Smuggler Archive

Thread: Smuggler Revamp Community Vision Doc

SlickDevlin
Wed May 19, 2004 8:51 pm
#40

An addendum to the previous post:

DF 3. Foot Hit - A shot to the foot/footstomp. Prevents target from burst-running for 20 secs. Gives a negative terrain negotiation modifier for a specific duration as well.


Since I am suggesting that Dirty Fighting be applicable to both Pistol and Unarmed Specials, the XP for it should be Combat XP.



Juzza - Master Snuggler of Flurry

"I love you, you love me, we all hate jedi can't you see..."

Barney Lives!
icote
Thu May 20, 2004 7:57 am
#41



Things I consider needing attention in the Smuggler Revamp:


(In no particular order and without going overboard):


1. Languages need to cost skill points so that a Smuggler's Lang Comprehension means something. (If they want, they can leave group and tells as a universal language so folks can still communicate if they need to. Languages should be for spatial only. And they can't use taking away functionality as an excuse after the ID Stat Migration issue.) I'd really hate to see this one get overlooked. It would greatly add to the Star Warsimmersion they are striving for. Course it requires a protocol droid module too, but hey I don't mind.


2. Spices need to be revamped similar to Food. They also need to be worth being illegal to maintain them beingdesirable.


3. We need a way to adjust our faction with the various in-game NPC factions It should not be impossible to have Positive faction with everyone for a smuggler.


4. There needs to be some sort of implications for carrying illegal goods. The crackdown should only be the beginning. As far as reduced penalties for Imperials go, that should only apply when overt. Covert Imperials should have the same negative consequences as everyone else. (They are covert!!! If they tell the stormtroopers they are Imperials than they should go Overt). Leave in the fact that if your grouped with a smuggler, you don't get scanned as often. Also it would be nice if smuggler saw when they avoided a scan, as a Master Smuggler I've never been scanned so the whole Imperial Crackdown was nearly transparent to me.


5. Smuggler Missions... - These are delivery missions on crack. Performed for certain factions and should give good payouts along with an increase in faction for the group you do the work for.


6. Slicing needs to be choosable at Master. (Folks have been saying this forever).


7. Underworld needs a revamp. It needs to use Smuggler xp to advance (probably gained from the smuggler missions above). It also needs additional abilities.. what those are... I'm not sure. Enough folks have written some decent stuff on this already.


8. Dirty Fighting -Change the xp required to be combat, and reduce the total xp to an appropriate amount. Than you can add in some additional unarmed moves to flush out the usefulness of it. Smuggler by themselves are not really a "combat profession" so skill mods shouldn't really apply. I do like that they added Damage Mitigation asit fits the theme.


9. Master Smuggler needs a special move or ability. Perhaps a short-term image design/disguise option. and some additional spices... Glitterstim, and Death sticks would be great.


10. Black Market - Remove the ability to sell illegal goods on bazaars and normal vendors. This inlcudes sliced items. Allow smugglers to place "Black Market" vendors or some such where these items can be placed. This could be part of "UnderWorld"


11 Sliced Terminals - All terminals should be able to be sliced... Including Travel terms. We're the folks who move the goods... we should be able to travel for less.


Well thats my 2cr.... I'll post more as I think of them.



Message Edited by icote on 05-20-2004 11:06 AM

Message Edited by icote on 05-20-2004 11:14 AM

Spider-Jerusalem
Sat May 22, 2004 2:13 pm
#42

Make droids scanable. As long as spice and sliced items can be hidden in a droid no other players will ever hae need of our services.
dracora
Mon May 24, 2004 10:02 am
#43




Hi this is my first post here but i've been following the boards off and on for a while. Forgive me if this has been mentioned before but i haven't seen it.


how about making spice and food items combineable. Ie. you could mix muon into your brandy "to make the moun or palatable". the effect would be to increase the effect of both items beyond what you would get by using them alone. however in addition to the normal costs of food filling and downer you would get from both maybe muon and brandy arn't compatable so the downer is even harder or has other effects such as dizzy. i understand this would be a pain to code because there is a lot of food/spice combos but it would stop a cycle of nerf and counter nerf because while one might be good both together would be better. also maybe different mixeswould have other effects as well as an increase to the effect.


feel free to ignore this or comment as you see fit.



