Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

Daker-Naritus
Thu Jun 17, 2004 9:24 pm
#573






Nerj wrote:




You say force people to seek out Smugglers by massively increasing SCANs, then say this will ruin the game. By having random scans people then have a game play choice, either to play it safe (get a Smuggler) or Not (risk Visability). Increasing SCANS to force people to find Sugglers, like you are suggesting, will cause an outcry.





No! No, no, no!


This is where you are not paying attention. What I am saying is that there should be a group of "highly illegal"items that people occassionallyuse (NOT weapons and armor), that require smugglers to be moved from starport to starport.


I am saying that you massively increase scans for these highly illegal items (ideally in every single star port) so that you have to have a smuggler to move them, BUT that this not have a profound effect (if at all) on sliced weapons and armor. Two totally different types and thresholds of scans.


There is NO inconsistency. People will not outcry about occassionally having to hire a smuggler, but WILL outcry about having to hire one every single time they want to fly out with sliced armor (assuming they don't just give up on sliced armor and stop wearing it. The same goes for spices.


The key here is BALANCE. Having to hire a smuggler every single time you want to fly to another planet is too much. Having to never hire a smuggler is too little. Somewhere in the middle is the proper answer.


The problem with your comments is that your solution ONLY encompasses the too much and too little. Either everyone will use slices and spices, and everyone will have to hire a smuggler several times every single night (wishful thinking...this will NEVER happen), or no one will use slices and spices, and no one will ever hire a smuggler (probable result).


Rockweaver
Thu Jun 17, 2004 9:25 pm
#574



RellikCro wrote:


GuntherSlag wrote:


I thought of all people the Smuggler's would understand that this game represents a place full of danger and intrigue. How a BH hunting you after you've committed multiple crimes is considered ruining your gameplay is beyond me. If it bothers you that much, then why on earth are you playing criminals????

Danger Yes, forced PvP no. We are not afraid to dye, hunt, be hunted, or partake in battle... but that does not mean we want to partake in PvP.

Maybe you guys should be entertainers or something. I expect this kind of reaction from them. I can see the **edit** really hitting the fan when some AFK Dancer is killed because she had a sliced blaster hidden in her leotard

So now not only are PvE'ers a lower class then you (just my interpretation of your words and language) but entertainers are now also "below" you. We represent the largest group of players on the servers, over 90% last count... the casual gamers and RP'ers. Entertainers are a huge social group in the game, you may not like their playstyle, it may seem odd or even "stupid" to you but your not the one playing it so it dont have to be your "cup of tea". But you do need to respect that type of playstyle.

And you're absolutely right you have the right to choose. You have the right to choose NOT to slice weapons or carry illegal contraband. You can choose to live a life free of crime. A life that is blissful and happy and clean.

My profession is largely based on slicing and spice, I am a hardcore PvE'er, I deman to be respected as such. I, nor any other PvE'er I have seen posting here, wants a life free of crime and punishment.. in fact most of them have said right out they would enjoy beefed up mobs, tougher missions, and consequences for slicing. But they also want it done in their playstyle! Some are for pure hardcore PvE, some a mix of PvE and PvP, and others hardcore PvP.... there have been some very good suggestions on how to easily incorperate a system that would be beneficial to ALL playstyles. It was appeasing to alot of the more outspoken PvE'ers in this thread and alot of the PvP'ers alike. Hopefully one of these solutions can be a reality so we all can enjoy the game we pay to play.

The devs will never make everyone happy. That's impossible. I'm just glad that the majority of players don't ever read these forums. It's too damn depressing. I'm going to go meet them in the game and enjoy myself. Have fun kiddies and don't do anything that might get you killed.

You are right, the devs will never make everyone happy... their job is to compromise and impliment systems that will be beneficial to the largest player base.







PVPers would have a lot more comparable "High End" content like we do (DWB, Geo, Etc - Which I might add, is available to PVPers) if the Battlefield System was put into effect.

I know RPers who would consent to PVP with people they knew and trusted (as we do in duels often) if there was a set system behind it like there used to be for Battlefields.

