Smuggler Archive

Thread: Smuggler Revamp Community Vision Document (Template)

Kiom
Thu May 06, 2004 10:13 am
#40






Kiom wrote:

Maybe this has been suggested already but what about adding a droid slicing module.This module would give the smuggler a better chance of hitting the type of slice the customer wants. The more modules and better quality of the modules would yield the best chance. I think this should be capped however.For example a R3 with 6 slicing modules all experimented to 100% would give say a 80%chance of slicing the requested attribute.


This would give some DEs a new customer base andsmugglers a better chance of helping customers.








Another possible idea would be a quest that grants a schem for a new type of clamp. Experimentation on this clamp would directly affect the chance of successfully getting the desired slice.



Monroe Glesn - Distant cousin of Kiom
Master Tailor
AntiXryst
Thu May 06, 2004 10:19 am
#41

/heart Runesabre


/heart TH


/highFive Caylin


In the eloquent words of Eric Cartman: "Bullseye."






Quantix | Leevlo
Jedi Vindicator | Flying Rodian
==================================
I'm no leader. I do what I have to do,
Sometimes people come with me.


PlayeroftheDay
Thu May 06, 2004 10:31 am
#42






SWG-Runesabre wrote:









Thunderheart wrote:





Vampirerobot wrote:

So is this thread for suggestions for the Community Vision? If so, I'll contribute a suggestion for the Overview, as I'd like to see it:


Overview


The goal of the Smuggler Revamp is to bring Smugglers in the game in line with the iconic conception of Smugglers in the Star Wars Universe. Our mission is to create a profession that has both utility to other players (Interactivity) and fun and challenge for the Smugglers themselves (Content). In addition we want Smugglers to fill a unique role in the game because of their iconic nature: That of gatekeeper to the illicit and illegal.


Thus the final Smuggler "vision" isa profession which has two components: First, the ability to acquire highly desirable but illegal goods and services for other players. Second, drawbacks to the acquisition of those goods and services (representing their illegal nature) andabilities to help overcomeand survive those drawbacks. Smuggler Interactivity is in their utility to other players via the first part, and SmugglerContent is in the challenges presented by the second part. What will make Smugglers useful is the first part. What will make them unique and fun is the second part.


How does that strike you?





I think this is excellent.









I'll share with you a funny moment I just had while reading through this thread. When I first read this particular post quoted above, I thought Thunderheart had taken our internal design documents for the Smuggler and crafted a very excellent summary of what my overall design goal is for the Smuggler Revamp. As I was about to email Thunderheart and congratulate him on what a great job he did distilling all of the design details into such a concise summary, I realized this wasn't written by Thunderheart, but, merely commented on by Thunderheart and in fact this summary was written by a player from the Smuggler Community.


So in short, this little summary that was written by Kelsin Redgravevery closely coincides with what my design vision and goal for the Smuggler Revamp is. Very nicely written and I'm glad to know that at least our design goal closely lines up with player expectations.


Message Edited by SWG-Runesabre on 05-06-2004 12:06 PM






/Jaded mode on


"Uh-huh"


/Jaded mode off


I hope this happens.


VemaGara
Thu May 06, 2004 10:39 am
#43

As smuggler currently stands, it is more of a crafting profession than a combat profession. They make spice (craft), alter existing equipment (craft), and fight.

Due to the profession's nature, forcing interdependence with them is hard. Due to the downsides of smuggling, they are best described as a "perk" service. They can provide you with perks, but there are downsides to those perks.

Possible services:

- Payoff - A smuggler can go to a faction representative and "pay off" your negative faction.
- Favors - A smuggler can use his faction to gain "favors" from various factions. So a smuggler might get Trade Federation Zelots as his bodyguards. On the other hand, they only attack people with significantly negative Trade Federation standing and won't hunt.
- Junk Money - Smugglers get more money from junk dealers. Junk dealers should act as "nodes" for their activities.
- Spice should not be allowed on the bazaars.
- Smugglers should be able to "jack into" the communications of other teams or factions. Likewise, they should be able to slice their way into enemy guild halls and slice into those terminals. This should make them invaluable in the GCW as intelligence operatives.
- Do or Die missions. Factions offer large amounts of money for successful smuggling (hand wave here), or the smuggler winds up on the bounty hunter boards.
- Smugglers need a repuation system. Those who succeed get access to more content. Those who don't lose reputation.



