Smuggler Archive
Thread: What does the Smuggling Community want from the Smuggler Revamp?
Redirecting you to Caylin's post about the missions in themselves, but I have some specifics I'd like to be implemented.
When you finish the Jabba themepark, the protocol droid says that Jabba might have more jobs later on. Get the slug to give us our smuggler missions. And for good measure, have Borvo, Karrde, Nym and others I forget do so too.
Underworld factions
We need to be able to be a Jabba employee, a Valarian employee, a Karrde employee, or of more than one of them provided unantagonistic faction standings. (Both Valarian and Jabba ara highly unlikely, for exemple, but both Jabba and Borvo can be done). Each crimelord would have different types of missions, Karrde's being less violent than Jabba and less prone to seek and destroy mission and more on the exotic deliveries side. That way we would get many types of smuggler missions, many types of gameplay for the same professions, and for all that is holy we'd get to smuggle!
I don't have any ideas of my own. everything that everyone else suggests is like a fantastical buffet of options that I would love to glut myself upon.
but I will throw my two cents in:
Smugglers need to SMUGGLE for PLAYERS!!!!!
Weapon Certification:
Move the DL-44 certification to novice smuggler. Make the gun AR1 with accuracy and speed modifiers. By changing the weapon to a "smuggler only" weapon and giving it speed and accuracy mods (like the featherweight FWG5) we can solve a few issues with one fix.
The DL-44 is the coolest blaster in the trilogy and was used by Han. If you read the EU books, you'd also find out that Han made some modifications to his blaster so that he could be quicker with it. Thisshouldbethe weapon of the smuggler, plain and simple.
~ Davcre
Furthermore, what I'd like to see in the smug. revamp is the capacity for smuggling for other players and the ability to be put on the bounty hunter boards for dropping or stealing a shipment from NPC delivery missions (player missions would be hard to code i bet, but if possible... hell ya). That's about it Lodek
I'll try to make this quick:
Slicing Changes:
- Slicing IV allows you to choose what the outcome of the slice is
- Master level brings up the minimum as well as the cap on slices
- If slicing tools are changed to make there effectiveness have animpast on the slice, then the tool experimentation needs to be moved to slicing, rather than artisian
- Allow slicing of more terminals
Dirty Fighting:
- Addin additional unarmed abilities
- Add in small accuracy and speed bonuses for unarmed and pistols at dirty 1, 3 and master
- If panic shot is nerfed like warcry is going to be in publish 7, then it needs to be upgraded to an AOE effect
- Add cert for DL44 Magnum, which would be an upgraded DL44, and brass knucklers
Spices:
- Increase the bonuses for using spices
- Allow spices to be used again once the downer hits, but push the downer till the end. If you use 10 muons in a row, then a 30 minute downer will occur at the end.
- Add additional spices to the master level
- Allow spice experimentation
Underworld
- Keep everything that is currenlty in the tree
- Add in SMUGGLING MISSIONS
- Make it so the tree is similar to the bounty hunter investigation tree. The higher up in the tree you are, the harder the missions and the more they pay.
- At level 4 you should be able to high risk missions that pay extremely well, but are subject to becoming a bounty hunter mission if you fail. The only way to remove yourself from the bounty hunter terminal is to deliver the goods and pay a fee OR pay a huge fee.
- Bring back the Hutt faction so those of us who want to make profit off the war can still engage rebels and stormtroopers. This could be aquired at level 3.
Overall
- Document the profession
- Increase the contraband difficulty in general
After reading all the suggestions I agree with the majority of them. But I have my own thoughts on the various trees so here goes nothing.
Novice Smuggler: Pistol cert as well as an Unarmed weap cert.
Spices: Agree with additional spices at Master and Spice experimentation, but our experimentation should not be dependant on whether or not we have Artisan. Experimentation should be dependant on the specific spice level. Add spice experimentation skill tapes.
Dirty Fighting: Fine the way it is, add pisol and/or defense mods. Maybe even an additional pistolspecial at Master.
Slicing: Slice 1- 3 should only be able to use FAN's, only Slice 4 and Mastershouldhave the capability to use Molecular Clamps. This would not be well received by those who sell smuggler supplies........oh well.
Underworld:Instead of using pistol xp to level this, make the unarmed pre-req worthwhile by making this our unarmed tree with unarmed specials and mods at each level,give a tka reason to pick up smuggler for the moves much like a pistoleer picks up the df tree. Spread thefaction bonus and delegating capabilities to the 4th tier of each line,prolly not a popular suggestion but i like it.
Master Smuggler: Pistol and unarmed specials and mods. Additional spice experimentation abilities. Solid documentation on the bonuses to our abilities
That's my .02
I'm only Master Smuggler for a few weeks now, but here's my thoughts:
Underworld:
Smuggling missions definitively. I can think of 2 types of missions:
1) Delivery Missions: Go to A and deliver X amounts of Y to B, pretty basic. The larger the amount of things you move, the greater the chance of getting caught. If you do get caught, you'll get attacked by either local security (CSA/RSF) or the local syndicate.
2) Intelligence: Go to X and slice Y terminalto retrieve information/steal Y item from a locked container, pretty much like the warehouse mission in the current CoA3 storyline. Chance to aggro the warehouse inhabitants if you fail a roll.