Eight Enter... Four go Imp, Four Go Reb. The "Defender" gets Turrets and what not... the Attackers run in, disable what they can, kill who they can... and you're good to go! Thing is, with that system missing, the PVP audience turns Theed into a Battlefield.

If the Battlefield system was operational, there would be "PVP Zones" and that would seperate the PvPers from the Griefers very easily. Running around outside of a Battlefield looking for a fight? You're a griefer. Standing outside of a battlefield waiting for an invite to your side... Honest PVPer.

We have our Corvette and our DWB, you guys need your areas too. And this is coming from a PVE'er.



Sace Delora Jedi Knight
Kyrin T'enar Shipwright
Visit my vendor and gallery at -388, 5291 in New MEKsico, Naboo
Please deliver auction winnings to the Loot Sales vendor. Thanks!

The Right to Choose is Universal
Rueger_Karde
Thu Jun 17, 2004 10:06 pm
#575

Wow


First let me start off by saying I have read every single post. I believe this issue is worth my time as it is the first chance we seem to have DIRECT control of the outcome of a game. Also I am a smuggler.


Also let me say that the base of this revamp looks really awesome and am eagerly waiting for the rest.


Now for the meat and potatoes of the current argument:


The last 5 or so pages a line keeps comming up. "Choice is universal". With that one liner you are saying that you want a choice. The reason your saying that in the first place is you believe the current idea for a player bounty system will not give you that choice. You made a CHOICE to be nuetral. So that you could stay out of the GCW. Thats great, you dont want to get involed with the cival war. That choice keeps you from being attacked by rebels and imps at any time for any reason. You believe that that is your cart blanch (sp) to be kept out of pvp for good.


However, this game is about choices, which is why I play it. Its not a linear game where everyone gets the same screen at the end when they win. It is a dynamic, you can change your destany, game.


If there was acival war in real life your could choose to stay our of eitherside, therefore notrisking to get in fights. This choice does not mean thatno one willcome after you. IF YOU BREAK THE LAW THE LOCAL POLICE WILL COME TO ARREST YOU!


We are trying to make a game that is as close to real life and the star wars life (modeled after real life) aspossible.It is really vary simple.You are not forced into pvp. You can choose (just like you chose to be nuetral) to be a non crimanal andNOT PLAY SMUGGLER and NOT BUY SLICED WEAPONS and NOT USE SPICE.


"But whyshould someonewho likes pvp getan edge becuase they will put upwith pvp while I who dont want to putup with pvpand not have that edge"(im paraphrasingbut someone said that a few posts up).


This is the case now!Because youchose a nuetral life, you gave up faction perks. YOU DONT GET AN AT-ST. You dont get factonal bases, and turrets. You dont get 3 commandosfollowing you around.


I can see the argument to my post now: "But those are perks for the pvp you are putting up with while doing it. These perks that we wont get will affect ourPvE game".


The problem with this is you are comparing something you will do to what you think everyone else will do. Just because someone likes PvP (like myself) doesnt mean I will be an all out criminal and get the sliced weapons and be that person you are comparing yourself up agiasn't. You have NO IDEA how many criminals there will be out there.


If the penalties are really that much, then they will be rare. Are you also mad that bounty hunters have the best combat available? (ok in theory) They have taken the hit on skill points therefore making some adverse effects, and therefore less people playing BH. Some rule will apply here. Most people wont want to have to worry about a bounty comming on thier heads 24/7. Therefore they wont be criminals. Therefore you wont be at a disadvantage when you go out without sliced weapons.


If the penalties arn't that much, and there are still alot of people out there breaking the law, then hell, there isn't a reason for you not to do it as well.


Either way EVERYONE will be forced to make the same choice you will, lots of risk and lots of reward, vs little risk and little reward.


That is the essance of star wars and if smuggler gets revamped and this is NOT put in play then it will be the very worst travesty this gamehas ever seen.


Youwant to have the same rewards that peoplewho are taking more risk than you are getting, that is the essance of selfishness.



