Smuggler Archive
Thread: Issue Spreadsheet for Dec. '04.
tralita_tusnami
Sat Oct 16, 2004 7:12 am
#40
5 stars to all!!!
issue # 35 i use the color pallet to recolor there armor
green for encumbrance slices low= light green high=dark green
red for base low=pink high=red
oh and check out my post of 18 questions for TH
THE UNWANTED REDHEADED STEPCHILD OF SWG
tralita tusnami
bria server
master smugler/master pistoler/ TK/ medic
bria server
master smugler/master pistoler/ TK/ medic
sorry for bad grammer and spelling im dysletic in real life
Maxalus
Sat Oct 16, 2004 5:44 pm
#41
Would like to add a section in smuggler to have the
ability to slice items for spacecrafts, when JTL goes
live to help increase or reducestats.
Would not want to push the extra penalty for peeps
with sliced or contraband items.If the penalties
became too high, then it could force the issue the
other direction and peeps would not want the
items due to the increased penalties.
HimFan
Sun Oct 17, 2004 11:18 pm
#42
Maxalus wrote:
Would like to add a section in smuggler to have the
ability to slice items for spacecrafts, when JTL goes
live to help increase or reducestats.
Would not want to push the extra penalty for peeps
with sliced or contraband items.If the penalties
became too high, then it could force the issue the
other direction and peeps would not want the
items due to the increased penalties.
I would like to see that too but it's not going to happen at launch.
tralita_tusnami
Tue Oct 19, 2004 6:54 am
#43
PVP and feign death
personaly i think feign death is almost usless as it is, cause with buffs being 2500 or more its hard to get hurt enough to use it
3 things i would like to see for feign death
1. feign death in PVP only for master and it should work like it makes you un targetable.
that way it solves the problem of black baring and armor dammage, i dont use FD in PVP cause of these 2 armor dammage us usualy more than cloning dammage
2. instead of having it set up as a chance to succeed, <LOL ive only seen it fail once> it should be done in layers
dirty fighting 1 = mobs
dirty fighting 2 = npc mobs
dirty fighting 3 = player pets (dew backs, hurtons, ect)
dirty fighting 4 =player pets NPC ( faction pets)
master smuggler = PVP ( end conflict /makes you untargetable when down/ your stats are shown only to you)
3. also with each level make it a chance of using it automaticly
DF 1 = 25% chance
DF 2= 25% chance
DF 3= 15% chance
DF 4= 15% chance
MASTER SMUGGLER 15% chance
total of 95% chance of it hitting automaticly
but i think that for it toautomaticly like thatall 3ham bars should be down to 33% of total, you might get a pop up that dumps all combat commands and uses it. that way its a option.
THE UNWANTED REDHEADED STEPCHILD OF SWG
tralita tusnami
bria server
master smugler/master pistoler/ TK/ medic
bria server
master smugler/master pistoler/ TK/ medic
BaronPwent
Sat Oct 23, 2004 6:20 pm
#44
Amazing document. I especially like this part:
3-K
Sabacc
We need Sabacc in the game. Really, we do need this somehow.
Sabacc! What I wouldn't give to be able to sit around and play sabacc in SWG.
GrimRebuke
Fri Oct 29, 2004 11:39 am
#45
Kelko wrote:
Smuggler_Caylin wrote:http://home.comcast.net/~lan2109/Oct_04SmugIssue.xlsYou are going to need something that can look at excel spreadsheets to look at this.If you see something that I've missed outright please let me know and if you feel strongly about changing the priority I could use the feedback. I was pretty easy going on the priority numbering so it's pretty easy for fixes you feel are more important to have been placed lower than you would like.I tried to condense some of the issues we have in some spots, so fire away if you are wondering where something might be.Molecular clamps and Flow Analyzer Nodes are able to be used by a novice to the same effect as a Master. There should be certifications for their use.
I agree with this, However I think this should be expanded upon. Seeing as a novice smuggler can slice containers and without clamps or analyzers this is random, a novice could quite possibly go through 20+ containers and faill every one. At 5-6K a container that can get pretty expensive for a novice and take them quite some time to move up to the next slicing level. Maybe add something different for novices that has better odds without the use of clamps or analyzers but still has some challenge.Also I think the XP returns for slicing should go up according to the slicing level of the smuggler. Example...Novice Smuggler - Conatiners (or something else) - 150XPLevel 1 Slicing - Terminals - 250XPLevel 2 Slicing - Weapon Slicing (intermediate) - 350XPLevel 3 Slicing - Armor Slicing (intermediate) - 400XPLevel 4 Slicing - Weapon Slicing (advanced) - 500XPMaster Smuggler - Armor Slicing (advanced) - 600XP (I threw this one is as we don't really have any real perks at Master level).This would also work in well with the issue of making the consequences of slicing or possesing contraband more severe, as people would be less likely to posses sliced/contraband. In any other profession the XP goes up as the level goes up, for Smuggler however it is 250XP regardless of what we are slicing but we can't slice certain things until we get a certain level of slicing, this in itself should constitute a higher XP return for the slicing. In any case this is just my observations and thoughts from a struggling Smuggler on some of the issues.Message Edited by Kelko on 10-11-2004 10:33 PM
Message Edited by Kelko on 10-11-2004 10:39 PM
The one market I still make decent credit flow in is selling molecular clamps by the crate. This would kind of kill that. I've always thought of the molecular clamps as safe-cracking tools. The kind that sense the tumblers and light up when one falls. These are easy to use by even a non-locksmith. But the development of them, and construction, is something that would have to be done by a very skilled locksmith.
LordAurther
Sun Nov 07, 2004 7:56 am
#47
Great job
But i'm honestly not holding my breath...I have lost faith in the devs when it comes to fixing smugglers.
though I am the oldest master on Lowca and not going to give it up. I dont think soe is going to change their ways anytime soon.
Saabotage
Thu Nov 11, 2004 3:11 am
#48
I think the price of faction is way too high....Least delegating it is!
I also think the 500 FACTION CAP should be removed! Heaven forbid somebody spend 10 million on the GCW!
Smuggler_Caylin
Sat Dec 11, 2004 5:00 pm
#49
Updated for December.
Added in slicing tool crates taking up insurance fees. Can't remember if I'd already mentioned our mission content being sold out or not but that's certainly in there now.
Added in slicing tool crates taking up insurance fees. Can't remember if I'd already mentioned our mission content being sold out or not but that's certainly in there now.
Crillan
Sun Dec 12, 2004 5:09 pm
#50
So when is this spreadsheet going to be submitted to the devs, again? And when it's submitted, are they actually going to work on it or just shrug their shoulders like everything else in the past?
Smuggler_Caylin
Sun Dec 12, 2004 5:20 pm
#51
To my knowledge Wes submitted a version of it quite some time ago. I'm just continuing to update it.
NickHeel
Sun Dec 12, 2004 5:35 pm
#52
Crillan wrote:
So when is this spreadsheet going to be submitted to the devs, again? And when it's submitted, are they actually going to work on it or just shrug their shoulders like everything else in the past?
Let's not dodge the question, Caylin!
Eh, we all know the answer anyway...........