Smuggler Archive

Thread: Ok, problems and solutions. No time to waste!

Trioth
Tue Jul 13, 2004 12:21 pm
#66






Morph1ne wrote:






Underworld:






  • Language Comprehension isn’t really needed when every player knows all the languages save lekku in minutes upon entering the game.

    • Solutions:

      • Have language comprehensions over the racial specifics require skill points. Allow players to surrender them as appropriate.

      • Improve further on communicating with local species, as shown with Jawas.

      • Allow Smugglers and Protocol droids to act as translators.

How about make it so that only smugglers can teach languages? maybe make languages cost pplApprentiship points to learn??


we could even trade/sellapprentiship points like we do with faction points?


Or what about the ability to rename things?


I know its a long shot but how about introducing character renaming as a smuggler underworld ability, sort of like how Image Designers can adjust players ham bars. of course there would be limits and guildlines to follow.








  • The title ‘Fence’ causes problems with fencer andis pretty dull.

    • Solutions:

      • Swindler?

      • Profiteer?

Backyard Chemist






fixed it









  • Fixer isn’t that great of a title.

    • Solutions:

      • Change to Scoundrel?






I wouldn't mind seeing Blockade Runner there myself.... it'd make sense when we finally get to smuggle





Trioth Dalmoran-Imperial Colonel- 3 time master Smuggler..."I just can't seem to be able to go straight"
RylanStorm
Tue Jul 13, 2004 12:56 pm
#67





Novice Smuggler:




  • There is a lack of locked containers that the Novice Smugglercan get in order to progress and gain the initial experience in Slicing.

    • Solutions:

      • Inclusion of smuggler missions, aspects of it allowing novice smugglers to slice open containers provided through the mission.
      • Allow mag-seal containers to be sliced in dungeons.
      • Increase container drop rate.




Underworld:






  • Language Comprehension isn’t really needed when every player knows all the languages save lekku in minutes upon entering the game.


    • Solutions:


      • Have language comprehensions over the racial specifics require skill points. Allow players to surrender them as appropriate.
      • Will never be allowed by the player base. Suggest that players learn regional dialects. 1 point to learn, Zabrak and Basic, Twilek. 1 Point to learn Rodian , Wookie and Trandoshan etc.
      • Improve further on communicating with local species, as shown with Jawas.
      • Allow Smugglers and Protocol droids to act as translators.








  • Sell Out has too little return for such an expensive investment to purchase it to make it worthwhile.

    • Solutions:

      • Increase the amount of money given per faction point to be near even with the rate we buy it.

      • Allow smugglers to buy and sell ALL factions shown in the character panel.







  • The majority of Underworldabilities are GCW centered, and thus not useful for neutrals.

    • Solutions:

      • Our abilities should be useable in more than just the GCW, have them affect our interactions with other factions as well. Such as buying Hutt faction, or other organizations. GCW faction is obviously more valuable at this time, so maybe a sliding price scale depending on the faction.







  • Buying faction and using Sell outis an overly tedious process.

    • Solutions:

      • Make the amounts of faction you buy or sell at a fixed rate per faction point at player defined quantities.







  • The cap at buying faction is too low.

    • Solutions:

      • Increase the 500fp cap on Smugglers that buy factionto at least 1000.







  • Sell Out requires a player to resign from their faction in order to make use of the skill.

    • Solutions:

      • Allow smugglers totalk to and sell faction to opposing factionrecruiters.

      • Allow smugglers to buy and sell factions without being a member of any faction.







  • The Jawa mini-trash game, while it is making use of language skills, has little return and little use for smugglers.

    • Solutions:

      • Increase the credit reward by a large amount. An item we could sell for two million on the player market should not be considered equal to two thousand credits from the jawas.
      • Allow us to buy rare items from the jawas.
      • Allow us to trade items for other items.

      • Jawa's are known for fixing things. Allow smugglers the ability to have items repaired cheaply at the Jawas







  • Fixer isn’t that great of a title.

    • Solutions:

      • Change to Scoundrel? I like it.







  • Little documentation of some skills or proof of their existence.

    • Solutions:

      • Actually put some descriptions of abilities, such as our contraband hiding skill in our skill boxes.





Slicing:








  • The player base is dependent on slicing for weapons and armor at little to no risk.

    • Solutions:

      • Have the possession of contraband invoke harsh penalties. With no one immune and smuggler possessing the greatest ability to get through undetected.







  • Limited use in dungeons (Mag-seal containers for example).

    • Solutions:

      • More smuggler uses in dungeons such as disabling traps, automatic turrets and more.
      • Allow smugglers to slice open doors for their group members, not just themselves.