These missions should not be attainable by public terminals, but by certain NPCs in backyards and cantina backstages (for immersion purposes). Underworld xp should work quite like BH investigation xp. Dependent on the mission difficulty you get X amount of xp and additional Y bonus for not being detected. Add a +stealth skill mod to the Underworld levels.
Make each of these missions affect our faction standing to the various crime organizations.
To comply with our 'Fixer' title we should maybe even get some kind of 'negotiation' mission, but I can't think of something along those lines atm.
Slicing:
Give us the ability to influence the % range and outcome of our slices, either through skill mods or experimentation. I'm not saying let us chose what to slice, just let us affect the chances by using specialized tools.
Besides enhancing weapons/armour the only time we slice is at HQ assaults. Maybe add an ingame 'Holonet' or extend the Bazaar to give access to a black market when sliced. Ban contraband from the public bazaar and put it into the black market. (although this would add to the immersion if illegal activities, I dont know if it wouldn't hurt smuggler business rather than benefit to it.)
Fake IDs is another great idea, maybe in conjunction with some Image Designer skill. These should makethe wielderappear neutral/friendly to an array of factions we can choose from (e.g. Rebel, Imperial, Hutt, local security forces)
Dirty Fighting:
Instead of remaining the Pistoleer Mk2 we currently are I'd like to see a broader spectrum of dirty tricks. Things I can think of on top of my head:
- Add a Pistol cert and an Unarmed melee cert to either Novice Smuggler or Dirty Fighting I
- Kidney Punch
- Grenades
Not the whole dealthat Commandos get, but rather another frag grenade and some kind of Flashbang/distraction device - some minor accuracy and speed modifiers. No or few defensive modifiers, we're no true combat profession after all
Spices:
I agree with the general consensus here, give us additional spices at master level and add spice experimentation (effect, duration and downer effects)
Maybe enable BE/chef food additives to be used in the production of spice or add special spice additives. Maybe even add powerful spice schematics that require dropped components or components recieved from certain smuggling missions (Glitterstims for example)
With regards to the Revamp threads of others, the shimmering jewel there is the potential smuggler bounty system. It provides us with a system similar to Jedi, which so far seems to have achieved what we smugglers would want ... a system by which we smugglers end up on BH mission terminals.
However, there's some stuff in there that I find largely unworkable. One specific idea that comes to mind is this notion of a "smuggler's language." The end result there is somewhat foreseeable ... every other profession will argue, "Well, what makes smugglers so special that they should get a specific language. I'm a weaponsmith, and weaponsmiths are a profession that should have their own lingo and trade names. If you get a language, my profession wants a special language too."
The notion of "disease / poison resistance" and a smuggler weapon certification are also largely disconnected from what I perceive smugglers to be. Building up a disease or poison resistance would be more applicable to a crime lord type profession, simply because crime lords are the beings important enough or hated enough to have to survive a poison attack, not the independent smuggler. As for the smuggler weapon certification, perhaps a better fix would be to have the smuggler weapon power ups, with skill mods or the like, and have some tool certification for them in the master box.
Just some more thoughts to fuel debate.
LodekDall wrote:
I understand that there's a lot to be pulled from the various postings about what we want from our revamp, from underworld content to droid storage limitations, to choosing slice types at master, and so on.
I have iton somewhat reliable information that our revamp is to be expected in mid to late spring. I can be more definitive with the timeperiod, but I'm unclear as to whether or not to post would infringe upon the confidentiality of the correspondent forums. If I get clearance to be specific, I will post that information immediately. Needless to say... we need to get on our Revamp issues now, and it needs to be a MUCH more definitive version than what we have up to this point. I credit all those that have gone before me in attempting to compile what we need and how it should impact the game, but now is the time to start getting specific. The sooner we come to a decision as a unified front, the sooner I can start lobbying for the changes and dealing with the responses from the other professions.
To answer a question posed earlier ... regarding specifics of the Revamp ... my first answer is that it appears that the revamp will come in mid to late spring.
Finally, keep in mind that things are always subject to change and that alterations can take time. (I know this is the Party Line, but bear with me).
We need to push a change for FD through to the changes in store for smuggler... as it is now... FD is kinda "broken" in PvP... works fine in PvE... but in PvP it just doesn't work the way I and some others think it should...
So... here are my proposed changes...
1: Move FD to either the Master box, or to atleast skill box 4 in the dirty fighting tree... The changes I have in mind will make FD to powerful to be allowed for the casual dabbler...
2: Make FD so that when you do it... and it is successful, you will actually appear dead to the player... You will fall down... and appear as a corpse to all surrouding players... They can no longer target you, or hit you... Until you stand up again... Also to prevent a constant use of FD it should have some sort of penalty... for example maybe 50 to 100 wounds to the three main stats, and some BF... kinda like what happens if you forget to clone... FD should not be penalty free...
Message Edited by MasterKadanne on 02-22-2004 02:26 PM
LodekDall wrote:
Kadanne, you are right that FD is in need of reworking. It also seems that a majority of your fellow smugglers are in favor of appearing as a corpse in PVP and having mobs less sensitive to breaking FD. Both are solid suggestions that will be included in any revamp plan I present to the developers.
Hey... that's great news... that is all I really ask I guess is that you take it to them... I know ya can't make them do our bidding... lol.... but ya can try... rofl.... ![]()