Smuggler Archive
Thread: Community Vision Attempt (Caylin)
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
Updated it again,
Tried to organise Underworld in the Skill tree section a bit more.
Tried to clarify slicing experimentation a bit more...
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.
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
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%.
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.
_____________________________________________________________________
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