      • Create dungeons where smugglers need to slice into the computer system to disable turrets, bomb trapsand automatic intrusion systems as in KOTOR. Allow non smugglers other less subtle but more dangerous ways of stopping these countermeasures.







  • The number of sliceable items is very limited at the moment.

    • Solutions:

      • Vehicles
      • Ships
      • Travel Terminals
      • Droids

      • Bazaar to reduce fees.

      • Harvesters to increase the amount harvested per hour at a cost of increased power and potential to damage the harvester.

      • House managment terminals to reduce maintenance.

      • Vendors to reduce map listing fees ( only works on mechanical terminals therefore cutting down on all the malls with a bazillion NPCs







  • Slicing into non-mechanical objects doesn’t make sense in the current cut x wire system.

    • Solutions:

      • Move slicing away from the wire cutting interface. Make it more involving.
      • Make the slicinginterface moreuser friendly.

      • Remove the ability to slice non-mechanical objects such as swords and knives.







  • Players giving items to a smuggler to slice is wide open to griefing by dishonest smugglers.


    • Solutions:


      • Introduce a trade window similarly used by Image Designers. We are paid after a slice for the customer, without their equipment at risk ofbeing stolen.






  • The wide use of Molecular Clamps without a skill requirement makes FAN’s useless.

    • Solutions:

      • Add certifications for FAN's and Molecular clamps at certain points in the Smuggler skill tree.

      • Make FANs guarantee slice, allow clamps to give the slicer a 10% chance of also picking the slice.







  • Limited market for non-master smugglers in regards to slicing for the player base.

    • Solutions:

      • Increase the amount of different things they can slice.
      • Allow for smugglers to have items or abilities that once earned will assist them in competing.
      • Make the process an application of player skill itself, where the smuggler has an actual hand on how good the slice turns out.







  • There are very few types of slices in this system that has many different statistics on items.

    • Solutions:

      • Let slicing effect more than just just two things. Perhaps accuracy modifiers or HAM costs on weapons as well.







  • Current level of randomness doesn’t make sense for smugglers who are very experienced slicers.

    • Solutions:

      • Master smugglers can range anywhere from 11% to 35% on effectiveness slices to armor. 15% to 35% on weapons. It's a shame that a master smuggler will keep getting low teen slices. Make the low-end slice, higher or at least more dependable.







  • Near inability to slice into data terminals that the Expanded Universe uses for slicing (equated to hacking in our world) save on the corvette.

    • Solutions:

      • This goes into giving us more things to slice.







  • Choosing to slice composite armor and getting the color palette window as well gets annoying.

    • Solutions:

      • Put the color palette and slicing on different tabs, instead of tossing both on the same one.

      • Remove the ability to let players change the colour of composite armour and make it a smuggler skill.







  • Too much myth as to the range possible with slices.

    • Solutions:

      • Give us official word and documentation in game regarding the range on slices, so players can no longer be lied to regarding it. This causes alot of problems in informing our customers or even fellow smugglers.

      • Dont place percentages in. Merely add flavour such as "The Master Smuggler has honed his skills to perfection allowing for far better increased results when slicing.







  • Precision Laser knife crates are not using their charges correctly when pulled from crates.

    • Solutions:

      • Either prevent laser knives from being autopulled when slicing, or fix it so we get 10 charges per knife instead of one.







  • Sliced Mission terminals do not hold their bonus when they are 'refreshed' all bonuses apply to the first page only.

    • Solutions:

      • When missions are refreshed, have them retain their bonuses.

        • Consider having the bonuses apply to all members of the smugglers group if possible.

      • Have smugglers slice mission terminals adding a new tab next to destroy, deliver etc. Add a "Criminal" mission tab which automatically has increased payouts.





Dirty Fighting:






  • No unarmed moves even though one of our prerequisites is Unarmed 4.

    • Solutions:

      • Add unarmed moves to our skill tree

      • Remove Unarmed 4 from the list of pre-requisites.

      • Allow all Dirty Fighting moves to be performed with any weapon.







  • Standing up from Feign Death in PVE will make the MOB come after the smuggler from several hundred meters away.

    • Solutions:

      • Find a way to reduce the memory of monsters we feign death against.
      • Have feign death give a chance to successfully clear the aggro list.

      • Add a counter. If a smuggler remains feigned for a certain period he is removed from the agro list providing the mobs originally engaged are more then 128 meters away.







  • Using Feign Death in PVP is openly inviting “Black Rot” (999 battle fatigue, 1/1 HAM on all stats from wounds, and 0 condition armor) and massive griefing.