Aldric Starstrike
Orcajum
Mon May 24, 2004 4:49 pm
#44


icote wrote:

6. Slicing needs to be choosable at Master. (Folks have been saying this forever).




I've never been a fan of the pick-a-slice movement, however if it is to be implimented, there needs to be consequences. I'd say that if we eliminated the randomness of slicing that the decay rate of sliced items should be severly increased. In fact, make the rate of decay a function of the slice type. For example, a damage slice by its very nature would be overloading the power-output of a weapon. This is sure to virtually half the lifespan of said weapon. A speed slice, however, would not be as severe on the weapon, and thus be less apt to fail sooner. The same with an effectiveness slice. It allows the armor to absorb more impact, which should decrease it's lifespan.

This trade-off would benefit our customers because they would be more likely to get the slice they desire. It would not severly effect the AS and WS market as people would need to replace items at a much faster rate. Finally, we would benefit by receiving less griping about 'ruined' slices, yet would be capable of charging higher fees for guaranteed success and STILL maintain a certain degree of repeat business.

Now, i know that supposidly items DO decay at a faster rate, but I can't say i've ever noticed much difference. If the randomness is to be eliminated/modified on slices, then the decay rate needs to be balanced at an relatively equivalent level.

Message Edited by Orcajum on 05-24-2004 04:51 PM



Orkajum'sydef
Master Smuggler
"I--I'm out of it for a little while, everybody gets delusions of grandeur.."
SBRD0C
Mon May 24, 2004 9:36 pm
#45


I would like to present this as a starting point for the section on slicing, obviously one mans Ideas aren't going to make the cut so I encourage you guys to cut this to pieces so it can be made to fit.


Slicing:Slicingshould be an Essentialsurvival skill for any smuggler. It should provide the smuggler the ability to improve his equipment beyond legal means, assist his Evasions through Illegal Hyperspace routes, and allowthe smuggler to Hide himself or his Allies from those hunting them by removing thier namesfrom certain Vigilante and Law-Enforcement Computer Databases.


Novice

Cert: FAN

Schematic: PLK

Slicing: Containers

Skill Bonus


Slicing 1(terminals):

Schematic: FAN

Slicing: Mission Terminals (affecting the next mission Taken.. not just the next screen of missions)

Slicing: Bazaar Terminals*

Slicing:Bank Terminals*

Skill Bonus


Slicing 2(weapons):

Slicing: Weapons

Slicing: Droid Combat Modules(they are weapons too)

Slicing: Vehicles*

Skill Bonus


Slicing 3(armor):

Cert: Molecular Clamp

Slicing: Armor

Slicing: Droid Armor Modules(they are also armor)

Skill Bonus


Slicing 4(Advanced Terminals):

Schematic: Molecular Clamp

Slicing: Travel Terminals(make direct Flights, or lower shuttle wait)

Slicing: Bounty Hunter Terminals(Remove Player Bounties)

Skill Bonus


Master Smuggler:

Cert: (Advanced Upgrade Tool)

Schematic: (Advanced Upgrade Tool)

Slicing: Holonet Terminals*

Skill Bomus


Consequences of Failure: Any time a Slicer Fails at slicing a terminal, there should be a chance(50/50 maybe)of security Spawning and the smuggler given the option to Pay a fine, Fast Talk(different tree), or Fight.


*Bazaar Terminal Slicing: Assuming that Spice is Illegal, a bazaar terminal should have to be sliced prior to the session in which it is put up for sale. Suggest Default Slicing Reset Timer(180 Seconds?)


*Bank Terminal Slicing: Grants Petty Theft.. from the system.. Success Grants some reward less than 1k(possibly more with skill level) and a 50/50 chance of Security Spawn(STs or Corsec etc..) Failure: No Reward 100% chance of Security Spawn. Suggest Longest Slicing Reset Timer Possible( a day or more).


