Smuggler Archive

Thread: Smuggler State of the profession

MacCumhal
Mon Nov 03, 2003 10:28 pm
#66

Ideas for the master smuggler box


+10 pistol accuracy while moving


+ (spice) deathsticks ! +650to all stats .. requires a lot of different components to make.


+ new attack skill (another 10 second delay or knockdown with higher success rate and less HAM than low blow)


2) an advancement to slicing that allows a master to pick the slice. I do not agree with the idea of some kind of new clamp or knife. Implementing that would allow non master smugglers to obtain a schematic and do the same. Well this should only be for masters !




Aquilus_Ferox
Tue Nov 04, 2003 10:08 am
#67

Read the state of the profession, and I agree with a lot of what was written. I would really like to see us get a MUCH larger cap on the amount of FP we can buy. We also deserve something like the DL44a mentioned, but I think it needs to be on the same level as the launcher and scatter pistols. I'd personally like to see some kind of stealth skill for us. So we can hide from persuers. Just thought it'd be fun Just my thoughts




Aquilus Ferox

Owner of the Superior Galactic Mall (3604, -5100 Pompeii, Lok)

Riftsace
Tue Nov 04, 2003 10:47 am
#68

Greetings fellow smugglers,


I rairly post here becuase i'm not sure that it ever gets read. But, as i've been a smuggler for a long time now, i am hoping that the DEVs will see this post as it is where they have asked for it.



Sun got it 110% on the money, listen to the man! I'm a very popular smuggler on Sunrunner and have been for quite some time. Let us choose at master what we can slice for, let experimentation on spice do something, let the underworld tree mean something to nutral chars (i'm imp and pvp a ton, but it could use content), give us Smuggler terms, you did it for BH, Artisan, and Entertainers, do it for us! Give us our own weapon.... generally fix this profession!



my 2c




************************************************
Colonel Howe Bano - ICE
Guild Leader - Sith - Black Epsilon Ace
Visit Origo de Emenance on Rori
************************************************

Ivellos
Tue Nov 04, 2003 2:35 pm
#69

I did think the Slice Experimentation was a cool idea


also the, master getting a choice but there is the chance that it'll be the other


there needs to be more in Master...


well, so far this thread seems to be saying what Smugglers need.




---------------------------------------------------------------------------------
I wanted to be a DE and then I visited the forums

Ivellios Galanodel - Chimaera - Weaponsmith 1/4
Engineer 4000 Marksman 0201
Enialas Nehilo - Radiant - Master Dabbler
Artisan 3004 Marksman 0403 Brawler 3000 Medic 1010 Scout 2010 Entertainer 0011
JimmyRay
Tue Nov 04, 2003 2:56 pm
#70

Thanks SanTsu for the list! Tha pretty much summs up most concerns about Smuggler that I've seen on the boards & in-game. One idea I've had about the issue of Smuggler missions--or lack of--is instead of terminals perhaps we get a different menu when talking to various NPC's in the cantinas. Somewhat like when we get the Underworld benefits and talk to a facitonal recruiter. These NPC's could be setup similar to the Spynet Ops that BH's have to track down to get their missions, and would also double as 'contacts' for the various factions (non-Imp or non-Reb) in the given area. That way we could actually use the description in the Underworld tree that actually says various factions, rather than the 2 that we can buy/sell from now. Personally, I love the idea of Smuggler missions, but the idea of terminalsthat essentially advertise in huge neon signs "get your contraband goods, and mafioso faction pts here!" to bea little out of character with actual smuggling. And we do need to use our unarmed in the DF tree. Maybe give us Vibroknucklers? I had some early on before they were moved to Novice TKA, and have been missing them ever since.


--JimmyRay Warrant Officer 1 Rebel Alliance, Mstr Smuggler, Mstr CH, Nov Pistoleer, Nov Medic, and OUTTA FREAKIN POINTS! on Bria.




To Do List:
[ X ] Master Smuggler profession
[ X ] Buy JTL so I can have a personal spaceship to Smuggle goods
[ ] Wait until Smuggler Revamp to be able to actually Smuggle well, ANYTHING.
Well, SOE? I've done MY part.
JimmyRay Ledbetter. Mstr Smuggler/Mstr Pistoleer, Rebel Colonel.
ordy
Tue Nov 04, 2003 5:19 pm
#71

Just wanted to give a round of applause to SanTsu. You do a great job man! Keep it up



- The Dark Alliance -
"all hail the empire!"

- carpe'diem - human - imperial - master smuggler - ahazi -
"I came. I saw. I conqured."


Thunderheart
Tue Nov 04, 2003 5:58 pm
#72

Thanks very much for such a thorough job!


Since Brawling is better than it was, Im almost there...see you soon




Kurt "Thunderheart" Stangl
Community Relations Manager
DrevenStrobe
Tue Nov 04, 2003 6:09 pm
#73






Thunderheart wrote:

Thanks very much for such a thorough job!


Since Brawling is better than it was, Im almost there...see you soon







I'm sorry...but does this mean we may have a Smuggler with a RED name pretty soon?


I think I'm gonna faint...




