Smuggler Archive

Thread: Smuggler Revamp Community Vision Document (Template)

Orcajum
Thu May 06, 2004 9:11 am
#27

I think, if spices are to be revamped, we need to start looking much more outside the box at possible uses for them. If all we focus on is competing with the Chefs, all we're going to end up doing is taking turns swinging the nerfbat at one another every 6 months or so.

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.



Orkajum'sydef
Master Smuggler
"I--I'm out of it for a little while, everybody gets delusions of grandeur.."
Jaspor
Thu May 06, 2004 9:15 am
#28


Yeah, I agree with that on spices.

Make them not just buff stats, but a wide variety of stuff. Like ThrusterHead makes you run as fast as a swoop bike for 2 minutes.AndShadowPaw makes you a little nutty so you suddenlyknow how to carve up corpses even without novice scout.


I think they've proven with the Chef food that they can do more than just stat buffs. Now we/they just need to find things that people would use despite the downer. Isn't there some food now called Smuggler's Delight that reduces downers? I remember reading about it, but I've yet to see it in game...


Message Edited by Jaspor on 05-06-2004 09:16 AM



Jaspor
Master Politician / Master Smuggler / Master Pistoleer
Imperial Colonel / Imperial Pilot Ace
Guildmaster of Guild of the Zodiac - Constellation, Naboo


LeBob
Thu May 06, 2004 9:21 am
#29

Pool of Wishlist Items:


Finally, lets make a list of things to choose from so in the event that something in the core document turns out to be problematic, we have a list of things the devs can choose from as an alternative.



  • Casino (yah I know this would take alot of art but just in case )



SWGEntertainer.com
Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
"Every single Jedi is now an enemy of the Republic. Do what must be done. Do not hesitate. Show no mercy."
-I support ATK people and playstyles.
Account cancelled as of June 23, 2005

dorsai78664
Thu May 06, 2004 9:32 am
#30



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.





COLONEL DRAEVYN TYR
Master Gunfighter : Master Smuggler : Teräs Käsi Master
The Spice Must Flow
Corbantis.Naboo.Theed.-5851.3187


SpaceCobra
Thu May 06, 2004 9:34 am
#31




It would be nice if we got spices from NPC based missions , then we are free to do whatever with them .




Or from mining them...


from mines...


like the Kessel spice mines...


Just a thought.



Cortez Sparo
Master Adventurer
Intrepid
WesBelden
Thu May 06, 2004 9:40 am
#32







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



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Tarne_Monter
Thu May 06, 2004 9:41 am
#33

I had an idea today that I'm going to repost to the GCW forum as well.

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?



Tarne Monter from Elderhome, Naboo, Ahazi
Vendor "Tarne's Droids" in the Merchant Tent at 5680 4451 Naboo
Master Droid Engineer and Master Artisan
Smuggler 0/2/0/0

Kadaara, Naboo, TC
Marksman 0/0/3/0
Keladonn
Thu May 06, 2004 9:47 am
#34


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...



Keladonn Lyonsbane
Master Smuggler Extraordinare

"I take orders from just one person: Me!" Han to Leia(A New Hope)
JWing
Thu May 06, 2004 9:51 am
#35






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




SYBOOTH...A Zombie stole my PANTS !!
________________Jorras Thri v lvl 31 Imperial Medic

Virrago - (9/21/2006)
[Stating that the subpar smuggling system would be pushed to LIVE]
"...and to clarify.... It would require another publish (in other words not chapter 3)"
Smugglers History - Written by the DEV'sv Imperial Holo-ReportvMerchant ~ Talus -2310 36 -2164
Kiom
Thu May 06, 2004 10:02 am
#36

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.





Monroe Glesn - Distant cousin of Kiom
Master Tailor
SWG-Runesabre
Thu May 06, 2004 10:02 am
#37









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

Vampirerobot
Thu May 06, 2004 10:04 am
#38

*faints dead away*



Kelsin Redgrave
Master Smuggler, Master Gunfighter
Starsider
SomaIcarus
Thu May 06, 2004 10:07 am
#39

*faints*


ANOTHER LURKER!!!! MULTIPLE DEV'S ON ONE SMUGGLER THREAD!!!


Now i'm REALLY looking forward to this revamp! Thanks for posting Runesabre!

cheers,

S.I.



Decland MacManus- Rogue Priest

"absolution through the barrel of a gun"
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