"People are wondering what will happen to Afghanistan when were finished fighting there. Im sure there are plans to rebuild the country, and a lot of times with rebuilding comes a name change. These are some possible name changes the government has been mulling over: Halfghanistan, Pothole-istan, Jenniferanistan, @ssbackwardstan, Bye-bye-Talibanstan, @ss-Kicked-istan."
— Jay Leno
Daker-Naritus
Thu Jun 17, 2004 10:24 pm
#576


Ok for those of you still reading this, I had a brainstorm today....see what you think of this:


As I have said (and repeat only briefly here) there are 2 major problems with this smuggling system as proposed:


(1) No PC Smuggling - The ONLY player character smuggling that is proposed is slice/spice smuggling. In order to use sliced items/spices, the players will ALWAYS have to (a) gun through the checkpoints, (b) hire a smuggler to escort them, or (c) stop using spices/slices.


If A is the answer...PC smuggling will be nonexistant because people will gun through instead of hiring smugglers. If B is the answer, people will simply stop using spices and slices, because having a smuggler with you atALL times is (1) not an option, practically....less than 5% of players are smugglers, and (2) too much of a hassle for the average player. That leaves C, which creates no market for PC smuggling (because contraband items simply aren't being used). ALL THREE of these situations create no PC smuggling market.


(2) It is just not right - The plan reduces smugglers to gun/armor caddies (yes as in golf caddies). Smugglers aren't smugging goods like they are supposed to be, they are carrying peoples guns and armor through customs for them. That is absolutely, positively stupid.





Ok so here is a brainstorm I had today. As I have often said, the contraband items under this system that are "highly illegal" need to be items that you will occassionally need to transport (NOT EVERY NIGHT LIKE GUNS AND ARMOR). The market for spices and slices needs to be preserved, AT THE SAME TIME as creating the need to hire a smuggler every once in a while (AGAIN NOT EVERY NIGHT) to help you. If all of the 33 other classes (comprising 95% of players) occassionally need a smuggler to help them, that would create more than enough of a market for the 5% of players that are smugglers.





What about this solution: Factory Crates. Make all factory crates contraband.


Now before you go crazy, hear me out on this.



Currently, all players have the ability to move mass quanties of goods in factory crates from planet to planet, without any interference from the empire, by putting factory crates in their backpacks/inventories. That is a job that should be left to smugglers.


There are only 3 times that players need factory crates: (1) storing goods in their houses or backpacks, (2) artisans moving goods to put on vendors, or (3) players moving goods they have already bought in bulk.




If you make factory crates contraband, it would have the following effects:


(1) Artisans - Artisans often have vendors on several planets, and often need to movemass quantitiesof goods between planets to stock those vendors. The only way to do this is in factory crates. If the crates are contraband, they will have to hire a smuggler a couple of times a week/month (whenever they restock vendors) to accompany them and assure them a safe passage.


(2) Consumers - Consumers of goods often buy then in bulk factory crates. Whenever that person bought a crate of something, they would have to hire a smuggler to help them get it to their house/bank (where they can remove a couple of items and go on their way). This would mean that all consumers of goods would probably need a smuggler a couple of times a month (every time they buy a factory crate of something).


This would also solve the problem of people running around with unlimited quantities of items in factory crates....the benefit of moving mass quantities of goods between planets should be a SMUGGLER ONLY skill, so ONLY smugglers can move around safely with factory crates.




The net result is that players often need smugglers (not every night, but often enough for there to be a market) to assure them safe passage from planet to planet (and elsewhere) when they are engaged in commerce. THAT is smugglers are supposed to be doing. This accomplishes PC smuggling activities without ruining the spice/slice market.



From a roleplay standpoint, it would work like this: The empire DOES NOT want people trading mass quantities of goods without their permission. To be able to trade goods, you have to have the blessing of the empire. So just like now...super high-ranking imperial players can go through the checkpoints with factory crates (maybe with a decent sized fine). Those imperial players essentially have the blessing of the empire to be engaged in commerce.