*Vehicle Slicing: Currently the only value on vehicles that could possibly be sliced is teh durability. Though it has been stated(somewhere) that eventually vehicle combat would exist. At that time, one would hope,the weapon systems could be improved as well


*Holonet Terminal: A New Terminal in the game representing the SW 'Internet'. Its purpose: to give players news bulletins(story lines). The affect of slicing it would give the smuggler the ability to enter the name of a person to clear their TEF, or Overt Status. Suggest a Long Slicing Reset Timer.


*Advanced Upgrade Tool: A tool That could be used, in some fashion, to improve slicing results in weapons or armor. Suggest ONE of the following affects: 1. Ability to increase the chance of a specified slice (Damage Vs. Speed). 2. Percentage upgrade at the cost of making the Item untradeable. 3.A powerup that can be added to WUK and AUK schems to improve slicing Percentage or increase chance of a specified Slice..




Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP

KylkeStorl
Tue May 25, 2004 6:31 am
#46

In terms of slicing....


I think for smugglers to optimally Outrun all pursuers ( BH STs Etc.) They need to be able to slice their ( and only their own) Vehicles. Of course It would come as a Durability cost and require a bit more maintenece ( Look at Hans ship the fastest hunk of junk in the galaxy and he was always working on it.) So why can't a Smuggler increas his speeder output by 50% then have it require 2x the maintenence?



Kyle'ke Alir
Imperial Second Liutenant- Starsider
Future Ace Pilot and Shipwright
In SWG since - Beta 2 Shuttle 1
Orcajum
Tue May 25, 2004 9:42 am
#47



KylkeStorl wrote:
In terms of slicing....
I think for smugglers to optimally Outrun all pursuers ( BH STs Etc.) They need to be able to slice their ( and only their own) Vehicles. Of course It would come as a Durability cost and require a bit more maintenece ( Look at Hans ship the fastest hunk of junk in the galaxy and he was always working on it.) So why can't a Smuggler increas his speeder output by 50% then have it require 2x the maintenence?



Because unfortunately, the way the devs have currently implimented vehicles in the game, they won't let anything go faster than a swoop. I don't understand the technical reasoning (if there is any) but it's already been stated that vehicle speed slices won't happen.



Orkajum'sydef
Master Smuggler
"I--I'm out of it for a little while, everybody gets delusions of grandeur.."
KylkeStorl
Tue May 25, 2004 10:45 pm
#48

What about JtL ships though? Have a slicer mount an extra hidden belly gun for hairy situations or something..



Kyle'ke Alir
Imperial Second Liutenant- Starsider
Future Ace Pilot and Shipwright
In SWG since - Beta 2 Shuttle 1
BButz
Fri May 28, 2004 1:41 pm
#49

Another Idea, in regards to the bootlegging comparison. The bootlegers diddnt realy create the illeagle booze they just moved it. Yes the Crimelords that employed the smugglers also imployed the booze makers. In starwars the Crimelords such as Jabba, Borvo, Vellarian, should be the source of spice. This would allow smugglers to to interact more with the criminal underworld. A mission from a crimelord or his henchmen could go something like this, You talk to the NPC to obtain the mission, Hegivesyou X amount of spice, from here you control what happens to the spice, if you complete the mission and return, he gives you a cut and your faction standing with that criminal element improves.If for some reason you fail the mission you standing will decrease, if it decreases enough that faction may put a bounty on your head.you should also be able to purchas his spice for personal use or gain. The higher your standing the cheaperyou can purchase spice from that faction for and the higher payout missions from that faction will be. Just a thought.



Ja'millo (novice smuggler)


starsider

Vampirerobot
Fri May 28, 2004 3:19 pm
#50

Actually bootleggers did make the moonshine that they illegally transported. Near there Canadian border during prohibition, there were also rumrunners that illegally transported alchohol across the border into the U.S.


If you ever saw the TV show Dukes of Hazzard, the reason they had the General Lee was to transport the moonshine Uncle Jesse made and be able to outrun the sheriff if he spotted them.



Kelsin Redgrave
Master Smuggler, Master Gunfighter
Starsider
Geevo
Sat May 29, 2004 2:48 am
#51

dirty fighting and slicing are up.



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
Smuggler_Caylin
Sat May 29, 2004 11:23 am
#52

Very cool Geevo


These guys have really worked on this stuff, and I'll freely admit I ripped stuff from them



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

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