Smuggler Archive

Thread: Revamp Discussion: Overview

JTGAlpha
Mon Jun 14, 2004 3:46 pm
#40

Well I'll be DAMNED!


GreenMarine, you've just taken the first step to proving a lot of us old veteran cynics wrong. The NEXT step is giving US information to work off of. PLEASE don't just come in here and ask for our ideas only, as that's what always happens and we've had a lot of ideas and we've centralized them for you guys many times. So I'm asking for the community's sake, and for dev/player communication's sake, and for your OWN sake to come in here with feedback on old ideas and ideas of your own. It SOUNDS like that's what you're doing, but I just wanted to make CERTAIN this is said and that you are aware of this.


Thanks SO much for finally starting the communication we've been waiting so long for.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

Waste93
Mon Jun 14, 2004 3:51 pm
#41


  1. Contraband Rules : Most of them are fairly good now. Sliced equipment and spice. However I would also suggest removing the Imperial exemption. It infringes on the Smuggler profession at no cost to the Imperial and from a role playing perspective makes little sense that they high ranking Imps are able to ignore a decree by the Emperor. Imp officers may have a better chance of not getting scanned, however they shouldn't get a free pass. And that should be limited only to overts. A free pass on coverts would blow their cover.

  2. Smuggling Missions : Might be a bit difficult. Have the ability to run missions for various factions. Opposing factions would pop up and try to stop the player from delivering the contraband. The player may also have an increased chance of encountering Imperial patrols doing contraband scans. Some higher level missions may be mutli-part in nature. Having to go to various locations to pick up various components and assemble them then take them to whomever you are directed.

  3. Underworld Scans : One thing that would be nice to add to this would be 'contacts'. These would act in a similar fashion to the BH spynet contacts. They could be incorporated into the smuggling missions. Another option is the ability to get a bit more money from missions (kickbacks) that don't use terminals which the Smuggler can already slice for the same effect. More money from loot as the Smuggler find where the MOB had their secret stash or took their bank card and is able to use that for some extra credits.

  4. Spice Crafting : Have resources and experimentation effect the outcome. Basically this will allow some variance as in the Chef profession (and most other crafting professions).

  5. Slicing : Allow the ability to slice HAM costs on weapons in addition to the speed and damage. At Master level allow the ability to pick the slice stat but at a slightly lower min/max than a random would generate. Also right now it appears that as you go up in slicing skill your max increase much faster than the min so you end up with a large spread at Master. I've seen 30 point swings. Tighten up the min/max at the higher levels so it is a bit more predictable.

  6. Dirty Fighting : PanicShot is about worthless with the delay nerf that went into effect. If this nerf is going to stay then either give PanicShot some status effect (stun?) or replace it. Also someone had suggested making the DF line not dependent on Pistol XP but combat XP. This would allow the Smuggler to branch to any weapon profession and use those weapons. If however you are keeping the Pistol XP requirement than add some speed and accuracy mods. I would suggest doing one in DF and the other in UW. I would also suggest that the end results be less than Master Pistoleer (maybe 50% of those total bonuses) at Master Smuggler.

  7. Casinos : Not sure how good the ability to place a player casino would be. Kind of depends on how popular the NPC casinos are right now. However you could add in a Smugglers ability to 'cheat' at cards or 'rig' the game. Something that would increase their chances or something along those lines. However the down side would be a chance to get 'caught'. This would result in the casino security gaining a TEF on the Smuggler. Please note that just because you don't successfuly 'rig' the game doesn't mean you are automatically caught. There would be two seperate rolls. So it would also be possible to 'rig' the game and to get 'caught'.



Colonel Waste - The Wookiee Crusader
Waste93
Mon Jun 14, 2004 3:57 pm
#42






GreenMarine wrote:
I'm sure you've already taken this under consideration, but out of curiousity...if you push away from Pistols, will there be a push away from the Pistol Pre-Req?

I'd like to. Right now the pre-req system isn't very flexible. It would be nice if the pre-req was "any basic combat skill set." This is a technical problem I have to research. There are two elements to the problem: the pre-req system code and the pre-req system UI (skill tree interface).


Something for us to discuss when I post a dirty fighting thread.


Again, more details will come, but I'm going to spread it out or I'll be reading thread responsesall day. (Speaking of which, I have to go work on some stuff now. But I'll be back on here this evening.)




I would suggest changing the pre-req from Pistol IV to Ranged Support IV. However you would still run into the problem that this limits it to a ranged weapon. From your post I gather you would rather be more inclusive. As the Brawler has four seperate weapon branches but no Support branch that uses Combat XP that will be a problem.




Colonel Waste - The Wookiee Crusader
JTGAlpha
Mon Jun 14, 2004 4:01 pm
#43

Well what's wrong with changing it to ranged support 4? It doesn't mean it HAS to be a ranged weapon, since we STILL have the brawling pre-req. Just that we need to know our way around basic ranged and melee tactics. /shrug


Still would rather swap out Unarmed IV with Business IV but that's just me I know.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

Larki
Mon Jun 14, 2004 4:06 pm
#44






MrRiflemaker wrote:

Smugglers in the Star Wars Universe are defined as criminals who smuggle illegal items which can be weapons, food, droids, parts for a ship, etc. I think everything that is being used in Star Wars Galaxies by each player is pretty much illegal.So really nothing is being smuggled because its pretty much public. I think if you are going to have an item sold you need a smuggler to smuggle it if you want to sell it to a player. This gives player smuggling a better interaction instead of missions which will probably become simple delivery missions most likely with a player roll.(That is most likely what the Devs had planned). I think its gotta be something more than that, its gotta have the feel of it instead of just roll playing it. There has to be a real danger to it.


For a real danger mission, I think that a smuggler takes a mission to smuggle an item and while this happens, a player bounty is placed on him 60% of the time on them, because as a smuggler with underworld skills you can avoid these bounties. That doesnt mean the mission is still not dangerous. There will be other criminals that would spawn who want there hand on that item otherwise whats the point of it being smuggled. These Npc would stop you and you would have to dirty fight them and you get a little reward fighting them. If a player bounty is placed, they can search for you and find you, once that bounty kills you they get the reward which is a lot of credits and even all the spices you carry with you. If you kill the bounty hunter the bounty comes off of you and you get the bounty hunters weapon, plus the credits hes got on him or the other spices he has gotten off other smugglers.





More than a plausible idea, with an idea like that you should be on the dev team


I don't know about this one, the BH would have so much to lose - his weapon? Bit harsh. For killing a BH you should get some smuggler xp, and maybe some extra credits. For completing a mission without a BH getting you should earn you some smuggler type xp and the mission reward. For the BH successfully killing the mark, the BH should just get the mission reward instead of the smuggler getting it (the mission payout should be around 150k).






GameInformer: There seems to be a lot of things that you want to address in the core gameplay of Galaxies, why not just focus on those and release JTLS later? Blackman: Because JTLS is the number one thing that our community wants.
Number one thing we want?! Liar... Want proof of this lie?
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=226102 - notice noone wants JTL first??


Larki
Mon Jun 14, 2004 4:13 pm
#45






GreenMarine wrote:

As for sidekick... are we talking an NPC or some kind of benefit we can bestow on a person? Maybe both?


Sidekick is probably the last thing I'll post about...many weeks from now. I still have lots of ideas to think about. I posted it on the list to get more conversation stirring. I have ideas for either an NPC style sidekick or a player style sidekick. The idea is that a smuggler is a lonely profession, you can't trust anyone. Through many years of smuggling, eventually the smuggler will meet someone they can trust. Someone who can watch their back. Han had Chewy. Lando had Lobot. This isn't to generalize that all smugglers have to have a sidekick, but its certainly a profession where an extra set of eyes pays off in the end.


Sidekick is an optional idea we can develop. Enhancing the core profession takes priority over implementing a sidekick system and so it might not be something we have time for. Doesn't hurt to brainstorm and see if we can design something that is doable, though.






Just make 'em a useful "pet" with lots of random comments (like battle cries, maybe make them react to things they "hear"), helps you in battle, helps you fly in JTL, gives you missions, spices, warns you about bounties on your head.helps you smuggle etc. There are so many easily implementable features for a sidekick.





