Smuggler Archive
Thread: Revamp Discussion: Overview
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! ![]()
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They need to give GreenMarine a freakin' Raise! ![]()
PhoenixOrion wrote:
They need to give GreenMarine a freakin' Raise!
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.
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.
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)?
GreenMarine wrote:
Sidekick is probably the last thing I'll post about...many weeks from now.
These changes sounds great, I'm genuinely excited for you guys!
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.