    • Solutions:

      • Make smugglers with suitable skill appear as a corpse in PVP.
      • Don't allow players to target theplayer who has successfuly feigned death.







  • Panic Shot is worthless to any smuggler with decent pistol mods since the pistol will fire again, breaking the delay, immediately after Panic Shot is landed. This second tier elite profession skill was “balanced” to coincide with a Novice box starting profession skill.

    • Solutions:

      • Restore Panic Shot to it's formerfunctionality.
        Or
      • Change the effect on Panic Shot to something more useful. Such as a cone intimidate.







  • No modifiers to help a smuggler land his specials. A smuggler without Pistoleer can kill himself on the accuracy, delay, and HAM cost of his own specials before he can hit his target.

    • Solutions:

      • Add modifiers to smuggler weapons.







  • No weapon for smugglers to call their own.

    • Solutions:

      • Give smugglers 'special' weapon certifications
      • Give smugglers the ability to make a 'special' slice, above and beyond normal slices, to their personal weapons. Rendering the item untradeable.







  • Certain attacks are able to draw a smuggler out of feign death.

    • Solutions:

      • Posture Up attacks should not be able to take a smuggler out of feign death. Don't let it.




Spice:






  • Spice is crafted instead of smuggled.

    • Solutions:

      • Have spices introduced through NPC criminal factions, where smugglers could assist in refining (experimentation) but do not actually create the spice.
      • Smugglers move spice, they should not be considered dealers or crafters of it. That is not what smuggling is.







  • The spice tree is extremely limiting as to what can be placed in it.

    • Solutions:

      • Having the tree titled 'Spice' leaves for littleexpansionas the profession and the game grows. Consider changing it to'Profiteer' or something equally suitable that allow for smugglers to feel that they are able to do more than just spice.

        • This opens up a chance at new abilities.







  • Only two spices are in any real demand, as the effects of most spices are not even close to comparing to the power of chef or doctor buffs.

    • Solutions:

      • A complete and total revamp of spices and their uses.
      • Add special effects
      • New downers, instead of puking all the time.







  • The title ‘Fence’ causes problems with fencer andis pretty dull.

    • Solutions:

      • Swindler?
      • Profiteer?







  • Spice experimentation is in every box of this tree, but does nothing.

    • Solutions:

      • Make experimentation do something on spices.





Master Smuggler:






  • Only two skill trees get bonuses at mastery.

    • Solutions:

      • Add new spices at master smuggler.
      • Add new dirty fighting tricks to master.
      • Increase the capabilities of Feign Death.

        • Make them appear as a corpse in PVP?
        • Clear aggro list?
        • Higher skill modifier.







  • Little documentation, the slicing bonus isn’t even mentioned.

    • Solutions:

      • Document the slicing increase.
      • Document the faction reduction.






Add skills such as "Fade Away"- A new smuggler ability which reduces his agro range to unfriendly mobs and removes the smuggler from the Radar temporarily. ( Good for PvE and PvP )




__________________________________________



Rylan Storm - Pistoleer

Master Smuggler

Rogue's Hideaway - Naboo - Sylvex


Eclipse Rocket Launcher and Proton Grenade Sale

__________________________________________


WesBelden
Tue Jul 13, 2004 1:08 pm
#68

Looks great Caylin


I had thought the laser knife issue had been fixed though? If not I've been wasting an aweful lot of charges without noticing



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
RylanStorm
Tue Jul 13, 2004 1:10 pm
#69


Dirty fighting isn't dirty enough right now. And it is limited to pistols. That could be fixed by allowing us to choose 1 ranged weapon tree in marksman but I would suggest keeping the unarmed tree and give us some specials like these.


I don't follow the logic in this. Why allow us to choose our ranged specialisation but then limit us to unarmed.


For anyone who isn't a TKM the unarmed line and the dirty fighting techniques based on that will never be of use because the damage you do at Unarmed 4 is far lower then the damage you do at Pistols 4.


My fear is that they will keep the unarmed pre-requisite, add unarmed moves, balance that by not adding ranged moves, and 75% of us who don't brawl on a day to day basis get looked over.


If they were to add mods to the dirty fighting line then it might be useful, but I don't see that happening for fear of overpowering, pistoleers, TKAs and dare I say it, the BH. Fairly sure it's possible to get Master Pistoleer, BH Pistols 4, and Dirty Fighting....scary.




Anyway...cheers Caylin for your work.




__________________________________________



Rylan Storm - Pistoleer

Master Smuggler

Rogue's Hideaway - Naboo - Sylvex


Eclipse Rocket Launcher and Proton Grenade Sale

__________________________________________


yimaz
Tue Jul 13, 2004 1:27 pm
#70

Didn't GM mention somthing about making dirty fighting usible by all weapon types (I think he said that). Would that not be the best way to go? In other words Low Blow for example could be used unarmed or with a pistol.



