Smuggler Archive

Thread: Community Vision Attempt (Caylin)

LM
Sat May 29, 2004 11:55 am
#27

Caylin, Bravo! Bravissimo!


Thank you for all your time and effort. This is awesome. Good organization, excellent, creativeand well-thought-out ideas... you really have done a great job putting all of this together.


If I worked as a producer or project manager on this game, I would be thrilled to receive an such an articulate document.


/bow


Lylak Moon





Lilac Moon

__________________________________________________________

There are no functional Smugglers in SWG; even Han cannot Smuggle.


Smuggler History
Harrison Bergeron by Kurt Vonnegut
WesBelden
Sat May 29, 2004 12:49 pm
#28

Great going Caylin, looks wonderful



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Cinergy
Sat May 29, 2004 1:32 pm
#29

Apologies, I didnt see the mention in the grab bag earlier and was unclear on the experimentation point. Sounds great now!



Corran H.- Master Smuggler

Ittsa Trap- Haven't Respec'ed Yet...


iLuciferi
Sat May 29, 2004 1:38 pm
#30


Phenomenal job Caylin, This is my first post and I just attained Master Smuggler (and Pistoleer) but I have been following this revamp for some time now, and me and I'm sure everyone else thanks you for your work on this. Same to the rest that have contributed so much to this doc. If Smuggler doesn't rule after the revamp it wont be because of the community effort. The one area I really want to see developed highly is the interaction between Bounty Hunters and Smugglers. Remember in the movies when Darth had a whole line of bounty hunters assembled to go after the Millenium Falcon? I want it to be a possibility that every bounty hunter in the galaxy is after me. It may sound dumb, but I want the possibility to be attacked ANYWHERE by a bounty hunter (or multiple bounty hunters) IF I had sufficent infamy or visibility. I think it would be cool to if we could "screw over" our contractors too. For instance: Jabba gives me an unmarked locked container to move from A to B. I decide to bust open the container, it may contain a data disc or random spice(useless) or just maybeone out of a million spawns it has an instanced rare item or spice, which I can then keep and feel Jabbas wrath for screwing him, at which point somehow all bounty hunters get to chase me simultaneously. Of course I need Fake id or something to mask myself. Just some ideas thanks again guys.


Cull Luciferi

Wanderhome

Master Smuggler

Master Pistoleer



Cull Luciferi- WanderHome

Master Pistoleer
Smuggler_Caylin
Sat May 29, 2004 1:50 pm
#31

Updated it again,


Tried to organise Underworld in the Skill tree section a bit more.


Tried to clarify slicing experimentation a bit more...





The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Antehiem
Sat May 29, 2004 9:09 pm
#32






Smuggler_Caylin wrote:





Antehiem wrote:



Caylin,


I noticed you suggested that the ranged moves (panic shot, etc), could work with carbines/pistols/rifles (an idea i'd love to see added), but what about the pistol prereq of smuggler? Could this be changed tobemarksman pistol 4,or carbine 4, or rifle 4? The same applies to melee moves you havesuggested, if they can be used with any melee combat style, then would it not make sense to just have one tier 4 brawlertree as the prereq? Unless I misread and the melee moves will remain unarmed, but a couple may work with 'any' weapon, just be in melee range. I'm just thinking itbetter to notfavour one ranged,and one melee type for dirty fighting. And combat xp for dirty fighting makes sense too, perhaps bring it in line with the combat xp requirements of elite ranged/melee professions.


Sorry if i've overlooked this, but one of my peeves with the current smuggler prereqs is that its forces you to be pidgeon-holed into being a 'Han Solo' type smuggler, weapons wise, when the combataspect of thesmuggler professionshould not be defined by the weapons used, but 'how' they're used.





I think the prereqs are going to stay as they are, so the best thing I could think of was to make those specials applicable to other weapons and changing the XP type to justify it.


