Smuggler Archive
Thread: Depending On Smugglers
StGabriel wrote:
No, a weaponsmith CRAFTS a sword.
Syntax doesn't change the semantics. You want to argue that I have to depend on a smuggler at a level greater than I depend on weaponsmiths when weaponsmiths are a pure crafting profession and smugglers are a hybrid. I'm showing you the high level of dependency you are asking for.
Frankly, no you aren't. I still fail to see a high level of dependency. It would be convenient for you to have a smuggler with you to slice the container, or you could wait like everyone else for the time lock to release. There is no dependency there, only convenience.
The difference between a medic and a smuggler is that I can save up my wounds and contact a medic at my leisure. Once I do so healing my wounds is a relatively short affair. The time I take to provide this opportunity to the medic is minimal and is my choice.
Just as you have a choice to carry contraband, and then if caught you get penalized. You have the choice to be Rebel, and thus risk being penalized by the Empire. You have the choice of having a Smuggler to open a container (provided we EVER GET THE ABILITY IN THE FIRST PLACE) or you can wait for the time lock as intended (or else it wouldn't be a time lock in the first place). The time is still minimal, with the possible exception of the time lock in which case you just are not lucky enough to get the loot from that specific container unless you wait, and remember that NO LOOT IS guaranteed to a player in the first place.
It is still a choice. It does not harm gameplay. It does not make the game "Un-Fun."
StGabe.
You can have sliced gear, but automatically only risk
using the slice "active" when a smuggler is in your group.
There is a reward, and the "risk" is automatically coded and
accomodated for in the game so as to make having a smuggler in
your group a very nice benefit
pain necessity. Who would want to be the smuggler in a group
that only carries him around like an albatros to avoid being
constantly raped by scanning teams?
My idea implements a group benefit without making boring and
hasseled the only alternative.
Can you feel me on this guys/gals?
No, the idea, very simply, is that content for one profession should not come at an expense to "fun" for other professions.
Telling me that I can "choose" to use a non-optimal gun in order to ignore a boring and un-"fun" hassle is just trying to recast the argument into another direction that I don't think is very helpful.
Smuggler content can easily exist in a way that gives Smugglers unique abilities, a role in the game, and yet does not provide empty space and hassle time for other professions. Simple as that.
StGabe.
This is not at all what I am doing.
There are lots of ways to have smuggler content that does not make the game less fun for non-Smugglers and I think that Smugglers will be more successful pushing ideas that focus on this.
StGabe.
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St Gabriel wrote:
And if I don't know any smugglers on?
I would love to have a benefit to grouping with a smuggler, when I can. I would love to see grouping be more viable and require more care. But this doesn't need to be at the general expense when a group with a smuggler isn't possible.
Give me positive reasons that a smuggler is going to help me, not reasons that I'm screwed if I can't find a smuggler.
StGabe.
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And what if you have 200 Battle Fatigue and there are no Entertainers online?! You want a "Las VegasDroid" patch to heal your BF all by yourself?
In principle I think it works. In practice I wonder if it is really feasible.
StGabe.
/endquote
Very good point. Perhaps your slices are just halved when not grouped with a smug,
so as to avoid any notice and "imperial entanglements". That way the benefit
isn't so large, but is still quite nice to have
That isn't big, but would really make us a commodity (and us some money he he he).
It really fits with slices being illegal and all...
At any rate, the contraband/spice idea where superspice would be used in food/
regular spice provides exactly what you want too. Listen. Incredibly good food and
spice at the risk of being randomly (sparsely) scanned, carry it on you you would.
You can only get it from a smuggler who has to fight this craftable superspice
component to the crafter... which you so conveniently buy from him/her. No inconvenience.
All choice. Your dependence on a smuggler is indirect (not groupable), and you
really demand the smugs services.
Two great ideas
StGabriel wrote:
Is that about the gist of it?
No, the idea, very simply, is that content for one profession should not come at an expense to "fun" for other professions.
Telling me that I can "choose" to use a non-optimal gun in order to ignore a boring and un-"fun" hassle is just trying to recast the argument into another direction that I don't think is very helpful.
No, it just shows that the people playing this game cannot seem to realize that if something is supposed to be illegal then there should be consequences for being caught with them. You have to accept that and realize that it should be that way. If not then please leave our forum, as the same principle does apply everywhere else. If you carry something illegal then you have to suffer the consequences if caught. Very simple principle, as in the entire principle of having laws.
Smuggler content can easily exist in a way that gives Smugglers unique abilities, a role in the game, and yet does not provide empty space and hassle time for other professions. Simple as that.
At least we agree here, but NOTin the manner you propose.
StGabe.
And with your ideas, no smuggler can not be fun, because you want no risk to carrying illegal items. You want us to make you craftables like we were a bunch of crafters. Simple as that.