Smuggler Archive
Thread: Revamp Discussion: Overview
GreenMarine wrote:
As for sidekick... are we talking an NPC or some kind of benefit we can bestow on a person? Maybe both?
Sidekick is probably the last thing I'll post about...many weeks from now. I still have lots of ideas to think about. I posted it on the list to get more conversation stirring. I have ideas for either an NPC style sidekick or a player style sidekick. The idea is that a smuggler is a lonely profession, you can't trust anyone. Through many years of smuggling, eventually the smuggler will meet someone they can trust. Someone who can watch their back. Han had Chewy. Lando had Lobot. This isn't to generalize that all smugglers have to have a sidekick, but its certainly a profession where an extra set of eyes pays off in the end.
Sidekick is an optional idea we can develop. Enhancing the core profession takes priority over implementing a sidekick system and so it might not be something we have time for. Doesn't hurt to brainstorm and see if we can design something that is doable, though.
Was somewhat ironic when i got smuggler for my holocron, me being a male human and my best friend being a male wookiee.
How bout relating this with faction...
High Jabba Faction... Tatooine Terms less likely to show you
Low Nym Faction... Lok More Likely to show you
Etc Etc? Also making sure that smugglers either have more power to fight BHers OR giving them more Skillpoint room to become fighters (That idea GreenMarine was talking about any basic skill set...)
The side kick would be our body guard as well a possibly being our mule for contraband and faction points? They should actually be a tough cookie ( no not wookie...lol) Not sure how strong they should be. With bounty hunters coming after us though we do want to be able to come out alive. We don't want to just be able to say sic'em and not have to worry about the BH either.
Istin wrote:
8) Sidekick
.....umm.... Not sure, again. I don't know how this could effectively be placed in with much content. Maybe have it like a smuggler pet, like a faction pet. But those npcs are pretty useless atm. My imperial medic has a tedency to heal me when I have full HAM bars, but won't heal when I ask or am about to die. FAR too much room for bugs to slip in here.
Hope the colors made this a bit easier to read =/
Slicing... this is where I make my lively-hood, nearly every credit I've got on me I made from slicing, so you can see why this is easily what I'm most concerned about. Please, tell me youplanto keep slicing random, not relying on looking for the best resources to make our tools or skill tapes. It's bad enough to see people advertising 99% tools now at overwhelming prices when it doesn't even matter, I hate to see how bad it would be if they actually produce better results.
Underworld and Spices I'm interested to see what you have planned too, but they're not really anything I'm "worried" about. Dirty Fighting, doesn't really bother me either, but what you've said about making it not pistol-dependant is a little strange... I'd hate to see a Rifleman spamming Last Ditch.
The casino and sidekicks seem interesting, I can't wait to hear what else you have planned for them.
Until the revamp, I'm sure I speak for everyone when I ask, can we at least get some notes in the boxes, specifically about our scan evasion (we do get that... right?) and slicing bonus at Master?Contraband as defined now is great. Sliced equipment and spices are and should remain illegal items. However, I think "dummy" items should be given by missions. These items are of no use to the player other than to deliever via smuggling, and should be considered contraband by default.
Scans should happen just like they do now, but I think it should also expand into space. Lager imperial ships should be able to scan any and all passing-by ships for illegal cargo. Smugglers can ethier "stash" the cargo or jettison it, at the expense of the mission giving NPC, of course. This could lead to some interesting predicaments, including bounties placed on the terminals...
Of course, a smuggler's skills and fast-talking should give a bonus to surface scans.. but in space it should be up to the players to purposely avoid and "sneak" past imperial ships for safe passage.
Here's where the meat of the profession comes into play. This will be the primary source of smuggling XP, as well as a healthy flow of cash if done right. If not done right, however, there can be dire consequences (after all, who wants a crime lord after them for blood?). Missions can range from "deliever cargo to destination" (contraband, of course) to "'aquire' documents/information from specific person". These missions should either be a mix of space (you can't transport cargo on standard shuttles...) or just ground-based. I don't know how feasible it is, but spawning simple "bunkers" from which to "aquire" goods from would be neat, and add a bit of flavor to the missions as well.