Ideally any smuggler special could be used with any normal ranged weapon in hand, and I said even the unarmed moves should allow weapons to be held, while using the special. Just as seen with Pistol Melee Defense 1 in Pistoleer. It's there.






Thanks for the reply Caylin. Despite wishing the prereqswould have more flexibility, I think for ease and time constraints with the revamp, I guess they'll remain as they are (I think itis low priority comparedto the majority of the revamp ideas anyway), but at least opening up the moves to be used with more than just prereq combat styles is a good idea.




:: Saizek Jarel :: Mercenary ::
Antehiem
Sun May 30, 2004 12:45 am
#33



Caylin,


I noticed you suggested that the ranged moves (panic shot, etc), could work with carbines/pistols/rifles (an idea i'd love to see added), but what about the pistol prereq of smuggler? Could this be changed tobemarksman pistol 4,or carbine 4, or rifle 4? The same applies to melee moves you havesuggested, if they can be used with any melee combat style, then would it not make sense to just have one tier 4 brawlertree as the prereq? Unless I misread and the melee moves will remain unarmed, but a couple may work with 'any' weapon, just be in melee range. I'm just thinking itbetter to notfavour one ranged,and one melee type for dirty fighting. And combat xp for dirty fighting makes sense too, perhaps bring it in line with the combat xp requirements of elite ranged/melee professions.


Sorry if i've overlooked this, but one of my peeves with the current smuggler prereqs is that its forces you to be pidgeon-holed into being a 'Han Solo' type smuggler, weapons wise, when the combataspect of thesmuggler professionshould not be defined by the weapons used, but 'how' they're used.



:: Saizek Jarel :: Mercenary ::
Alekks
Sun May 30, 2004 12:46 am
#34

Great work, well thought out. Outstanding. As others have said, if just half of these are implemented, I will be a very happy and contented Smuggler.


/applaud





Alekks Kagaroth ~ Elder Smuggler ~ Elder Teräs Käsi ~
Ruvek DeLoryndul ~ Elder Weaponsmith ~ Elder Architect ~
Trynnyty Se'Vekk ~ Elder Bounty Hunter ~ Elder Rifles ~
Gavanar ~ Elder Swordsman ~ Elder Fencer ~ Elder Teräs Käsi ~
Noble Heroes of Corbantis <NHoC>
Apotheon, Naboo

P__Day
Sun May 30, 2004 12:53 am
#35

like your ideas caylin, i would like to see a market where all spices and slice levels are valid, with spice being that people want the shadow paw , sweet blossom, yarroc and so on not just pixie and muon, also there should be master level spiceswhich would reap bigger rewards.


With slicing, now all i see are master smugglers and slicers i would like to make the jump and the difference even bigger maybe 10 - 25 for a slicer and 20- 35 for a master, but make it so that the slicers, slicing 3 and slicing 2 guys had a customer base, i see alot of non master made weapons onthebazar selling at between 2 - 6k while the same weapons made by a master are 10k or more, so maybe thenew players would go to a slicing 2 guy, the semi n00bsto the slicing 3 and so on, since i feel that its no justified that this is hte only prof where a dabbler can havealmost the same results as a master. the way id really like to see it done is with only in increase in the bottom cap, that all slicers can get a 35% slice but at slicing 2 hte chance of a 35% slice is 1 - 50 slicing 3 1 - 40 slicing 4 1 - 30 and at master 1 - 15 and put a bottom cap being at slicing 2 1% slicing3 6% slicing slicing 4 11% and master 20%.


Smuggler411
Sun May 30, 2004 5:16 am
#36

Hey Caylin, excellent vision document! I think your solution for spices is very inspired, and I could almost say I love you for wanting smugglers to smuggle them and not make them....almost. It's just because ever since the "profession" was added for the first time way back at the end of beta, we smugglers were screaming for changes, especially that one. Bravo for advocating that change!