For everyone else, they CANNOT move crates of goods though starports without dying (they get attacked) unless they engagethe services of a smuggler. They have to hire a smuggler to help them move the goods.




What do you think of that?


Message Edited by Daker-Naritus on 06-18-2004 11:29 AM

Rockweaver
Thu Jun 17, 2004 10:29 pm
#577



Rueger_Karde wrote:
Wow
First let me start off by saying I have read every single post. I believe this issue is worth my time as it is the first chance we seem to have DIRECT control of the outcome of a game. Also I am a smuggler.
Also let me say that the base of this revamp looks really awesome and am eagerly waiting for the rest.
Now for the meat and potatoes of the current argument:
The last 5 or so pages a line keeps comming up. "Choice is universal". With that one liner you are saying that you want a choice. The reason your saying that in the first place is you believe the current idea for a player bounty system will not give you that choice. You made a CHOICE to be nuetral. So that you could stay out of the GCW. Thats great, you dont want to get involed with the cival war. That choice keeps you from being attacked by rebels and imps at any time for any reason. You believe that that is your cart blanch (sp) to be kept out of pvp for good.
However, this game is about choices, which is why I play it. Its not a linear game where everyone gets the same screen at the end when they win. It is a dynamic, you can change your destany, game.
If there was acival war in real life your could choose to stay our of eitherside, therefore notrisking to get in fights. This choice does not mean thatno one willcome after you. IF YOU BREAK THE LAW THE LOCAL POLICE WILL COME TO ARREST YOU!
We are trying to make a game that is as close to real life and the star wars life (modeled after real life) aspossible.It is really vary simple.You are not forced into pvp. You can choose (just like you chose to be nuetral) to be a non crimanal andNOT PLAY SMUGGLER and NOT BUY SLICED WEAPONS and NOT USE SPICE.
"But whyshould someonewho likes pvp getan edge becuase they will put upwith pvp while I who dont want to putup with pvpand not have that edge"(im paraphrasingbut someone said that a few posts up).
This is the case now!Because youchose a nuetral life, you gave up faction perks. YOU DONT GET AN AT-ST. You dont get factonal bases, and turrets. You dont get 3 commandosfollowing you around.
I can see the argument to my post now: "But those are perks for the pvp you are putting up with while doing it. These perks that we wont get will affect ourPvE game".
The problem with this is you are comparing something you will do to what you think everyone else will do. Just because someone likes PvP (like myself) doesnt mean I will be an all out criminal and get the sliced weapons and be that person you are comparing yourself up agiasn't. You have NO IDEA how many criminals there will be out there.
If the penalties are really that much, then they will be rare. Are you also mad that bounty hunters have the best combat available? (ok in theory) They have taken the hit on skill points therefore making some adverse effects, and therefore less people playing BH. Some rule will apply here. Most people wont want to have to worry about a bounty comming on thier heads 24/7. Therefore they wont be criminals. Therefore you wont be at a disadvantage when you go out without sliced weapons.
If the penalties arn't that much, and there are still alot of people out there breaking the law, then hell, there isn't a reason for you not to do it as well.
Either way EVERYONE will be forced to make the same choice you will, lots of risk and lots of reward, vs little risk and little reward.
That is the essance of star wars and if smuggler gets revamped and this is NOT put in play then it will be the very worst travesty this gamehas ever seen.
Youwant to have the same rewards that peoplewho are taking more risk than you are getting, that is the essance of selfishness.





Who knew a Human Being could be so Naive and miss valid points only to make baseless points while completely butchering the human language all at once.

We are not Neutral Dummy! We are Covert Imperial, Covert Rebel and Neutral. We are not choosing to stay out of the GCW, we're choosing NOT TO PVP IN IT. Huge difference. You can kill an NPC Stormtrooper and still be taking part in the GCW.

*sigh* You choose such poor words, to tell us we are wrong in our goal of having a choice. Then make half assed examples of why we don't deserve a choice... I want the Police to come arrest me for using Illegal goods... I want the NPC Police to come arrest me, not some arrogant 16 year old who abuses Daddies credit card to max out his RAM and Video Card so he can "PWN" everything.