The delievery missions should break into two types. Retrieval missions were the NPC sends you to retrieve and return to the NPC unscathed, and package missions where the NPC gives you an item to deliever to another NPC.
The retrieval missions should futher break into "NPC to NPC" and "player to NPC". An example of the latter, a crime boss wants a"modified" scatter pistol.The smuggler must then seek out a player or vendor, aquire a scatter pistol, then slice it and return it safely to the boss. The "NPC to NPC" could also involved the above mentioned "aquisation" of items from a spawned structure. It could even involve interactive dialoge, or offering spice to 'persude' an NPC into giving up the desired item.
As a smuggler completes missions, he will gain respect from various NPCs. The more respect, the more rewarding (and deadly) the missions available to the player. If a player repeatedly fails missions (or fails a high-cost mission), the player can and will have a mark placed on them. A players underworld skills should determine how powerful their bosses can be. Higher skills means access to more powerful bosses.
Personally, aside from seeing a few more spices added to the lineup, this tree looks good. I would at least make experimentation affect the values, as well as some inter-crafter dependancies. Such as the food additives chefs use. Spices could usefood additives as well. Maybe even a new one to lessen the effects of the downers.
Slicing works well as is now, but the effectiveness of the slice should depend on tool quality as well as slicing skill. Also, the ability to choose the type of slice would be a well recieved bonus to either level 4 slicing or the master box. Also the ability to slice vehicles or ships would be nice, if the above proposal is reachable, then I'd much rather see that. Slicing should also play a part in some missions. Such as an aquisation mission, you could slice a door terminal to gain access to a room you couldn't before. Slicing a safe or lockbox to gain access to the mission objective, or in dungeons in caves, you could slice locked boxes to get the goods inside.
Dirty Fighting
A smuggler was never meant to be a front man warrior. Actually, a smuggler would much rather avoid a fight whenever possible. Yet, due to the nature of the beast, danger does follow, and as such, a smuggler should be prepared to end the engagement as quickly, and safely, as possible. Skills should focus on low damage, high control; such as knockdowns, knockouts, and any other means to escape certain death.
You need at least one knockdown, preferable two. Both low or no damage. One ranged and one melee, to give the smuggler a few options.
You also need some temporary "escape" manuevers. Things thatcoulddisable an enemy like warcry, where if they're attacked the effect is broken. You could have an advanced version where thetarget istemporarily knocked out, yet cannot be engaged in combat(similar to the smuggler's feigndeath), which would allow a smuggler to remove a threat from combat until it can be dealt with properly, or even to allow ample time to escape. The current abilities of the smuggler should remain, be fixed up, and rearranged in the skill tree to make room for newer and potentially more powerful abilities.
As a rule, any machine or table would have it's own credit storage, and they all start at zero. The machines, revenue, and jackpots would be all dependant on player credits, with the smuggler recieving a percentage or his choice (from 0% to 50%).
Feel free to add to that, as it's just a rough draft and some ideas I've been tossing in my head. I skimmed over most of the speicific details, as this is simply a design document.
GreenMarine wrote:
Nolan, I'll read the link, but my current design for smuggler quests & changes to the contraband system will give a lot of content for bounty hunters. I'll post info on it soon. Tonight or tomorrow night. I want to pass over my stuff a couple of times first.
Smuggler bounties...and bounties on other professions that use contraband...would be a side effect of the changes to the contraband and specifically for smugglers, slicing & smuggler quest systems.
Message Edited by GreenMarine on 06-14-2004 02:16 PM
Just when I was ready to post a reply to JustG's post in the BH forum crucifing the guy for saying, "hopefully" you'll have your Jedi tracking bug fixed by P9 you come in and rescue the whole dev team. If I had a fertile womb and was a woman I would have your babies.... errr... well maybe not.... weeelllll... hmmmm. Let us never speak of this again.