Smuggler Archive

Thread: Combat Upgrade: Spices

Achilean
Tue Nov 16, 2004 6:39 pm
#53

Thanks for the heads up Wes but you can certainly understand our cinicism. I am personally not a big fan of Smugglers manufacturing spice, I would rather refine something that I smuggle and resell it, but thats neither here nor there. I am curious to know how you guys plan on making spice stack up to food and docs while still giving it a down side or reason for the law to ban it. If it isn't bad for you, why is it illegal? If it is one of the best buffs in the game then perhaps the law might just want to keep it for itself



"You said you wanted to be around when I made a mistake, well, this could be it, sweetheart." -Han Solo

F'lahtoo Lentce
Master Smuggler/TKM/Master Pistoleer/Privateer
Tarquinas, Tatooine, Mos Springfield, Steel Legion
"Backing the Play of Whoever WIll Pay."
JWing
Tue Nov 16, 2004 9:07 pm
#54

Keep you heads up guys...

This has been a long time coming, and now is the time that we shine.

There have been thousands of great ideas over the past (gulp)year.

Wes, bring us home baby!



SYBOOTH...A Zombie stole my PANTS !!
________________Jorras Thri v lvl 31 Imperial Medic

Virrago - (9/21/2006)
[Stating that the subpar smuggling system would be pushed to LIVE]
"...and to clarify.... It would require another publish (in other words not chapter 3)"
Smugglers History - Written by the DEV'sv Imperial Holo-ReportvMerchant ~ Talus -2310 36 -2164
WookieBounty
Wed Nov 17, 2004 1:16 pm
#55






JWing wrote:
Keep you heads up guys...

This has been a long time coming, and now is the time that we shine.

There have been thousands of great ideas over the past (gulp)year.

Wes, bring us home baby!





Couldn't have said it better!!



§
Soar...Master Smuggler
Soar....lvl 60 Human Mage
h TarquinasLegion.comh
Redleg13
Thu Nov 18, 2004 1:41 am
#56

Seeing is believing in this profession. This sounds good and long over due. But.....Been there done that and have the t shirt.



Wimok IGO Elder Smuggler of Traveler's Respite, formerly a Colonel of the Rebellion, Officer of the RSF, Dagger of Gethzerion, holder of 100 badges
Sunrunner and mortred of Traveler's Respite Soldier of Fortune
Drakainen
Thu Nov 18, 2004 6:36 pm
#57

I can almost guarantee that the "Balancing" Spices is going to receive will be one of two things. The Downer will be Reduced or The Downer will be Removed.. Congrats, we're balanced now!




Anyone that actually beleives in SOE or anything it has to say at this point is just a fool looking for hope where there is none..

Message Edited by Drakainen on 11-18-2004 08:39 PM



Jett Black
Ex-Smuggler of Intrepid
Canceled 11/04
quietboy
Fri Nov 19, 2004 9:28 am
#58

As I'm currently grindingthru Spices on my way to Master Smuggler for the second time, I came up with a couple questions/ideas that I don't know if they've been asked before or not. Here goes:


Questions

1. How come we can't experiment with spices like other crafters (WS, AS, etc)?

2. How come resource quality doesn't apply toward the finall stats of the spice?


Ideas

1. If experimentation ever comes about:

A.Smugglers should have AA & CA for Spice Experimentation

B. Smugglers should haveBE clothing for experimentation & slicing. Doctors wear BE clothing for

buffs, why can't Smugglers wear BE clothing while slicing?



Olaogi Ighav'Tah -NRA-
Pistol Expert / Resource Miner / Hunter for Hire
JediQuic
Sat Nov 20, 2004 5:16 pm
#59

Got my Support on this....spices got the shaft in comparison to Doc, Entertainer, and Cheff buffs....non-of which have downers BTW.


Spices should have like a 4x multiple applied to thier effects to make them even usefull, like they were supposed to be Not to mention the whole group of other effects that spices should be able to provide.....given what cheff's are able to do with foodnow
tiberius4327
Sun Nov 21, 2004 2:54 am
#60

An idea I had for spice smuggling missions (excuse me if this has already been suggested):


It could work in a similar way to the NPC artisan missions from the guildhalls.

Find your NPC contact in a cantina,

He gives you a special container that holds acertain number of spices (dependent on difficulty),

You make the spices and store them in the container,

You then have to deliver the full container to an NPC in a heavily Imperial NPC populated city (e.g Bestine).


This shouldn't be too difficult to bring into the game as crafting professions already have these types of missions.

It would make smugglers feel like they were actually smuggling.



It's spontaneous and it's called wit
kgmkiorys
Tue Nov 23, 2004 4:29 am
#61

Wes, i was thinking about this post again and again...

You didn't do it for the pleasure of doing it, that means you read some news on the C-forum, and that means you were allowed to begin the talking with about it.

From this point, i'll assume we can expect the same kind of thread for slicing and Dirty Fighting.


Am i right do assume this? Have you already started discussing these points on the C-forum (i guess you aren't allowed to tell the results of the discussion, but just saying it's being discussed is no big hurt)? Is dialog open or are you just as ignored as we are?



_______________________________________________________________________
Rik'kar Kiorys : Bothan Triple threat on Tyrena, Kauri

Scalime : Human Smuggler & Commando on Theed, Naritus
Chepaki : Human Smuggler Desperado on Coronet, FarStar

You never get a second chance to make a good first impression

WedgeStarkiller
Tue Nov 23, 2004 3:01 pm
#62

I'm sure the devs have already worked this out, but it seems to me that buffs each need their own "nitch"


Spices should be high powered, short duration.

Food should be low powered, long duration.

Doctor/Entertainer should be medium powered, medium duration.


For examplespice may last 15 minutes while food lasts 6 hours and doc buffs 2 hours. Spice gives you a +2000 modifier while food gives you a +200 and doc buffs a +800. Something along those lines.


In the combat docs I've seen so far the idea of spilting the ham bars into a specials group and a health group. So you would have two of each bars, one representing your damage and the other the ability to use special moves. When a damage bar hits zero you incap and when a specials bar hits zero you can't use specials until it regenerates. I can see there being buffs that apply to both sets of bars but making it impossible to use the same buff for the same bar type. Meaning if you eat a damage buff food, you can't each a specials buff food. This would lead to needed combinations where you may go with the long term food buffs low level food buffs for the specials bars and medium use doctor buffs for the damage bars. Then you could take spice to supplement either for a super boost. Then whichever bar you took the spice for would get the downer. This would encourage use of spice for the specials bar since you wouldn't be in the same danger of incap when the downer hits.


The important thing for us smugglers is that there is frequent and compelling reason to use our spice. Just like no one will currently go into the field without doctor buffs and brandy there has to be at least one "must have" spice.


Onto the dreaming.... Since I first saw Kessel from my starship I've so wanted to land there and get spice. Seems to me that the devs could add Kessel as a "mini-planet" and allow us to somehow get spice off of it. I can see any smuggler being able to land there from space and perhaps Jabba's could act as a Starport for "ground game" travel to Kessel with some abnormally high fee. Perhaps some spice raw materials could only spawn on Kessel or only be available by doing missions on or from Kessel. For example you could be given a duty type space mission to eliminate rival privateers in Kessel space and upon completion get 20k of the resource as payment. The ingredients for the spices would be one Kessel resource and then one or two generic metals or foods keeping the rest of spice making cheap and easy.






Antonius Ordnung
Master Smuggler, Master Commando (Thanks NGE!)
Resident of Shadow Impire, Lowca
Colonel, Imperial Supply Office / Master Pilot, Corsec
Captain of the YT-1300 "Overdue Revamp"

maxtheusher
Tue Nov 23, 2004 3:33 pm
#63






electricnomad wrote:


Just to sharethe Dev's original theoryof spice in SWG (the documentation of which is lostsince much of it dates from pre-launch)...


Spice was supposed to provide high-powered but short-term buffs (of up to maybe 30 minutes).

Food was supposed to provide low-powered but long-term buffs (from one to twelve - yes, twelve! - hours).



