2004 12:54 PM



Zo'dooxe Orionstar, Master Smuggler/Master Chef
"have ticket, will travel" bulk spice or food delivered anywhere in the Bloodfin galaxy. Just send your waypoint via encrypted hologram.
ChaoticPlague
Fri Nov 12, 2004 1:58 am
#39






electricnomad wrote:


Just to sharethe Dev's original theoryof spice in SWG (the documentation of which is lostsince much of it dates from pre-launch)...


Spice was supposed to provide high-powered but short-term buffs (of up to maybe 30 minutes).

Food was supposed to provide low-powered but long-term buffs (from one to twelve - yes, twelve! - hours).



Some people, myself included, have advocated more creative downers. Puking and stat lossfor each one is boring, and there are a number of other colorful options, from as elaborate as blurred on-screen vision and a lower to-hit ratio for Booster Blue to something as simple and benign as constant burping for Grey Gabaki. Lower-end spice shouldn't give massive downers, but the high-end stuff should make the downer tricky to manage.


Other people, and I also include myself, have asked that Smugglers harvest spice and then process it (ie, use resources to "craft" a spice using the base "spice unit"), which would end the phenomenon of Smugglers who sell 1000-unit schematics to crafters and destroy the spice market. Such a system - akin to the Deadeye formula - could revolutionize the spice market, driving up prices and making it more rare. At the very least, it would open the door for a "spice run minigame," which I believe should be separate from player-based smuggling. The Spice line of Smuggler could therefore offer the ability to process raw spice, while, say, the Underworld line could open up the "spice run minigame" and other missions for NPCs, with higher Underworld levels offering progressively more lucrative raw spice.


In any case, spice needs to have a strong risk/reward factor. Use of high-powered buffs should complicate a player's existence - they should endure tougher scans and face rough downers. Softer spice should trigger less visibility and have less serious downers. It isuninteresting to make spice generic, and unproductive to allow only the highest-end spices to have a role in SWG. Each spice must have its place, and if each one is not sought after by customers, then it is a sign of a poorly-designed spice. Smugglers need every spice to be marketable.


Anyway, that's my advice for spice. The rest, including contraband system proposals, is in my "compiled ideas" thread. Good luck, Smugglers.






I think i might love you!


but don't worry, it'sin a Shaggy and Scooby kinda way





Hey now guys, look. I do not want to do anything illegal here.
But I would kill somebody, in front of their own mama, to get a ten speed.
And if anybody testifies against me, I'll gouge their eyes out
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