GameInformer: There seems to be a lot of things that you want to address in the core gameplay of Galaxies, why not just focus on those and release JTLS later? Blackman: Because JTLS is the number one thing that our community wants.
Number one thing we want?! Liar... Want proof of this lie?
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=226102 - notice noone wants JTL first??


Bryan1138
Mon Jun 14, 2004 4:21 pm
#46

Good to see you on the case GM!


Just two quick things.


1. Have you asked and answered the question of "How will the smuggler fit in with JTL?" To me this is very important - what is a smuggler in Star Wars without his (somewhat) trusty ship?


2. I have always considered the pistol to be iconic of smugglers. What was Han Solo's weapon, Lando Calrissian's weapon, Talon Karrd's weapon? etc. Many smugglers in SW use small pistols partially for the "old west" feel of a gunfighter, but mostly because they can be easily concealed.


Of the suggestions - using ranged support might open up the ranged weapons, but I'm not sure that helps give a smuggler "identity" (see 2). I have always been against unarmed combat for smugglers, dirty fighting should be your unarmed combat. With the four distinct trees in brawler this is always going to be a problem without a good solution.



Bryan1138
aka Bryan'sa Fickset on Bria

WS resource fire sale at: 890, -4700 on Correlia 500 m east of Coronet, Bria server!
aka Bryanosk on Radiant

Ragnaat
Mon Jun 14, 2004 4:27 pm
#47



Bryan1138 wrote:
2. I have always considered the pistol to be iconic of smugglers. What was Han Solo's weapon, Lando Calrissian's weapon, Talon Karrd's weapon? etc. Many smugglers in SW use small pistols partially for the "old west" feel of a gunfighter, but mostly because they can be easily concealed.

Chewie didn't have no pistol.... PWNED! =)



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
Ternque01
Mon Jun 14, 2004 4:31 pm
#48

AWESOME!!! Thanks alot GreenMarine for your attention. I'm sure you have a large crapload of other things to do ATM...


I have one simple idea for you to make the contraband system interesting and feasible: a criminal TEF flag for trading spices/sliced goods.

This TEF would make you attackable by other players who have residence declared near a trade "scene" or maybe just any player.


Smugglers would get a bonus to avoid the trade TEF in public. Other players would have to either trade spices/slices in private or only around trusted friends.


Consequences for dealing contraband would definitly be steep and have the magical spark of it enforced by other players. Dealing the goods would be very risky, but absolutely doable behind closed doors.


(Note:two players trading contraband DO NOT get the TEF against eachother)


You could also make a third Criminal Faction. Have overt and covert benefits. Overt criminals are attackable by players who have their residence declared within a certain radius of a criminal or maybe by overt city militia members. Instead of factional bases, what about Casino's or Criminal Headquarters that would bring benefits for criminals in cities within a certain radius of the Headquarters/etc. ? Overt city militia members could have a ranking system similar to Jedi: Sheriff, Deputy, and a score of Officers for a town. Maybe the Sheriff would be granted to call in at most one scanning team an hour to search "suspects".


Anyways these are cool ideas. I love the sidekick idea of yours, and your post about smugglers bringing BH content makes me have a geekgasm! (At the very least pass out ) Take care GM, and thanks for stopping by here



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Renquist
Mon Jun 14, 2004 4:44 pm
#49






Larki wrote:










More than a plausible idea, with an idea like that you should be on the dev team


I don't know about this one, the BH would have so much to lose - his weapon? Bit harsh. For killing a BH you should get some smuggler xp, and maybe some extra credits. For completing a mission without a BH getting you should earn you some smuggler type xp and the mission reward. For the BH successfully killing the mark, the BH should just get the mission reward instead of the smuggler getting it (the mission payout should be around 150k).






I really like the idea of player bounties on Smugglers. But I think killing the BH who is hired should get you a bit more than just xp and credits. I'm thinking somelike like an Underworld reputation system. I'll put up a full proposal soon when I get home from work.


I'm somewhat new to the Smuggler community, just having taken it up dropped it and taken it up again in the last few weeks, so I don't know if it's already been discussed.





