Smuggler Archive

Thread: Revamp Discussion: Overview

PhoenixOrion
Mon Jun 14, 2004 2:39 pm
#27






GreenMarine wrote:





PhoenixOrion wrote:

GreenMarine:


Will Dirty Fighting be revamped at the end of the year with the rest of the Smuggler Revamp...


Or will it be revamped when every other combat profession gets fixed in the Combat Revamp, as it is a Combat Tree?






Dirty Fighting is on the list. We'll get to a specific thread sometime in the future. In general, I want to disassociate "smuggler" from pistols& pistoleer. Smugglers should have combat skills (being a smuggler is dangerous), but should be able to pick what kind of combat skills to use. The profession should not favor pistols, just because Han Solo was a pistol man.






Thank you thank you thank you thank you thank you!


FINALLY! Somebody at SOE answers my questions!!!


Oh happy day!


They need to give GreenMarine a freakin' Raise!




Phoenix Orion - Master Smuggler, Master Teras-Kasi, Scoundrel, Rogue & Entrepreneur
Owner, Operator
- Orion Transport Company (
-3579,4347), outside Theed, Naboo - Clamps, Knives, AUK's, WUk's & Spice!
Slicing:
5000cr/Item Faction Point Sales: 15k/100fp (1 day notice by email necessary!)
(Known Rebel Terrorists and people who contact Zarrn Orion for Smuggler Services are automatically Blacklisted.)


Vampirerobot
Mon Jun 14, 2004 2:41 pm
#28

I notice you mention Bounty Hunters, butour interaction with them isn't listed on the 1-8 list. Is this because the PvP aspect can't be a major design feature? Or can it? Just curious what your take on that is in general.



Kelsin Redgrave
Master Smuggler, Master Gunfighter
Starsider
GreenMarine
Mon Jun 14, 2004 2:42 pm
#29

All will become clear, Vampire. BH interaction is not a seperate bullet, but a side effect of many changes to other areas of smuggler.
MrRiflemaker
Mon Jun 14, 2004 2:43 pm
#30

Smugglers in the Star Wars Universe are defined as criminals who smuggle illegal items which can be weapons, food, droids, parts for a ship, etc. I think everything that is being used in Star Wars Galaxies by each player is pretty much illegal.So really nothing is being smuggled because its pretty much public. I think if you are going to have an item sold you need a smuggler to smuggle it if you want to sell it to a player. This gives player smuggling a better interaction instead of missions which will probably become simple delivery missions most likely with a player roll.(That is most likely what the Devs had planned). I think its gotta be something more than that, its gotta have the feel of it instead of just roll playing it. There has to be a real danger to it.


For a real danger mission, I think that a smuggler takes a mission to smuggle an item and while this happens, a player bounty is placed on him 60% of the time on them, because as a smuggler with underworld skills you can avoid these bounties. That doesnt mean the mission is still not dangerous. There will be other criminals that would spawn who want there hand on that item otherwise whats the point of it being smuggled. These Npc would stop you and you would have to dirty fight them and you get a little reward fighting them. If a player bounty is placed, they can search for you and find you, once that bounty kills you they get the reward which is a lot of credits and even all the spices you carry with you. If you kill the bounty hunter the bounty comes off of you and you get the bounty hunters weapon, plus the credits hes got on him or the other spices he has gotten off other smugglers.
GreenMarine
Mon Jun 14, 2004 2:44 pm
#31

I'm sure you've already taken this under consideration, but out of curiousity...if you push away from Pistols, will there be a push away from the Pistol Pre-Req?

I'd like to. Right now the pre-req system isn't very flexible. It would be nice if the pre-req was "any basic combat skill set." This is a technical problem I have to research. There are two elements to the problem: the pre-req system code and the pre-req system UI (skill tree interface).


Something for us to discuss when I post a dirty fighting thread.


Again, more details will come, but I'm going to spread it out or I'll be reading thread responsesall day. (Speaking of which, I have to go work on some stuff now. But I'll be back on here this evening.)
Vampirerobot
Mon Jun 14, 2004 2:44 pm
#32






PhoenixOrion wrote:


They need to give GreenMarine a freakin' Raise!







Absolutely. This is the most love we've ever seen. Thank you sir.



Kelsin Redgrave
Master Smuggler, Master Gunfighter
Starsider
Vampirerobot
Mon Jun 14, 2004 2:45 pm
#33






GreenMarine wrote:

All will become clear, Vampire. BH interaction is not a seperate bullet, but a side effect of many changes to other areas of smuggler.






Hahaha. Nice, I think I know what you mean.



Kelsin Redgrave
Master Smuggler, Master Gunfighter
Starsider
ZelousShadow
Mon Jun 14, 2004 2:46 pm
#34






GreenMarine wrote:

As for sidekick... are we talking an NPC or some kind of benefit we can bestow on a person? Maybe both?


Sidekick is probably the last thing I'll post about...many weeks from now. I still have lots of ideas to think about. I posted it on the list to get more conversation stirring. I have ideas for either an NPC style sidekick or a player style sidekick. The idea is that a smuggler is a lonely profession, you can't trust anyone. Through many years of smuggling, eventually the smuggler will meet someone they can trust. Someone who can watch their back. Han had Chewy. Lando had Lobot. This isn't to generalize that all smugglers have to have a sidekick, but its certainly a profession where an extra set of eyes pays off in the end.


