Smuggler Archive
Thread: Smuggler Revamp Community Vision Document (Template)
I think they need to be complimentary, but they need to be different. And I think if we could make almost profession-specific spices we'd have a better chance at this, and keep ALL our spices worthwhile, instead of just the top two.
Mind you, I haven't even bothered trying to grind spice, so i'm hoping both Dev and Elder players can straighten me out, and especially get input from other professions on what kinds of specific 'buffs' they could use.
One example of this would be our own profession. Say a 'concentration' spice helped with slicing, perhaps cutting down the timer between slices or cutting off the lower end of the slicing range by a significan portion. There might be a 'crafting' spice that improved the chances during experimentation. Or for combat, an accuracy mod spice, a speed mod spice, a reduced ham usage mod spice.
I just maintain that if we keep trying to make spices how they are currentl (only better) we're simply getting into an arms race with Chefs for the same market.
Message Edited by Jaspor on 05-06-2004 09:16 AM
- Casino (yah I know this would take alot of art but just in case
)
Here are a few of my suggestions. Not a very comprehensive list but I just thought I would throw them out.
Vision statement: Make smuggler more enjoyable in PvP and PvE by changing the nature of the Underworld tree, enhancing slicing, enhancing spices, and creating more combat viability to the DF line.
Underworld: Revamp the entire underworld line.
- Institute Smuggler missions. These should range in difficulty from lvl 11 - lvl 25 based on mods. Should also include delivery (smuggling) and destroy (piracy).
- Enhance PvP by removing or raising cap on buying faction.
- Include evasion mod so that low level smugglers improve evasion as they level.
Slicing: Enhance slicing line to include additional items.
- All terminals that can be accessed by a smuggler should be slicable.
- Add the slicing of vehicles.
Dirty Fighting: Make smugglers more viable in combat.
- Add melee moves.
- Add small amount of melee and ranged defense. Small as in +5 or +10 total.
- Add small amount of pistol accuracy and pistol speed. Small as in +5 or +10 total.
- Add small amount of unarmed accuracy and unarmed speed. Small as in +5 or +10 total.
- Small unarmed COB mod. Possibly +5.
- Modify DF to take both unarmed xp and pistol xp.
Spices: Modify existing spices so that they are given more worth in PvE and PvP.
- Add spices that give bonuses to defenses.
- Add spices that give bonuses to attacks.
- Add spices that give benefits to existing mods or give abilities where there are none (like travel biscuits).
Other:
- Smuggler unarmed weapon. AP0, faster than unarmed, slower and less powerful than a VK. Possibly brass knuckles?
- Smuggler pistol. Extremely fast, medium power, AP0.
- List bonuses in Master's box.
It would be nice if we got spices from NPC based missions , then we are free to do whatever with them .
Thunderheart wrote:
Vampirerobot wrote:
So is this thread for suggestions for the Community Vision? If so, I'll contribute a suggestion for the Overview, as I'd like to see it:
Overview
The goal of the Smuggler Revamp is to bring Smugglers in the game in line with the iconic conception of Smugglers in the Star Wars Universe. Our mission is to create a profession that has both utility to other players (Interactivity) and fun and challenge for the Smugglers themselves (Content). In addition we want Smugglers to fill a unique role in the game because of their iconic nature: That of gatekeeper to the illicit and illegal.
Thus the final Smuggler "vision" isa profession which has two components: First, the ability to acquire highly desirable but illegal goods and services for other players. Second, drawbacks to the acquisition of those goods and services (representing their illegal nature) andabilities to help overcomeand survive those drawbacks. Smuggler Interactivity is in their utility to other players via the first part, and SmugglerContent is in the challenges presented by the second part. What will make Smugglers useful is the first part. What will make them unique and fun is the second part.
How does that strike you?
I think this is excellent.
/agree
As Thunderhearthas said helikes this (a more than good sign to me) and I think it says everything almost everyone has beenheading towards with their ideas for the profession, anyone think it should become our standard used overview?
Message Edited by WesBelden on 05-06-2004 09:42 AM
Message Edited by WesBelden on 05-06-2004 09:43 AM
This is kind of a wishlist type item that could encourage players to use smugglers to smuggle things.
I'm not sure if this has already been mentioned and discussed, but here it is.
Idea for increasing the role of smugglers in the Imperial Crackdown.
Base idea: Include the Contraband Scanning Probot as something that a high level overt imperial can use to scan other players for contraband.
Checks/Balances: The Imperial receives faction points and or some amount of credits if they find a player with contraband. However how often the player can scan for contraband is limited so that the player can not either make quick credits or faction point farm with an alternate account that carries lots of contrband. Also the number of faction points and/or credits granted should not be as large to also prevent extreme abuse of the system.
Any thoughts, additions, comments, or problems with this?