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
SNightwalker
Thu May 06, 2004 10:40 am
#44

Slicing...



Goal : To bring tools that no longer are in use back into the slicing profession (FAN board)



  • Remove FAN Board from Slicing 2 and move it to Master Box

  • When Slicing at the master level the addition of a FAN board after the use of a clamp will give you a percent chance of 'a' or 'b' slice

  • The max percent chance shown will cap at 70 percent

What this will do is create the ability of the smuggler to see that there is x% chance to get an 'a' or 'b' slice. Without slicing the said item.


(example)


Bob the smuggler is slicing a pistol for Stan, he follows the steps installs clamp, then installs FAN board (message pops up "The is a 65% chance of a Speed Slice), Bob knowing that Stan is looking for a Damage slice now can tell Stan that the chances of speed slice are greater than that of damage. Stan still wants a Damage slice, Bob can now cancel the slice and hand the weapon back to Stan. Note while the weapon remains in Bob's inventory the percent chance of a speed slice is still viabale.



Conculsion : The FAN board needs to be either revamped as well or dropped. This is only a suggestion to bring it back into play. Since we as smugglers will never be able to choose the slice of a particular item, by giving us the percent chance of 'a' or 'b' slice would be helpful. By moving the FAN board into the master slot at the same time elimates the dappler from the ability.








Colonel Imperial Army
Heavy Assualt Platoon


"I was once was owned by a group of Elite Jawa Death Commandos"



Cactus_Jack
Thu May 06, 2004 10:42 am
#45

Overview: The Star Wars Movies have given us little information in regards to what to expect in the Smuggler Profession. Han Solo is the "Icon" for the Smuggler profession. It appears that Han had problems with Bounty Hunters, as seen in Episodes 4 & 5. Han was confronted by Greedo in 4 (Jabba in 4 SE). In Episode 5, he was caught by Boba Fett with the help of Vader and the Empire.


The last sentence above is a perfect start for getting PVP into the Smuggler profession. Using the knowledge gained with the Jedi Bounty Missions, a Novice Bounty Hunter or above, would be able to get Smuggler Bounty Missions ifa smuggler causes himself to appear on the bounty terminals. Smugglers have the ability to fight, however there is a lack of skill mods in the smuggler profession. If someone were to choose to be a smuggler, then he/she would have to choose another profession to dab in or master in order to get the defense mods that that person would need.


Now, let me go into the specific trees in the Smuggler profession:



  • Underworld - This tree is the meat and bones of the Smuggler profession


    • Introduce 1 new mod, smuggling.

    • Smuggling will allow the player to receive smuggling missions, similar to the bounty hunter investigation missions. The missions would be delivery type missions including items that could be considered rare. The rarer the item, the higher the reward for the bounty hunter, capped at 50,000cr.

    • Split out the Language mod to all4 levels, and possibly Master. Make it worth something because almost all players know every language. Give the Smuggler the ability to speak with other NPCs throughout the world who do not speak or understand the basic languages (basic, rodian, trandoshan, etc.). This could add more exclusive content into Jabba's Palace giving players a reason to return to the Palace.

  • Slicing - This allows smugglers to alter weapons or armor.


    • Give Masters understanding as to what wire means what. Make red mean speed, damage range, etc. Make Blue damage increase, etc. Keep the randomness of slicing, but this will give the smugglers' customers the ability to tell them that they'd prefer speed or damage.

  • Dirty Fighting - This tree is where the smuggler earns his/her attack mods


    • Introduce a small variety of low level defense mods. We already have mitigation, but give us some defenses to help us defend against the bounty hunters without have to waste more skill points in other professions.