_____________________________________________________________________________
Mandarb Nightchaser

Master Smuggler
Master Pistoleer
Teras Kasi Master
Alliance Ace Pilot
MrRiflemaker
Mon Jun 14, 2004 5:05 pm
#50




_____________________________________________________________________________


Larki Wrote:






MrRiflemaker wrote:


Smugglers in the Star Wars Universe are defined as criminals who smuggle illegal items which can be weapons, food, droids, parts for a ship, etc. I think everything that is being used in Star Wars Galaxies by each player is pretty much illegal.So really nothing is being smuggled because its pretty much public. I think if you are going to have an item sold you need a smuggler to smuggle it if you want to sell it to a player. This gives player smuggling a better interaction instead of missions which will probably become simple delivery missions most likely with a player roll.(That is most likely what the Devs had planned). I think its gotta be something more than that, its gotta have the feel of it instead of just roll playing it. There has to be a real danger to it.


For a real danger mission, I think that a smuggler takes a mission to smuggle an item and while this happens, a player bounty is placed on him 60% of the time on them, because as a smuggler with underworld skills you can avoid these bounties. That doesnt mean the mission is still not dangerous. There will be other criminals that would spawn who want there hand on that item otherwise whats the point of it being smuggled. These Npc would stop you and you would have to dirty fight them and you get a little reward fighting them. If a player bounty is placed, they can search for you and find you, once that bounty kills you they get the reward which is a lot of credits and even all the spices you carry with you. If you kill the bounty hunter the bounty comes off of you and you get the bounty hunters weapon, plus the credits hes got on him or the other spices he has gotten off other smugglers.





More than a plausible idea, with an idea like that you should be on the dev team


I don't know about this one, the BH would have so much to lose - his weapon? Bit harsh. For killing a BH you should get some smuggler xp, and maybe some extra credits. For completing a mission without a BH getting you should earn you some smuggler type xp and the mission reward. For the BH successfully killing the mark, the BH should just get the mission reward instead of the smuggler getting it (the mission payout should be around 150k).








Thanks for commenting on my idea, I appreciate someone is reading the thoughts i put into what I think should happen with this game. I also proposed a GCW idea if you want to read it in the GCW forums.


Once again thanks and I guess taking a weapon from a BH is harsh, but I was thinking if the reward for a BH would be very high than so should the consequences of taking the mission if you were to die.

Volksjaeger
Mon Jun 14, 2004 5:11 pm
#51

It all looks beatiful, sidekicks? Awesome. One thing bothers me.


Smuggler owned Casinos? Isn't that a bit contradictary? I can understand as posted before the ability to cheat or have special 'luck' at the new games when they come out but it seems kind of a long strech from rogue-smuggler types to business owners, no matter how illegal. This is the same deal with 'industrialized smugglers', the kind where they actually set up a business, harvestors, and openly show up with illegal goods. I'm hoping this is a part of the player bounty system. 'Cleanse the illegal businessman' would show up on BH missions and they could give the industrial smugglers a reason to be the rogueish, go-where-you-have-to man, or quit the smuggling game. Anyway, to the point I'm making.


I want to PLAY and/or CHEAT at sabaac, not deal the cards



Ameh Isp-Id
Master Smuggler
Starsider
MrRiflemaker
Mon Jun 14, 2004 5:15 pm
#52





Renquist wrote:


I really like the idea of player bounties on Smugglers. But I think killing the BH who is hired should get you a bit more than just xp and credits. I'm thinking somelike like an Underworld reputation system. I'll put up a full proposal soon when I get home from work.


I'm somewhat new to the Smuggler community, just having taken it up dropped it and taken it up again in the last few weeks, so I don't know if it's already been discussed.







Yeah i think this is a great idea. Having an Underworld system and everytime you kill a BH you become one of those people who become on the top wanted list, but at the same time as you go up you gain powerful henchman as and you can buy them with the amount of smuggling points you get from smuggling missions and as you have more the more powerfull your henchman are.


This can make you like one of the top people like Jabba Hutt and you can have a total number of 10 henchman who can do smuggling for you, but may die in the process. This is a short deal of what I can come up with, I will post a better and more detailed idea of these henchman and as a smuggler gaining as much power as Jabba did.


Mabey you can become so powerful that you can have smugglers working for you


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