Smuggler Archive
Thread: Combat Upgrade: Spices
what he said. stop offering stuff and start doing stuff soe.
lurdanta wrote:
HimFan wrote:
Not only would I like to see spices more usefull, I would like to see something illegal about them. As in rare hard-to-find resouces (but that might be a revamp thing).
/mood serious
I agree. I've long thought it was stupid for spices to be "illegal," yet they are sold openly on the bazaar. It's like selling crack through the classified ads. I think if spices and sliced armor and weapons are illegal they shouldn't be able to be bought openly on the bazaar.
It just doesn't make sense, and would seem to be an easy way to offer content to smugglers, which is why it will never happen, because that would mean the devs would have to do something nice for us, which we all know they don't like to do. Call me cynic (and I'm a master cynic), but I don't expect smugglers will ever get anything from the devs. Despite the honorable and Herculean efforts of our correspondants, I can't help but think smugglers are simply punching dummies for the devs, nothing more than people they keep around to abuse to release the stress of bending over backwards to give Jedi everything they want. I figure they need someone to abuse, and we're it.
I've played this game since day two and have never seen the devs do anything good for smuggler, on the contrary, they seem to do little but break it more and more, but I don't have to go on, we all know the story...I expect the next publish will nerf us again
/mood sarcastic
On the bright side, I'm glad Entertainers got content missions. I think it's important for entertainers, a profession so important to the Star Wars Universe, to have more to do than smugglers, who essentially are unimportant to the game and the galaxy. I mean who is this Han Solo character anyways and what did he ever do that was important to the story? He's such a minor character, I don't know why smuggler is a profession in the first place.
NickHeel wrote:
I just have one thing to add/say:
I am a SMUGGLER. I Smuggle spice to suppliers who then sell it to people. I do not craft it or make it...otherwise I'd be a Master Spice Dealer.
And I'm strongly apposed to keeping our 4th line just "Spices" and upgrading them and adding new ones. I don't think we'll ever get rid of crafting them unless they make a "Crime Lord" profession but we should limit to what we have, make them better, and all the new ones should be better and Smuggled in.
I'm in favor of keeping spices involved in the Fence line, but adding some new content to that line. You can find some of my ideas for spice (and other things)in this thread:
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=44969
But in case cutting and pasting that link is a hassle, let me just cut and paste what I'm referring to:
MAKING THE 'FENCE' LINE MORE FENCE AND LESS SPICE:
Following my review of many demands people made for Underworld (ironically enough), here's a preliminary set of skills I'd like to see appear in the Fence line of Smuggler.
Note: The branch is indeed called "Fence," which means dealer in illicit goods. The way I see it, this isthe Dirty Merchant of SWG. Part of that includes refining drugs, I believe. But part of it is just plain buying and selling with shady characters.
FENCE (Spice)
Universal trading capabilities
--allow inter-Factional trading between Coverts (low-level skill)
--allow inter-Factional trading between an Overt and a Covert (mid-level skill)
--eliminate all trading TEFs in participants (high-level skill)
--no contraband will be able to be sold on a regular vendor or the bazaar, BUT someone with Business 4 and Spice 4 will be able to place a special NPC vendor that CAN sell contraband (I think it should have a small chance of being discovered and fined HUGE amounts of money, not confiscated). This skill would be akin to allowing an extra vendor, but not giving the command to /placevendor, kind of like getting Aim bonuses in Pistoleer but no /aim command unless you get Marksman Ranged Support 1.
--could be acquired from your criminal patron as a result of having performed enough work for them(see link and Underworld proposals)
--speak all languages (currently in Underworld, but more of a merchant-type skill, ie, Fence, so move it here)
Spice refining
--process componentsinto refined, usable spice with useful effects. The components are acquired through missions for a criminal organization, which depends on Underworld skills. Model the system after Deadeye Serum from the third Cries of Alderaan missions.
--allow the current spices to be crafted without advanced components and left with their current effectiveness (which is to say, none).
--allow increasingly better experimentation as you climb the branch to Master. Someone with Underworld 4 might be able to acquiresome of thebest components and get great spice schematics from their patron(s), but someone with Spice 4 would be the best at processingeverything into usefulspice.Someone with more skillpoints invested in the entire tree would have an advantage from "content points," which wouldenable them to find better raw components and more of it.(You'll need to refer to the link to see what this last part means.)
There may be some other things that you'd need to read in order to understand the context of those ideas, and if what's above doesn't make any sense, I invite you to check out the link above.
But basically, I want to make the line live up to the Fence name, and have spices be a component of it (and be processed, not created outright) rather than the central focus.
How does that sound?
IndySWG wrote:
This is one of the reasons I was actually glad to see combat upgrade done before professions...
We should see some improvments thanks to buffs being redone (spices) and all the weapons, specials being redone.
Now if we could only get the combat upgrade to make dynamic pre-reqs an option
I wouldn't be surprised to see changes to our Slicing line as well. Slicing is a pretty important part in figuring weapons damage and speed and of course armor stats as well. Really starting to view the combat upgrade as the Smuggler revamp part 1. Hopefully part 2 will add content and make the Underworld line useful.
DrakoonShao wrote:
IndySWG wrote:
This is one of the reasons I was actually glad to see combat upgrade done before professions...
We should see some improvments thanks to buffs being redone (spices) and all the weapons, specials being redone.
Now if we could only get the combat upgrade to make dynamic pre-reqs an option
I wouldn't be surprised to see changes to our Slicing line as well. Slicing is a pretty important part in figuring weapons damage and speed and of course armor stats as well. Really starting to view the combat upgrade as the Smuggler revamp part 1. Hopefully part 2 will add content and make the Underworld line useful.
Yes Part 1.. CU, Fixes Combat Effecting Mechanics (DF Tree, Slicing Tree, Spice Tree).
Part 2.. Smuggler Revamp, Crime Upgrade, whatever... Add Content and new non-direct-combat related abilities... like adding spice effects(spice Tree), smuggler missions(underworld Tree), making more terminals/equipment sliceable (Slicing Tree).
Part 3.. GCW Revamp - Breath Life into the GCW Giving use to our factional type abilities (underworld)
Ahhh in a Perfect World... Now I just hope I don't wake up...
JTGAlpha wrote:
For everyone who doesn't think we should craft it, while I disagree, it doesn't matter. This has nothing to do with HOW we get the spices, the point is that spices themselves will be sellable, which, no matter what part of the supply/demand food chain we want to be on, the product has to be desired by the rest of the community. Which, as we all know, it is not currently. Baby steps guys, baby steps. We're not going to get revamped in the CU, but after it. Hang in there...
"Stay on target..."
Staying on target... With the CU upgrade for spices it is important that they become VERY powerful and desired. Not just to make credits right away, but so that they can be made illegal and still desireable to be smuggled for the playerbase in the future.
If spices are not made powerful enough to generate demand to be smuggled for players and make a nice profit then the ultimate revamp will fail, because no matter how well a NPC smuggler revamp is it will become boring in time. Making spices (and a wider range of them) VERY desireabe is the first step we need to have our eventual revamp work.