Smuggler Archive

Thread: Revamp Discussion: Overview

Xeranx
Mon Jun 14, 2004 7:04 pm
#66

Look at that. Under the two-week period. GM you have proved that my trust was rightly placed.


I'll come back with my ideas though I entirely love the idea of possibly having a PC sidekick. Have a good friend you work with and bring them into the fold. Beautiful.





Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
TygerBlueEyes
Mon Jun 14, 2004 7:14 pm
#67

Great!


I have been thinking about some underworld skills. GreenMarine what your thought about a information hack skill? For hacking into terms, there are bunch all over thats eye candy now, and NPC droid to try collect information that could be soild to NPC information brokers? There can be multi levels to this with a high chance the information collected is worthless. It could also work like BH informant, where the smuggler would have to search around for the infor broker to sell the data too. How's that for a 'simple' design idea?





[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
TygerBlueEyes
Mon Jun 14, 2004 7:16 pm
#68


Double post. sorry.

Message Edited by TygerBlueEyes on 06-14-2004 07:17 PM



[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
sweatyclimber
Mon Jun 14, 2004 7:38 pm
#69






TygerBlueEyes wrote:

Great!


I have been thinking about some underworld skills. GreenMarine what your thought about a information hack skill? For hacking into terms, there are bunch all over thats eye candy now, and NPC droid to try collect information that could be soild to NPC information brokers? There can be multi levels to this with a high chance the information collected is worthless. It could also work like BH informant, where the smuggler would have to search around for the infor broker to sell the data too. How's that for a 'simple' design idea?









i agree that information brokering should be in the game. Thats what i was implying with my post about adding other profs in your revamp in terms of how you and they are affected here is an idea from about september....


***quote from music thread***


Make entertainer/ musician/ dancer missions (first scale by ability) be more quest like... In the quest fractions such as those to jaba would play a role... In the end you would be questing for knowlage that you can pass around the cantina. For instance, one of the things they are looking at for sumglers is the ability to actually smuggle.... well what if while that weary smugler was dusting off in the cantina, the lovely dancer or band leader lets them know not to use the starport they were going to because the imperial pressence is too strong, and if they went to X they have a better chance to succeed. Or for a BH we knew about one of there marks with slightly more acuracy then the spy net ops from what we had learned... Or for artisans that X vien of resources has just been found near X,y,Z. If this was done, then they would have a reason to come talk to the entertainers and if it required atk play, then afk'rs would be less prevelent. This also fits into the role that entertainres played in the sw universe. Cantina's while filled with vial scum and wreched villany, were spots that you could find "under the table help" it is true in all of lucas's games thus far. So my thought is don't just "fix" gig missions, do so in a method that adds content AND RP value to all of us. This would go great strides to fixingthe profession I belive as people would see the need for us, the cantina's would be more full and more full of atk players (so they could "distribute" their info). I also belive however, that if you are going to do this, that whispering should be targeted ie: "/whisper newjedi ok so i found that your target was last on rori, natarius" make the words fuzzy to everyone else so if it was about a resource vien, you wouldn't say it once and inform the whole server... I also free that specific loot given to us to give out or to tell where it is would be a good addition. Anything that would help customers pat themselves on the back for comming... after all that is one of the things people do when drunk


******


so there it is a lil more fleshed outi agree it could have a role with hacking for smugglers and prolly other prof's as well information as a commodity could be GREAT content to add to the game and your revamp would be the perfect place to implement it, i was just saying that it should be a little more broad then just smugglers




Cheers,

famousFATWOOKIE
Master musician, Master entertainer of Mos Oasis
-I support ATK people and playstyles.
Find FFWB Here!A SWG History
Duckfat
Mon Jun 14, 2004 7:46 pm
#70






Ragnaat wrote:





Bryan1138 wrote:

2. I have always considered the pistol to be iconic of smugglers. What was Han Solo's weapon, Lando Calrissian's weapon, Talon Karrd's weapon? etc. Many smugglers in SW use small pistols partially for the "old west" feel of a gunfighter, but mostly because they can be easily concealed.



Chewie didn't have no pistol.... PWNED! =)






Thats what Im talking about. I am a wookiee and could care less what all those human smugglers used as their primary weapon. I want to use a bowcaster like Chewie but I cant use lowblow or panicshot with it so I end up just using a pistol.


The new question that comes up though that I have asked but no one ever responded to is does this mean that smugglers will get weapon certs so we dont have to rely on having to become another weapon profession like pistoleer just to use those weapons with dirty fighting?




Duckfat - The Duck of Death

Rebel Colonel - I don't really lead, others just like to follow
Wookiee Businessman - Killing is my business, and business is good
Master Pistoleer/Smuggler/TKA - Just in case some dumb imp patrol wants to scan my shiznit.
Duckpond Vendors - Silver City, Naboo (-1963 -3564)
StarladySWG
Mon Jun 14, 2004 7:51 pm
#71


I became a smugler to do slicing. To say I dislike PvP is putting it mildly. When designing the Smuggler revamp, please be sure that no character is ever forced into unconsentual PvP.


Pleasedo not give any charcter a TEF for handing sliced items or spice to another person. This forces unconsentual PvP on Neutral characters, who may not enjoy PvP.


If you have a system of Bounty Hunters vs. Smugglers, please make sure this is consentual. For example, if Bounty hunters can only attack Smugglers who take Smuggler missions, thenSmugglers who don't like PvP can avoid this by never taking Smuggler missions.


I'm sure if you put your mind to it, you can figure out ways to keep PvP consentual.


Thanks.




Benevolent_Dictator
Mon Jun 14, 2004 8:03 pm
#72





I became a smugler to do slicing. To say I dislike PvP is putting it mildly. When designing the Smuggler revamp, please be sure that no character is ever forced into unconsentual PvP.


Pleasedo not give any charcter a TEF for handing sliced items or spice to another person. This forces unconsentual PvP on Neutral characters, who may not enjoy PvP.


If you have a system of Bounty Hunters vs. Smugglers, please make sure this is consentual. For example, if Bounty hunters can only attack Smugglers who take Smuggler missions, thenSmugglers who don't like PvP can avoid this by never taking Smuggler missions.


I'm sure if you put your mind to it, you can figure out ways to keep PvP consentual.


Thanks.




But if you don't take "smuggler" missions, how could you even call yourself a "smuggler"?




Shaven - Master Bounty Hunter


Ray - Jedi


Fear my Mullet.......errrrr.... Mohawk



Aramathin
Mon Jun 14, 2004 8:09 pm
#73






GreenMarine wrote:



I have several areas defined in my design document. They are:


  1. Contraband Rules

  2. Smuggling Missions

  3. Underworld Skills

  4. Spice Crafting

  5. Slicing

  6. Dirty Fighting

  7. