Smuggler Archive
Thread: spice no more?
ApollyonTB wrote:
with all the missions in game, name me just 5 missions that have GOOD and valuable rewards.
1. The Scythe schematicmission.
2. The Rebel Banner mission.
3. The Featherweight FWG schematic mission.
4. The Modified Republic Blaster schematic mission.
5. The Imperial theme park weapons schematic mission (sorry can't remember which one you get from it, but it is valuable.)
There's 5. The only problem with those 5 is that you're limited in how many times you can get them.
ApollyonTB wrote:
I agree, lets get rid of slicing.
Lets get rid of a skill that it so random, it can mess up one of the most powerful weapons on a server.
Cloudchasing wrote:
ApollyonTB wrote:
I agree, lets get rid of slicing.
Lets get rid of a skill that it so random, it can mess up one of the most powerful weapons on a server.
huh?
How can slicing a weapon or piece of armor ruin it?
I haven't really disagreed with a lot of the things you have said, but that statement makes you sound like one of the players I hate the most in this game. While I wouldn't cry if slicing was taken out, please have a good reason, not "so random, it can mess up one of the most powerful weapons on a server"
SpinningCloud wrote:
And Apollyon, you're the one with the definition of 'smuggling' in your sig.
What exactly does drug manufacturing and slicing have to do with ANY part of that definition?
I say get rid of them both. Slicing maybe keep ONLY as a support skill to actual smuggling. But crafting and standing around starports tinkering with weapons and armor bears little resemblance to smuggling.
I agree, lets get rid of slicing.
Lets get rid of a skill that it so random, it can mess up one of the most powerful weapons on a server.
Lets use the slicing tree, or the underworld tree, to add the smuggling content. The higher you advance in the underworld tree, the higher the payouts on smuggling missions.
Fiddling with weapons/armor is for armorsmiths and weaponsmiths, leave it that way. Spices is an illegal substance WORTH hiding, and smuggling.
Ok. I agree with you ApollyonTB that we shouldn't let the devs have our 14 skill points. I DO understand. I agree that the content be under something like underworld. Spices and Slicing is the only way of making money for the smuggler.
Also when I was reading this post someone (Sorry i forgot who you are) said they only sold 3 crates in 16months. Either that no one on your server likes drugs or that you have not selling them correctly. I sold 30 crates within 1 WEEK. 1 WEEK!!!I say keep spices as is UNTIL the devs give us other ways to make money other then slicing.
I say keep slicing. It is fun and people love it. (when it goes there way
) AND it's the only other way for Smugglers to make money. For slicing lets make it NOT random and let us choose. WE can then charge more, and make weapons even better. ( Just not to much to throw the game off balance again. )
KaiRan wrote:
Fools.
All along you have been making such narrow-minded, shortsighted, and dare I say self-nerfing requests.
You all speak of 'Smuggling' as though it were the one and only element of our profession, and foolishly demanded not only the edition of it as it should have been to our capabilities, but alongside each of those demands, you have all *asked* we be nerfed! *Asked* for the removal of abilities in a profession who has had nothing but castration upon castration of our own talents. Ignoring the rl examples of contraband movers who are directly connected to the manufacture of that contraband (bootleggers, rum-runners), I don’t disagree that smuggler abilities and missions are required. But not at the cost of an entire branch or our abilities!!!
The player-based crafting economy was and always will be a far more profitable means of handling a product for sale than a mechanics-based one like this new proposal. Look to your servers billionaires and hundred-millionaires! What have they done to get there? The majority crafted their way, using player-driven economies to their advantage!
Is there some kind of long-term memory problem in this community? Or have so many left since the chef rebalance that none are left to tell how it was? Before they revamped the chef foods and unbalanced the system completely for us, a smuggler could spend at maximum 2500-3000cr on supplies per crate (incl maint and pwr), and sell that same crate for 8000-15000 cr, the lower number vendors often selling out completely every day! Don’t you think the CU's nerf of doctor enhancements will bring spices just a little back in vogue? And let me ask you, how long does it take to make 3k cr? Versus the time spent on what will likely be 30 min to 1 hr missions for spice? How much spice do you think we'll get? Does the sale of that spice allow us to re-invest in more spice?
What’s next folks? Should we recommend they also remove Slicing? Why not FP buying? Neither of those are 'Smuggling'. Why not. I'm sure somewhere someone else has noticed that every single time we asked for them to give us smuggling, our vocal members have suggested a nerf in exchange. Now, we will be loosing a facet of our profession that was once and (once brought back into balance) would have been the greatest boon to our bank accounts. Shall I start the next trend? Here goes-
We are Smugglers! Not Slicers! Get rid of slicing and give us (long, drawn out, low reward ala BH mission) ***Smuggling***!!!!!
EDIT: Spell checked, as noted below. Meh.
Message Edited by KaiRan on 03-13-2005 02:41 PM
Message Edited by KaiRan on 03-13-2005 02:41 PM
I can not agree more, spice is a huge part of this game and running silly missions inorder to obtain spice well is just lame. I am sorry but the DEVS have offered nothing but milk run missions in this game and I really dont see them changing this in the near future.
Why should I be forced to run missions for low quantities of spice OVER AND OVER AND OVER AND OVER AND OVER, just to sell spice. Leave it as a craftable item!
SpinningCloud wrote:
So Emperador,
You'd rather leave the smuggling out of Smuggler huh? I'd go along with that as long as we can take the simple way out and call our profession something else...like Master Common Criminal.
But, I have to say that this profession has been called Smuggler for two years and I see NOTHING about our skill set that is remotely related to smuggling. Do you?
Seems to me you're in the wrong profession if you want to craft. I just don't see how crafting fits with being a smuggler.
QFE
I don't want to make spice - which is mined, not crafted, by the way
I don't want to modify weapons and armour
I want to smuggle goods from A to B past Guard X to avoid punishment Z.That's what I want to do.Two of the skills I need to fulfil this role is to pick locks (ie slicing doors, LCs and terminals) and the ability to bribe officials (ie buy FP), so as far as I'm concerned, eventually I can forsee a situation where I don't make money improving people's military equipment - I make my money getting x amount of stuff to whoever needs it. And I couldn't care less if you can make more money more quickly by hunting kreetles, soloing Krayts or baking cakes. Whatever.
I just want to earn money smuggling.