Smuggler Archive
Thread: Spice: Smuggle or Craft?
IndySWG
Thu Jan 13, 2005 11:11 am
#53
oooh idea ...
Let the spice run quest be created as needed ...
{Player_A requests 30 units of Spice X from The Smuggler}
{Smuggler goes to his crime boss}
"Jaba I need to get my hands on some spice"
"Oh? what kind of spice?"
"Spice X"
"haha .. good stuff. How much you need?"
"well my buyer wants 30 units"
{new quest/mission for 30 units is created for the smuggler - difficulty set based on quantity requested}
"ok kid... I know of a shipment ..."
{quest is run - spice obtained}
{smuggler avoids scans until buyer can pick up the goods}
edited for type-o
Message Edited by IndySWG on 01-13-2005 12:18 PM
Scoooter
Thu Jan 13, 2005 11:19 am
#54
Part of the problem with our class it is so much of a hybrid
crafting line
slicing line
underworld (the do nothing line)
Combat line
We should smuggle spice not craft it. It is clear that the dev's were stuck on how to get slicing tools and spice in the game and their answer was make ius crafters also.
But it is clear from all the polls to bring back experimentation to smuggler the majority of the community does not want to be crafters. I for one did not.
We should have missions to get spice or at least a spice schematic for one crate.
I dont think we can get out of crafting our tools and being able to make slicing tools butactually makes sense for us to make the clamps, FAN, and knives.
Removing spice crafting it would give the devs one line for skills that they can use, possibly for more combat skills.
What I have not agreed with in the past is that these missions/quests should not put us on BH terms. The CU will not give us any real skills for combat, and the revamp if it happens may or may not. Based on the past experiences I just have little convidence that SOE knows how to do the right thing when it comes to PVP balance and grief elimination. But that is not really the subject here so lets not make this a BH term thread lol
I like selling spice but I don't think us being crafters is the answer.
Message Edited by Scoooter on 01-13-2005 12:36 PM
KaiRan
Thu Jan 13, 2005 11:53 am
#55
Both.
Craft because it is a player based economy. Small shop Weaponsmiths dont make E-11s and DX-2s. Large corporations like MerrSonn and BlasTech do. But because we have a player-based economy, small-time weaponsmiths make larg corp designed pistols. Removing our ability to craft is removing us from that economy, and limiting us to combat-only. Keeping it keeps us in creds based on our abilities beyond how good our combat macros are. It could prove dangerously shortsighted to try and focus on "realisim" here (See the link in my sig for a full explanation on why I feel changing the focus purely to smuggling might be a limited view of our profession).
Smuggle for high-end, low quantity access to hard-core spices like glitterstim, or to enhancers for our spices. Make glitterstim like Deadeye- must do specific tasks to gain access to it, collect specific ingreediants or "steal" crates of it. I must emphasise this should be for rare, high-end spice to strike a balance between the combat-smugglers who fight their way to this content and the businessmen-smugglers who craft bulk and mark up regular spices.
Perhaps I am a Unique Creature though, as I use4 of my 4 branches, regularly. Sounds like others havent figured out the usefullness of Delegation, or the potential profit in Spice. I make a pretty peny even if it is what I consider a broken buff. Perhaps not the millions it used to be, but with a *profit* of 2.5-3k per crate, it pays the rent...
Message Edited by KaiRan on 01-13-2005 04:46 PM
TomoRainer
Thu Jan 13, 2005 5:24 pm
#57
Question for those who want a purely smuggling-based system.
How do you propose to ensure the market for spice stays healthy when all the spice in the galaxy will be exactly the same?
How do you propose to ensure the market for spice stays healthy when all the spice in the galaxy will be exactly the same?
Fernas
Thu Jan 13, 2005 5:46 pm
#58
why wouldn't masters have higher quality spice available to them? why would it all be the same?
or possibly a risk versus reward system. smuggling better spice means more visibility.
Ragnaat
Thu Jan 13, 2005 8:19 pm
#59
TomoRainer wrote:
Question for those who want a purely smuggling-based system.
How do you propose to ensure the market for spice stays healthy when all the spice in the galaxy will be exactly the same?
why does our smuggling of spice have to be directly tied to its health in the player economy?
There are many ways, once you get NPCs involved, to have it be indirectly related in a way that keeps our end enjoyable. If its just cargo the fun is in getting paid on delivery of cargo... what happens then is... well I dunno what happens then because by then I'm 3 jawa beers deep and playing sabaac
Geevo
Fri Jan 14, 2005 1:11 am
#60
Smuggle - but make sure we have easy enough access to Smuggle it.
As a Master Smuggler -- I should have no problem getting work that provides a very lucrative career 
David665
Fri Jan 14, 2005 1:43 am
#61
I've had Spices 4 for quite some time. I only craft spices for my own consumption. There is really no niche for me to expand into as a spice crafter. As a pilot, especially as one who is on the verge of master, smuggling is of far more interest. I'd like to see what Green Marine proposed, smuggling missions where we get a certain amount of product to move, and we either deliver it and the money as contracted, or skim from the product and/or the payment.
As it stands, the only smuggler abilities that make me any money is the fact that I am also a Pistoleer and the specials crossover, and I can slice terms to get a higher payout.
TomoRainer
Fri Jan 14, 2005 6:00 am
#63
If we're not going to endorse a system that involves creating a robust spice market, why bother at all? If, on the other hand, we're going to create one where someone else can turn our spice into a sturdier product, why not have that someone be us? Certainly we're more appropriate than docs (what, are they raiding the morphine cabinet?) or chefs (er.. weed brownies?).
I agree 100% that smuggling needs to be integral to the spice market. However, we also need to make certain that market will be a viable one, a system where spice is worth the time it takes to acquire and sell it. I haven't seen any such system yet from anyone in favor of pure smuggling, and until I do, I'm going to be very distressed about my brother smugglers advocating a process by which we smuggle a product no one will want.
I agree 100% that smuggling needs to be integral to the spice market. However, we also need to make certain that market will be a viable one, a system where spice is worth the time it takes to acquire and sell it. I haven't seen any such system yet from anyone in favor of pure smuggling, and until I do, I'm going to be very distressed about my brother smugglers advocating a process by which we smuggle a product no one will want.
Nicolas_Frost
Fri Jan 14, 2005 7:35 am
#64
TomoRainer wrote:
Question for those who want a purely smuggling-based system.
How do you propose to ensure the market for spice stays healthy when all the spice in the galaxy will be exactly the same?
I thought it already was...
Scoooter
Fri Jan 14, 2005 8:46 am
#65
TomoRainer wrote:
Question for those who want a purely smuggling-based system.
How do you propose to ensure the market for spice stays healthy when all the spice in the galaxy will be exactly the same?
The market and player economy will take care of it self
All spice now is exactly the same.
Hopefully the better sprices will only be attainable as you go up the trees.