Smuggler Archive
Thread: Smuggler Revamp Community Vision Doc
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.
Message Edited by icote on 05-20-2004 11:06 AM
Message Edited by icote on 05-20-2004 11:14 AM
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
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.
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