WesBelden wrote:
Thunderheart wrote:
Vampirerobot wrote:So is this thread for suggestions for the Community Vision? If so, I'll contribute a suggestion for the Overview, as I'd like to see it:
Overview
The goal of the Smuggler Revamp is to bring Smugglers in the game in line with the iconic conception of Smugglers in the Star Wars Universe. Our mission is to create a profession that has both utility to other players (Interactivity) and fun and challenge for the Smugglers themselves (Content). In addition we want Smugglers to fill a unique role in the game because of their iconic nature: That of gatekeeper to the illicit and illegal.
Thus the final Smuggler "vision" isa profession which has two components: First, the ability to acquire highly desirable but illegal goods and services for other players. Second, drawbacks to the acquisition of those goods and services (representing their illegal nature) andabilities to help overcomeand survive those drawbacks. Smuggler Interactivity is in their utility to other players via the first part, and SmugglerContent is in the challenges presented by the second part. What will make Smugglers useful is the first part. What will make them unique and fun is the second part.
How does that strike you?
I think this is excellent.
/agree
As Thunderhearthas said helikes this (a more than good sign to me) and I think it says everything almost everyone has beenheading towards with their ideas for the profession, anyone think it should become our standard used overview?
Message Edited by WesBelden on 05-06-2004 09:42 AM
Message Edited by WesBelden on 05-06-2004 09:43 AM
I definitely agree! Any idea/statement that both Thunderheart likes and is supported by the entire Smuggler community has got to be good...
Thunderheart wrote:
Vampirerobot wrote:
So is this thread for suggestions for the Community Vision? If so, I'll contribute a suggestion for the Overview, as I'd like to see it:
Overview
The goal of the Smuggler Revamp is to bring Smugglers in the game in line with the iconic conception of Smugglers in the Star Wars Universe. Our mission is to create a profession that has both utility to other players (Interactivity) and fun and challenge for the Smugglers themselves (Content). In addition we want Smugglers to fill a unique role in the game because of their iconic nature: That of gatekeeper to the illicit and illegal.
Thus the final Smuggler "vision" isa profession which has two components: First, the ability to acquire highly desirable but illegal goods and services for other players. Second, drawbacks to the acquisition of those goods and services (representing their illegal nature) andabilities to help overcomeand survive those drawbacks. Smuggler Interactivity is in their utility to other players via the first part, and SmugglerContent is in the challenges presented by the second part. What will make Smugglers useful is the first part. What will make them unique and fun is the second part.
How does that strike you?
I think this is excellent.
/agree
This is exactly what I'd like to see for myself as well as Smugglers across the galaxies.
/cheer Vamp
Maybe this has been suggested already but what about adding a droid slicing module.This module would give the smuggler a better chance of hitting the type of slice the customer wants. The more modules and better quality of the modules would yield the best chance. I think this should be capped however.For example a R3 with 6 slicing modules all experimented to 100% would give say a 80%chance of slicing the requested attribute.
This would give some DEs a new customer base andsmugglers a better chance of helping customers.
Thunderheart wrote:
Vampirerobot wrote:
So is this thread for suggestions for the Community Vision? If so, I'll contribute a suggestion for the Overview, as I'd like to see it:
Overview
The goal of the Smuggler Revamp is to bring Smugglers in the game in line with the iconic conception of Smugglers in the Star Wars Universe. Our mission is to create a profession that has both utility to other players (Interactivity) and fun and challenge for the Smugglers themselves (Content). In addition we want Smugglers to fill a unique role in the game because of their iconic nature: That of gatekeeper to the illicit and illegal.
Thus the final Smuggler "vision" isa profession which has two components: First, the ability to acquire highly desirable but illegal goods and services for other players. Second, drawbacks to the acquisition of those goods and services (representing their illegal nature) andabilities to help overcomeand survive those drawbacks. Smuggler Interactivity is in their utility to other players via the first part, and SmugglerContent is in the challenges presented by the second part. What will make Smugglers useful is the first part. What will make them unique and fun is the second part.
How does that strike you?
I think this is excellent.
I'll share with you a funny moment I just had while reading through this thread. When I first read this particular post quoted above, I thought Thunderheart had taken our internal design documents for the Smuggler and crafted a very excellent summary of what my overall design goal is for the Smuggler Revamp. As I was about to email Thunderheart and congratulate him on what a great job he did distilling all of the design details into such a concise summary, I realized this wasn't written by Thunderheart, but, merely commented on by Thunderheart and in fact this summary was written by a player from the Smuggler Community.
So in short, this little summary that was written by Kelsin Redgravevery closely coincides with what my design vision and goal for the Smuggler Revamp is. Very nicely written and I'm glad to know that at least our design goal closely lines up with player expectations.
Message Edited by SWG-Runesabre on 05-06-2004 12:06 PM