So far I’ve been doing a lot of catch up reading since I started playing and reading the boards again (seems I picked the perfect time too. I read your 98 page document also!). So don’t hold it against me if this has been suggested in some way prior to me.

The biggest problem I am seeing brought up with sliced items and increased contraband scanning, is that it would hurt our slicing market. How would non-smugglers do things as simple as traveling to another planet or city? Depending on whether the devs use the choke point scanning idea, the slicing market will shrink.

What I propose to negate the negatives is a way to hide the modifications of the weapon from scanners. There could be a way to hide the illegal modification of a slice. That way our clients wouldn’t have to worry about there sliced products being a source of grief for them. This also eliminates the need for special smuggling backpacks, and adding those would mean adding more crafting items to the game and to smugglers which aren't that useful outside of this one mechanic.

I think a simple contraband tag would suffice and the special modification would simply turn it off for that item. This kind of contraband hiding would be limited to sliced items of course. Spices should still be highly illegal, and probably the top source for smuggling, however they choose to do it.

There could also be a limit placed on how many sliced weapons/armor can be hidden on one player who isn’t a smuggler. Not sure if that would be needed, but I’m tired and haven’t thought of all the…extra things…or something. Anyway that’s it, so.., I think I’ll go to bed.



Give me smuggling or give me death! And some pie. And maybe some beer also... - Talyn Freedark

"Who you callin deficient?" - John Crichton www.savefarscape.com
Smugglers History - Written by the DEV's

tech5621
Sun May 30, 2004 5:46 am
#37

I am relatively new to being a master smuggler on my alternate character, but there is one thing you mentioned in this that I would not like to see. The ability to use last ditch on any ranged pistol/carbine/rifle weapon. I find that simply way to overpowering. Imagine a T21 with a x6 modifier! I can see way too many people, especially PVP, ending up being a 0/0/4/0 smuggler option. I have no problem with people dabbling that is something that is great in this game. By the way if that happened, one of my guys would end up master rifleman/master swordsman/smuggler 0,0,4,0/novice medic which can be done. Just my 2 cents.



Daktari Bosefus - Proud Citizen Of LOST
Owner of Doosh Inc
Loot, Armor, and Clothing vendors located in the fine mall of Lost City, Lok
Ramsey_Lanclo
Sun May 30, 2004 7:52 am
#38

_____________________________________________________________________


Make slicing similar in fashion to crafting with experimentation points with a slicing skill modifier to represent it, allowing smugglers to adjust many different aspects of what they are slicing with control over what is changed and without the worries of material/tool quality and skill tape hunting.


___________________________________________________________________________



BRILLIANT!!!! OMG I love this idea...


Slicing Blaster:


Damage: [] [] [] [] [] [] [] [] [] []


Speed: [] [] [] [] [] [] [] [] [] []


HAM: [] [] [] [] [] [] [] [] [] []



You've got 12 pts at master... What do you do? Each "Slice Experimentation" can roll for success, just like when crafting... perhaps a LE droid could improve the chances of a good "experiment"? This is absolutely the most exciting idea I've heard when it comes to our profession. Genius.



Another thought... how about installing looted modules? Like adding a bleed to an existing gun... Hmmm...


Awesome.



-rl




"Hokey religions and ancient weapons are no match for a good blaster at your side..."
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####################################################}} Scoundrel for Life
####################################################}} Captain of the Chicanery
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####################################################}} "Quiet, Jedi...
####################################################}} Grown-ups are talking."
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MisterWizard
Sun May 30, 2004 1:24 pm
#39

Smuggler-run casinos and/or games such as Pazaak: WONDERFUL! I can see a smuggler in the corner of a cantina, playing pazaak while patrons come in to heal their wounds.


Quest-based spices: The way it should be.


We really do have the best correspondent.




Alaric (Wanderhome)
Alrik (Flurry)


AFTER SWG, play some online baseball at http://www.csfbl.com.
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