  • Spices -


    • Creating spices is fine, but unsure how a smuggler who creates "drugs" isn't considered a drug dealer.

    • Spices should be considered in some of the underworld missions. Have a smuggler create some muon to deliver to an npc. Give the smugglers the opportunity to obtain some rarer schematics to make spices. Maybe an advanced muon gold schematic.

    • Allow for experimentation. Allow the smuggler to experiment on downer time, length of the buff, or power of the buff.

Overall, the Smuggler profession right now lacks a lot of the illegal-ness behind it. Introducing the Crackdown helped make the smuggler feel moderately illegal. With the missions above, make the items worth something, not something that we'd want to destroy or sell to a junk dealer. Smugglers do not work for a garbage company.

Smuggler_Caylin
Thu May 06, 2004 10:42 am
#46






Vampirerobot wrote:

So is this thread for suggestions for the Community Vision? If so, I'll contribute a suggestion for the Overview, as I'd like to see it:


Overview


The goal of the Smuggler Revamp is to bring Smugglers in the game in line with the iconic conception of Smugglers in the Star Wars Universe. Our mission is to create a profession that has both utility to other players (Interactivity) and fun and challenge for the Smugglers themselves (Content). In addition we want Smugglers to fill a unique role in the game because of their iconic nature: That of gatekeeper to the illicit and illegal.


Thus the final Smuggler "vision" isa profession which has two components: First, the ability to acquire highly desirable but illegal goods and services for other players. Second, drawbacks to the acquisition of those goods and services (representing their illegal nature) andabilities to help overcomeand survive those drawbacks. Smuggler Interactivity is in their utility to other players via the first part, and SmugglerContent is in the challenges presented by the second part. What will make Smugglers useful is the first part. What will make them unique and fun is the second part.



How does that strike you?






Very well written! Thank you very much!



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

Ipseck
Thu May 06, 2004 10:50 am
#47

lets get greevo to pop that in the summary thread Indeed, it is very descriptive and concise. Well done.

- ug my spelling's horrid today

Message Edited by Ipseck on 05-06-2004 10:53 AM





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
PillowTech
Thu May 06, 2004 10:52 am
#48



Vampirerobot wrote:
*faints dead away*



/fans Vampirerobot; Great Job!!! =D



26 August 2003 - Devs make their first detailed promise to overhaul the Smuggler profession.

27 September 2004 (03:10 PM) - Smuggler_Caylin tells fellow smugglers that he is stepping down as Smuggler Correspondent.

23 November 2004 - PillowTech switches to World of Warcraft.
LordMaxx
Thu May 06, 2004 10:54 am
#49

I volunteer to be devils advocate I love ripping up ideas



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
Smuggler_Caylin
Thu May 06, 2004 10:58 am
#50






Ipseck wrote:
lets get greevo to pop that in the summary thread Indeed, it is very descriptive and concise. Well done.

- ug my spelling's horrid today

Message Edited by Ipseck on 05-06-2004 10:53 AM



I'm sending him and several others an email containing that very thing.




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

JamesHighwest
Thu May 06, 2004 11:00 am
#51

Here are a couple of ideas I'd like to offer up:


Smuggler/BH visibility:
The player gets a NPC smuggling mission. When accepting it he gets a second message stating that failing this mission will result in a Player Bounty being placed on him. If the player accepts and then fails the mission a bounty is put on him for the same reward as the smuggler would have gotten should he have succeeded at the mission.


Wish List:
I would like to see Junk Dealers given some perks. Have junk dealers offer rewards for bringing certain pieces of junk. These junk pieces would be "tinkered" into a one use weapon enhancement that can be used by a weaponsmith in making a custom weapon. And, of course, the coolest enhancements would come from Jawa's. Maybe they could even make a custom droid component from junk?





…

Tuyen Highwest
Server: Kettemoor
Last Ditch Desperado


RSQViper
Thu May 06, 2004 11:01 am
#52


I appologise for the double post. It said I wasn't logged in when this one went.

Message Edited by RSQViper on 05-06-2004 02:04 PM



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