Sidekick is an optional idea we can develop. Enhancing the core profession takes priority over implementing a sidekick system and so it might not be something we have time for. Doesn't hurt to brainstorm and see if we can design something that is doable, though.







Just a thought on the NPC Side Kick possiblilty, If you DO decide to develop this, I could potentiall seeing it apply to other areas, The Primes being mission content (Tempory Side Kick with an objective) and Droids (That would WOW, actually act like droids in the movies) Which could then be take Faction pets to a new level, and Who knows with a little work and some planing, combining CH and the Side Kick, you could spit out a Droid Handler Class in no time.


If you can manage to Implement something like an NPC side kick system, remember to look at the bigger picture and what it can be used for besides smuggler.



Thanks, Anabus


Forgive my Caps,Spelling,Grammar and anything else you can think of, I'm not an english major if you haven't noticed.

Geevo
Mon Jun 14, 2004 2:47 pm
#35

GM thank you.


One thing I ask is that if possible, as you get busy in other assigned tasks ... pop in and say 'busy ... expect to be back ... (enter timeframe) ... but may not be that quick"


That will help keep people patient and understanding that you do have a lot on your plate.



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
Iniaes
Mon Jun 14, 2004 2:51 pm
#36






GreenMarine wrote:


Sidekick is probably the last thing I'll post about...many weeks from now.



Thanks for the quick response. I'll try to curb my enthusiasm for the idea until we get to it. One other question though... there's no mention of JTL in there. Will smuggler remain stand-alone? Will JTL be something that just lets us take fuller advantage ofour skills (sort of like joining a faction is for us now)?

Ffolks
Mon Jun 14, 2004 2:52 pm
#37

All the jedi hoopla has really had me considering dropping MBH, but Smuggler bounties, that is definitely something worth sticking around for. I've stuck it out for 8 months as a MBH already so a few more months wont kill me.

These changes sounds great, I'm genuinely excited for you guys!



Ffolks
- MBH since 11/03
- Master Carbineer
- Smugglers Alliance Pilot (4444)
Bria
Tavian_McMaster
Mon Jun 14, 2004 3:17 pm
#38






GreenMarine wrote:

As for sidekick... are we talking an NPC or some kind of benefit we can bestow on a person? Maybe both?


Sidekick is probably the last thing I'll post about...many weeks from now. I still have lots of ideas to think about. I posted it on the list to get more conversation stirring. I have ideas for either an NPC style sidekick or a player style sidekick. The idea is that a smuggler is a lonely profession, you can't trust anyone. Through many years of smuggling, eventually the smuggler will meet someone they can trust. Someone who can watch their back. Han had Chewy. Lando had Lobot. This isn't to generalize that all smugglers have to have a sidekick, but its certainly a profession where an extra set of eyes pays off in the end.


Sidekick is an optional idea we can develop. Enhancing the core profession takes priority over implementing a sidekick system and so it might not be something we have time for. Doesn't hurt to brainstorm and see if we can design something that is doable, though.







I think Lando had given up his smuggler trees for politican trees by the time he met Lobat, but that's neither here nor there...


I just wanted to put my two cents in about the side kick idea because that seems pretty radical and I'm glad there are still Big ideas being tossed around. The player casino might be a big idea too if it doesn't just turn into Architects being able to craft the Jubilee wheels and lugjack machines that no one plays with anyway. It seems like a lot of the big ideas end up getting knocked down to their easist possible incarnation by the time a publish goes live. It makes my brain hurt every time I hear the excuse "well, that would require a lot of coding," as if coding is something the game's coders never quite mastered.


At a lan party last night about 80% of the people had started SWG at launch and quit after the free month. I broke out my jedi to show off and did a little sabering for the fans. Most of them were impressed with speeders but aside from that, the game remained pretty much the same. Adding a whole new functionality to Smuggler would definatly be something that indicates the game is not the same static, boring grind that we all loathe so much.


So yeah, keep the big ideas coming and best of luck getting them actually to hit live.




Ceej - Eclipse

Creature Handler - Rifleman
Getter of Hides - Shop Location -330 -5500, just south of Coronet

The No-Main-Jedi Petition is currently up to 64 pages without a dev response.
Brantoc-Pax
Mon Jun 14, 2004 3:38 pm
#39

First thing is first for me.. This is my part 1 suggestions.


Slicing -


Slicing Transport Terminals, allowing discounts on travel, and the ability to pick a departure point. Meaning a Smuggler with Slicing 2 can buy a ticket from a Player City to Coronet, and a ticket from Coronet to Theed without having to go back to a terminal, and at a discount. (50% standard like the upgrade on mission terminals).


Slicing Bank Terminals, and allow a smuggler to access his safty deposit box from any planet.


Slicing Speeders, Allowing for a 25% speed increese, and a 50% greater durrability loss. This will go away when stored, but can also be done to other peoples speeders, with consient. (part of a speeder revamp allowing multiple people acces to ride in a 2 seat speeder)


Slicing weapon and armor revamp giving the ability to choose speed/damage on weapons, and encom/effect on armor, at a reduction of overall slicing level. Max drops from 40% to 25%, or something like that making it much less likely for high numbers IF you choose which way to go. If you leave it on random the level of effect remains high.


Slicing harvesters/houses/factories reducing maintance cost (effect lost when redeeded).

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