Some people, myself included, have advocated more creative downers. Puking and stat lossfor each one is boring, and there are a number of other colorful options, from as elaborate as blurred on-screen vision and a lower to-hit ratio for Booster Blue to something as simple and benign as constant burping for Grey Gabaki. Lower-end spice shouldn't give massive downers, but the high-end stuff should make the downer tricky to manage.


Other people, and I also include myself, have asked that Smugglers harvest spice and then process it (ie, use resources to "craft" a spice using the base "spice unit"), which would end the phenomenon of Smugglers who sell 1000-unit schematics to crafters and destroy the spice market. Such a system - akin to the Deadeye formula - could revolutionize the spice market, driving up prices and making it more rare. At the very least, it would open the door for a "spice run minigame," which I believe should be separate from player-based smuggling. The Spice line of Smuggler could therefore offer the ability to process raw spice, while, say, the Underworld line could open up the "spice run minigame" and other missions for NPCs, with higher Underworld levels offering progressively more lucrative raw spice.


In any case, spice needs to have a strong risk/reward factor. Use of high-powered buffs should complicate a player's existence - they should endure tougher scans and face rough downers. Softer spice should trigger less visibility and have less serious downers. It isuninteresting to make spice generic, and unproductive to allow only the highest-end spices to have a role in SWG. Each spice must have its place, and if each one is not sought after by customers, then it is a sign of a poorly-designed spice. Smugglers need every spice to be marketable.


Anyway, that's my advice for spice. The rest, including contraband system proposals, is in my "compiled ideas" thread. Good luck, Smugglers.






I don't know if anyone's commented on this, because I've read far too much today and can't be bothered reading the rest of this thread, but--


I'm so happy someone else remembers the promises/ideas of the game as it was originially conceived.I really do wish it was more like that.


Here's one other thing though. As originally conveived, this game did not have doctor buffs. Something I feel they should never have added to the game. But add they did. Food is obviously the long term buff, spices, the buff for fighting say, a krayt, and then you don't need doctor buffs. which then transfers all the whining from smugs to docs, who have lost their source of income. The entertainers of course tell the docs to shut their filthy mouths, and then lose their buffing abilities, which then enrages the 1337 pvper community, which then complains louder and more efficiently than everyone else, and Jedi Publish number 3 is released, which allowes Jedi to buff themselves and their 100000 strength health poison knife-wielding buddies, and then we are back where we started. Get rid of buffs, tell the jedi to shut it, rebalance damage/speed issues, fix specials that don't work. give smugs a gun of their own and maybe a groin kick, and we'll be all set.




大胆框
赏金猎人

动 性交 你 SOE
WesBelden
Tue Nov 23, 2004 7:10 pm
#64






kgmkiorys wrote:

Wes, i was thinking about this post again and again...

You didn't do it for the pleasure of doing it, that means you read some news on the C-forum, and that means you were allowed to begin the talking with about it.

From this point, i'll assume we can expect the same kind of thread for slicing and Dirty Fighting.


Am i right do assume this? Have you already started discussing these points on the C-forum (i guess you aren't allowed to tell the results of the discussion, but just saying it's being discussed is no big hurt)? Is dialog open or are you just as ignored as we are?





I won't be able to discuss Dirtry Fighting, nor slicing for some time to come (unless the developers have a change of heart), simply because in order to explain what's changing I would also need to go into detail on the CU system itself, something that can't be known until the developers say so. I did ask permission to let you know about the fact that Spices will be balancedbecause I thought it would be of interest to everyone and thought there was a reasonable chance of being allowed.


You are right to assume that these have been discussed. The Smuggler sandbox team has debated these topicsand we've had some responses; I can't expand on that unfortunately



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
kgmkiorys
Wed Nov 24, 2004 5:35 am
#65

you have no idea of how better i feel now that i know the dialog is not as closed on your side as on ours.





_______________________________________________________________________
Rik'kar Kiorys : Bothan Triple threat on Tyrena, Kauri

Scalime : Human Smuggler & Commando on Theed, Naritus
Chepaki : Human Smuggler Desperado on Coronet, FarStar

You never get a second chance to make a good first impression

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