I CHOOSE not to deal with kids like that, I CHOOSE to add them to ignore. When the game gives them the priviledge to attack me anyway, I have a problem.

When EVERY PVPer starts to RP perfectly, then you can have player bounties. Just as an example, Imperials wouldn't be using Spice to begin with, and use Spice abuse and Sliced items as examples of why Rebels are criminals (when they didn't use them either). You can hardly say you are sticking to Star Wars by attacking me for breaking the laws, when A) You yourself are breaking them and B) You aren't following Star Wars in every other role of your character.

Players do not DESERVE the right to Police the Servers. Its as simple as that.



Sace Delora Jedi Knight
Kyrin T'enar Shipwright
Visit my vendor and gallery at -388, 5291 in New MEKsico, Naboo
Please deliver auction winnings to the Loot Sales vendor. Thanks!

The Right to Choose is Universal
Rueger_Karde
Thu Jun 17, 2004 10:32 pm
#578

The rockweaver, I wasn't refering to you. I was talking to the person that said they chose neutral so they didn't have to PvP.


You tell me im stupid and niave, but your the one responding to posts that clearing artn' pointed at you.



"People are wondering what will happen to Afghanistan when were finished fighting there. Im sure there are plans to rebuild the country, and a lot of times with rebuilding comes a name change. These are some possible name changes the government has been mulling over: Halfghanistan, Pothole-istan, Jenniferanistan, @ssbackwardstan, Bye-bye-Talibanstan, @ss-Kicked-istan."
— Jay Leno
Rueger_Karde
Thu Jun 17, 2004 10:33 pm
#579

BTW, I apologize for the typos. Im not having a good day....



"People are wondering what will happen to Afghanistan when were finished fighting there. Im sure there are plans to rebuild the country, and a lot of times with rebuilding comes a name change. These are some possible name changes the government has been mulling over: Halfghanistan, Pothole-istan, Jenniferanistan, @ssbackwardstan, Bye-bye-Talibanstan, @ss-Kicked-istan."
— Jay Leno
Rockweaver
Thu Jun 17, 2004 10:37 pm
#580

I stand to defend all PVE'ers who made their choices to avoid PVP.

As I stated, we are Covert Imperial, Covert Rebel, and Neutral.

There are more than 2 people in this thread, so you reply to one without quoting directly, and you reply to all.



Sace Delora Jedi Knight
Kyrin T'enar Shipwright
Visit my vendor and gallery at -388, 5291 in New MEKsico, Naboo
Please deliver auction winnings to the Loot Sales vendor. Thanks!

The Right to Choose is Universal
RellikCro
Thu Jun 17, 2004 10:38 pm
#581






Rueger_Karde wrote:

Wow


First let me start off by saying I have read every single post. I believe this issue is worth my time as it is the first chance we seem to have DIRECT control of the outcome of a game. Also I am a smuggler.


Also let me say that the base of this revamp looks really awesome and am eagerly waiting for the rest.


Now for the meat and potatoes of the current argument:


The last 5 or so pages a line keeps comming up. "Choice is universal". With that one liner you are saying that you want a choice. The reason your saying that in the first place is you believe the current idea for a player bounty system will not give you that choice. You made a CHOICE to be nuetral. So that you could stay out of the GCW. Thats great, you dont want to get involed with the cival war. That choice keeps you from being attacked by rebels and imps at any time for any reason. You believe that that is your cart blanch (sp) to be kept out of pvp for good.


However, this game is about choices, which is why I play it. Its not a linear game where everyone gets the same screen at the end when they win. It is a dynamic, you can change your destany, game.


If there was acival war in real life your could choose to stay our of eitherside, therefore notrisking to get in fights. This choice does not mean thatno one willcome after you. IF YOU BREAK THE LAW THE LOCAL POLICE WILL COME TO ARREST YOU!