Dreven Strobe (Colonel) Tristyn Strobe
TKM / Master Pistoleer / Master Smuggler / Master Merchant
Imp FP Broker: 130c/FP Starsider Imp FP Broker: 130c/FP
Smuggler 'til the end...and then some.
"Everything I tell you is a lie. The truth is always bigger than the words we use to describe it."
ArchmagiCaT
Tue Nov 04, 2003 6:45 pm
#74






SanTsu wrote:

Hi my brothers and sisters of the smuggler community.


This is the state of the profession thread that I have been asked to put together for Thunderheart and the developers. Below I will list the state of the profession as I see it and think most of you see it. Please feel free to let me know if im base or not. Dont feel shy in sharing your feelings.


Smuggler


1. Underworld tree: This is are weakest skill tree, there is almost nothing in this tree thats worth the amount of pistol experience it takes to get.


c. Purchasing faction: Ok this seems to be getting more use now that /delegatefaction has been put into the game. A Smuggler who wants to can sell faction points to other players making decent money. Again this is only for Smugglers that are faction based neutral smugglers get nothing from this skill.


Underworld conclusions: This skill tree does almost nothing for nuetral smugglers and for faction based smugglers there are only really 2 skill that are of any use. So over all its more of a exp hole then it is a good skill set.


3. Spice experimentation: This one is a little harder to gauge many players want experimentation to make the market more competitive while others like that resource quality doesnt mean anything thus making it easier to make and sell without having to spend alot of time looking for hi quality resources.


Master Smuggler: We have the least amount of improvement of any profession when we reach master level.


2. Slicing bonus: This is nice as well but it should be in the master smuggler write up so that more players realize that its true. Also many smugglers feel like a master smuggler should have the ability to choose what attribute is sliced I.E. damage or speed. I do believe that most masters could live with it being harder to slice if one chooses. So say one wanted to choose to slice damage then they could pick damage but it would only be a percent chance that it would succeed and if it faied the other attribute would slice instead or the over all percentage of the slice would decrease.





Just to comment, I like underworld 2 and 4. I WISH 4 did not have a 500 FP cap so I could actually sell FP to people. Please, if you change the skills, only add. Also Underworld 4 pushes out the ability to ask the Recruiter to go covert. You must die.


As for Spices, we have spice experimentation points and nothing to use them on. Why?


An idea for Slice, just put the slice mods in, like you do for almost every other mod in the game. +10 at novice, +20 at Slice 1 however you want, just so people see there is a improvement. I don't think taking away our 100% slice if we can pick will benefit anyone either. At least with random, something will improve.




---------------
Wizard CaT- Sunrunner (Master Smuggler) (Master Medic) (Master Pistoleer) (Master Merchant) (Master Scout) (Master Marksman) (Master Entertainer) (Master Image Designer) (Master Artisan) (Master Brawler) (Master Rifleman) (Teras Kasi Master) (Master Doctor) (Master Combat Medic) (Master Fencer) (Master Swordsman) (Master Bio-Engineer) (Master Commando)
Trystan1969
Tue Nov 04, 2003 6:53 pm
#75






ArchmagiCaT wrote:


As for Spices, we have spice experimentation points and nothing to use them on. Why?


An idea for Slice, just put the slice mods in, like you do for almost every other mod in the game. +10 at novice, +20 at Slice 1 however you want, just so people see there is a improvement. I don't think taking away our 100% slice if we can pick will benefit anyone either. At least with random, something will improve.







Currently the only thing spice experimentation can be used on is flow analyzer nodes. Doubt they have any effect on clamps, and unsure if experimentation has any effect on the FANs, though I noticed if I used a higher quality FAN, it gave me more accurate results.


Now, the thing with flow analyzers is that they use spice experimentation points but give general crafting experience when made.

Merchillon
Tue Nov 04, 2003 7:22 pm
#76

I agree with SanTsu. I'd like to see more added to Master, and I'd like to see us given the ability to choose what we slice. I'd like to be able to expirement with spice to reduce downers. I'd like to see some reason/justification for our unarmed skills by actually giving us some smuggler skills for melee. I'd like to see a weapons cert for smuggler since we are a hybrid combat class. And I think Underworld needs to be changed because I'd like to also point out that non-human Imperial players get no benefit from it whatsoever. (the discounts we get are wholly swallowed up in the fact that everything costs double) - so it's not just useless to non PVP/factioned smugglers, it's also useless to non-human imperial smugglers. Also Feign death in pvp is useless - everyone griefs you, they verbally abuse you for it, and worse of all, not only can they continue to attack and wound you, this also does damage to any armor you are wearing. It's better to be a corpse.



Ssthissz Ozuss


Corbantis - Imperial - ICE


Master Smuggler/Expert Weaponsmith

slackerdude12345
Tue Nov 04, 2003 8:45 pm
#77




Arstarr Deathbringer
VoD
Kav
Tue Nov 04, 2003 10:47 pm
#78






Thunderheart wrote:

....


Since Brawling is better than it was, Im almost there...see you soon





*faints wow a dev in the smuggler forum, that's twice now.


I am confused though, whats that quote up there mean? guess i am dense tonight, tired...





Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
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