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Smuggler_Caylin
Tue Jul 13, 2004 1:44 pm
#71

Only two spices are in any real demand, as the effects of most spices are not even close to comparing to the power of chef or doctor buffs.

  • Solutions:

    • A complete and total revamp of spices and their uses.
    • Add special effects
    • New downers, instead of puking all the time.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Qojan
Tue Jul 13, 2004 2:20 pm
#72






Qojan wrote:



Unarmed fighting. - #1 No



Why No?



What is your reasoning behind this?




Main Qojan-Master Carbiner, Master CH, Master Cynic, Explorer, Sabacc player, Glowing Fool and Reluctent Pilot, Retired Smuggler
"Hokey religions and ancient weapons are no match for a good blaster at your side."
Alt Bohica-Master Artisan/Master Talior Glowie Clothing and Spice vendor 759 -5519 just steps from the shuttleport in Athens Smuggler vendor in Woofie's Warez and Watering Hole Athens, Corellia. 661 -5246
We Want to SMUGGLE!!
Qojan
Tue Jul 13, 2004 2:22 pm
#73



Qojan wrote:


Qojan wrote:

Unarmed fighting. - #1 No


Why No?


What is your reasoning behind this?







Bahh. the question is on removing the unarmed pre-req



Main Qojan-Master Carbiner, Master CH, Master Cynic, Explorer, Sabacc player, Glowing Fool and Reluctent Pilot, Retired Smuggler
"Hokey religions and ancient weapons are no match for a good blaster at your side."
Alt Bohica-Master Artisan/Master Talior Glowie Clothing and Spice vendor 759 -5519 just steps from the shuttleport in Athens Smuggler vendor in Woofie's Warez and Watering Hole Athens, Corellia. 661 -5246
We Want to SMUGGLE!!
JTGAlpha
Tue Jul 13, 2004 2:24 pm
#74

There ya go. Good man.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

Ryutek
Tue Jul 13, 2004 2:42 pm
#75

Well, definitely no use to give my opinion now that you have had to turn it in (I guess that is what I get for taking a vacation, lol) but the final version looks good to me.


The only thing I fear in what is mentioned would be the addition of modifiers in the Dirty Fighting Tree. That could end up being very overbalanced, and yet if a profession is remotely combat based (and half of our skillset is) then there should be modifiers.


Dunno, but that one is definitely a vicious loop



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
jbezorg
Tue Jul 13, 2004 2:50 pm
#76






Smuggler_Caylin wrote:





I need to know, what am I missing? I can't have a long drawn out debate about this, it's due tomorrow (little warning) so anything that looks out of place, or I forgot to mention, please say so now.


I'd have loved to have more time to go over this with yall, but we were given less than 24 hours and I needed to get it done to a point, then debated.






Smuggler Problems

July 12, 2004





Spice:






  • Spice is crafted instead of smuggled.

    • Solutions:

      • Have spices introduced through NPC criminal factions, where smugglers could assist in refining (experimentation) but do not actually create the spice.
      • Smugglers move spice, they should not be considered dealers or crafters of it. That is not what smuggling is.

Message Edited by Smuggler_Caylin on 07-13-2004 11:24 AM




"Have spices introduced through NPC criminal factions" goes against the original concept of the game where the players make everything.


Make spice a derivative of food created by Chefs or Smugglerseither by Chefs makeing spice or smugglersrefineing spice from food. e.g Brandy can be refined to Muon.


Only the Smuggler can transport spice or sell it.





"There's one, frag her ass" - What the Storm Trooper who spotted Leia should have said
/panicshot - "You have succefully delayed the smuggler revamp 10 seconds"

PhoenixOrion
Tue Jul 13, 2004 3:37 pm
#77

Trade Window for slicing = BAD IDEA.


I can see many exploits happening with that. Timers especially hurting it.



Phoenix Orion - Master Smuggler, Master Teras-Kasi, Scoundrel, Rogue & Entrepreneur
Owner, Operator
- Orion Transport Company (
-3579,4347), outside Theed, Naboo - Clamps, Knives, AUK's, WUk's & Spice!
Slicing:
5000cr/Item Faction Point Sales: 15k/100fp (1 day notice by email necessary!)
(Known Rebel Terrorists and people who contact Zarrn Orion for Smuggler Services are automatically Blacklisted.)


Smuggler_Caylin
Tue Jul 13, 2004 3:54 pm
#78

I idea behind the window is sounds as a solution.


The implementation is trickier.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

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