You must of failed to read alot of the posts, failed to understand alot of the posts, or just feel compelled to ignore alot of the posts. The large majority (in fact I have not seen one post contrary posted by anyone) wants strong consequencees for our criminal acts. If we break teh law we want the "police" to come, we want BH's to hunt us.


Were you are getting confused at is that you "feel" (yes its just an opinion and emotional one at that) the only way to "punish" someone is thru PvP. I agree with you that if you force PvE'ers into a confrontation which they do not want you will be truely punishing us IRL for a game mechanic. Why do I say RL? Because it effects the core of my principles and the very core of my playstyle and the game itself for me which is being played IRL.


You are have said nothing that has not been said and discussed in the last 10 or so pages and at one point we were actualy working towards a solution to be fair to all.


We are trying to make a game that is as close to real life and the star wars life (modeled after real life) aspossible.It is really vary simple.You are not forced into pvp. You can choose (just like you chose to be nuetral) to be a non crimanal andNOT PLAY SMUGGLER and NOT BUY SLICED WEAPONS and NOT USE SPICE.


You are saying that because we choose to play the game without PvP we should forgo alot of the game experience. Further more you are saying that those that have been a smuggler since day 1 should also give up their profession simply because you seem to be unable to respect our playstyle.


Instead of just repeating the same arguement over and over why do we not put our energies into developing a system that will respect all playstyles and be mutually benificial to all. There has been some very great ideas floated around about flags and choosen PvP or PvE or a mix of PvE and PvP. Those are from smugglers like you and me that would rather respect everyone instead of forcing someone to your playstyle.


"But whyshould someonewho likes pvp getan edge becuase they will put upwith pvp while I who dont want to putup with pvpand not have that edge"(im paraphrasingbut someone said that a few posts up).


This is the case now!Because youchose a nuetral life, you gave up faction perks. YOU DONT GET AN AT-ST. You dont get factonal bases, and turrets. You dont get 3 commandosfollowing you around.


AT-ST's are imperial "pets" and make sense to be for imperials only, you have not been able to have more then 1 pet out for quite sometime now.... do you currently play still?


I can see the argument to my post now: "But those are perks for the pvp you are putting up with while doing it. These perks that we wont get will affect ourPvE game".


The problem with this is you are comparing something you will do to what you think everyone else will do. Just because someone likes PvP (like myself) doesnt mean I will be an all out criminal and get the sliced weapons and be that person you are comparing yourself up agiasn't. You have NO IDEA how many criminals there will be out there.


Each perrson should be able to play the game how he/she would like. We all pay the same amount, we all put in the same work on our characters. It doesnt matter how someone else plays, that is their gameplay and they have the right to play how they see fit. Likewise this is my gameplay and if choose not to participate in PvP I have that right also... or do you think I do not deserve the same right as you have for paying the same amount monthly for the same game you do?


If the penalties are really that much, then they will be rare. Are you also mad that bounty hunters have the best combat available? (ok in theory) They have taken the hit on skill points therefore making some adverse effects, and therefore less people playing BH. Some rule will apply here. Most people wont want to have to worry about a bounty comming on thier heads 24/7. Therefore they wont be criminals. Therefore you wont be at a disadvantage when you go out without sliced weapons.


You seem to again have not read or understood alot of the posts. We all want consequences, but we want them aligned with our playstyle. PC BH's for those that want to PvP, NPC BH's for those that want to PvE.... it still all comes back to basic respect for your fellow gamers.


If the penalties arn't that much, and there are still alot of people out there breaking the law, then hell, there isn't a reason for you not to do it as well.


Either way EVERYONE will be forced to make the same choice you will, lots of risk and lots of reward, vs little risk and little reward.


Again look at the above answer ^^


That is the essance of star wars and if smuggler gets revamped and this is NOT put in play then it will be the very worst travesty this gamehas ever seen.


The very worse travistly any game can do is not respect their playerbase... the whole playerbase and have mutual respect for them all. That my friend is the worse travisty to any game be it MMORPG or single player.


Youwant to have the same rewards that peoplewho are taking more risk than you are getting, that is the essance of selfishness.

Again you are in the "PvP'ers are better then PvE'ers" crowd, you very words incriminate you. Risk is not based on whether you go against another Player or a NPC mob. Risk is based on character level, combat efficiency, and tactical ability of the person behind the character. It is very easy to have a rewarding and very challanging game in both PvE and PvP. In fact if you want to get right down to it PvE has MORE risk then PvP.... when we die to a mob we loose condition to our clothes, armor, and various other items in our pack which in turn forces us to run more missions to make up for our death. In PvP there is no decay... none, zero, zilch, natta.... where is the risk? Do we both not die? Yes so that is not the risk... the risk is in what happens when we die and that is more drastic in PvE.











Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
Rockweaver
Thu Jun 17, 2004 10:51 pm
#582

Supporters of the Right for PVE'ers to choose not to partake in PVP, follow our example and put "The Right to Choose is Universal" in your Signatures. Get your guildmates and friends to do it also, the tag for the Yellow text is #ffff00 so use color=#ffff00 in your Font Tag to support PVE'ers in a uniformed way.



Sace Delora Jedi Knight
Kyrin T'enar Shipwright
Visit my vendor and gallery at -388, 5291 in New MEKsico, Naboo
Please deliver auction winnings to the Loot Sales vendor. Thanks!

The Right to Choose is Universal
Mozinski
Thu Jun 17, 2004 10:52 pm
#583

I had a dream..well, more like a vision of getting to play a gung ho smuggler when I first heard about this game way back when, so naturally when it came out, I jumped right in to working my way to Master Smuggler....


skip the long storyline and fast foward nearly 1 year later.....


I am still a smuggler and will always be a smuggler and am very excited about what I am reading in this thread. The only issue, suggestion, recommendation (what ever you want to call it) is that smugglers be given not better fighting skills, but skills that will allow them to get out of a sticky situation. This may have been brought up many times as I will admit I have problems sitting through 27 pages of alot of repetitive statements in most threads of this nature.


With the changes that willincrease a smugglers "visibility"they need a way to slip through the cracks. After all, Han Solo didn't get Boba Fett off his back by standing toe to toe with him in a blazing round of gunfire....he gotLUCKY! Smugglers by nature are gamblers and risk takers, and luck is a big part of that.


My idea to incorporate some of this luck into the smuggler proffesion would more or less be a "timed" set of defensive perks. For instance, a Teras Kasi can get incap'd and hit Force of Will to jump back up and get into the fight but can't use it again for I believe an hour (haven't used it too much so I may be off on the time). This would work the same for "luck skills". If a smuggler gets caught in a check point by some nosey stormtroopers, or tracked down by that relentless bounty hunter, let him hit his "luck skill" to increase his chance to get away once the shooting starts, however, once he/she has used his "luck skill" his "visibility" will increase for a period of time and he/she will not be able to use the "luck skill" for another period of time.


Now I'm not saying make the smuggler totally invincable with this "luck skill", but more or less a substantialincrease in some defensive skills (dodge comes to mind right off hand) which will last for a few seconds to give him a chance to escape. Obviously there are holes in this idea. It's not like the smuggler could totally dissappear with targeting arrows and radar screens tracking his every move. Nor could he pull out a bike in the middle of combat and scoot away with the current system. Also I'm sure someone is sitting there thinking "instead of running away, I'll just close in and whack the heck out of of em while I'm in the enhanced defensive state". That one is easy to fix though (he loses the ability to attack as if he hit the "peace" button, and cannot re-engage until the state wears off.


I'm sure there are more flaws in this and I'm sure they'll be posted which is welcomed. This is just an idea for a more "smuggler feel" to certain situations.


Again, I love what I am seeing involving the revamp and can't wait for it to happen!!



Odwar

Wookie Mercenary
"Laugh it up, fuzzball!"
Mozinski
Thu Jun 17, 2004 10:53 pm
#584


I had a dream..well, more like a vision of getting to play a gung ho smuggler when I first heard about this game way back when, so naturally when it came out, I jumped right in to working my way to Master Smuggler....


skip the long storyline and fast foward nearly 1 year later.....


I am still a smuggler and will always be a smuggler and am very excited about what I am reading in this thread. The only issue, suggestion, recommendation (what ever you want to call it) is that smugglers be given not better fighting skills, but skills that will allow them to get out of a sticky situation. This may have been brought up many times as I will admit I have problems sitting through 27 pages of alot of repetitive statements in most threads of this nature.


With the changes that willincrease a smugglers "visibility"they need a way to slip through the cracks. After all, Han Solo didn't get Boba Fett off his back by standing toe to toe with him in a blazing round of gunfire....he gotLUCKY! Smugglers by nature are gamblers and risk takers, and luck is a big part of that.


My idea to incorporate some of this luck into the smuggler proffesion would more or less be a "timed" set of defensive perks. For instance, a Teras Kasi can get incap'd and hit Force of Will to jump back up and get into the fight but can't use it again for I believe an hour (haven't used it too much so I may be off on the time). This would work the same for "luck skills". If a smuggler gets caught in a check point by some nosey stormtroopers, or tracked down by that relentless bounty hunter, let him hit his "luck skill" to increase his chance to get away once the shooting starts, however, once he/she has used his "luck skill" his "visibility" will increase for a period of time and he/she will not be able to use the "luck skill" for another period of time.


Now I'm not saying make the smuggler totally invincable with this "luck skill", but more or less a substantialincrease in some defensive skills (dodge comes to mind right off hand) which will last for a few seconds to give him a chance to escape. Obviously there are holes in this idea. It's not like the smuggler could totally dissappear with targeting arrows and radar screens tracking his every move. Nor could he pull out a bike in the middle of combat and scoot away with the current system. Also I'm sure someone is sitting there thinking "instead of running away, I'll just close in and whack the heck out of of em while I'm in the enhanced defensive state". That one is easy to fix though (he loses the ability to attack as if he hit the "peace" button, and cannot re-engage until the state wears off.


I'm sure there are more flaws in this and I'm sure they'll be posted which is welcomed. This is just an idea for a more "smuggler feel" to certain situations.


Again, I love what I am seeing involving the revamp and can't wait for it to happen!!



Odwar

Wookie Mercenary
"Laugh it up, fuzzball!"
Galin
Thu Jun 17, 2004 10:54 pm
#585

Ok, tossing in my thoughts. I have not read through the entire thread, but have read through a good portion of it.


I'm not a PvP'er. I'm not against it, and if everyone was mature about it I might participate, but as it is I'd rather not. I am, however, an RP'er and some of my characters were born to join the Rebellion in their Star Wars incarnation [I've been RP'ing these characters for years]. So I am covert. Sometimes I kill Imps and get a TEF. If someone does happen by and takes a few shots at me [and if you are careful like I am, that isn't as likely to happen], then it's my own fault. I understand the risks, and take them anyway.


I have an aspiring smuggler and I have to say I like the idea of illegal items being (gasp) illegal. The everyday player who carries a sliced gun isn't going to have much to worry about. A fair sized fine or a TEF for killing some Imperials, and a small increase in invisibility that would likely be gone by the time they get scanned again. Carrying highly illegal items, naturally, might get you into more trouble.


Moreover, I like the idea that any player could end up on the BH terminals if they get enough visibility [care would HAVE to be taken to prevent players from being able to put other players on the terminals in any way]. Again, players who are at least a little careful don't have anything to worry about.


Also, as I have seen mentioned elsewhere, Image Designers could be used to reduce visibility. The more radical the change, the more visibility reduced... but it only works once in a certain time period.


Smugglers doing the high paying missions would still be at most risk for getting on the BH terminals.


The largest challenge to the developers [and to us] is balacing the risk vs. reward. If the reward is great enough, I'm willing to take a little risk at being hunted down.



Kaliya d'Arture (Flurry) - Master Artisan/Master Tailor/Master Fencer, Novice Museum Curator.
Page 45 of 95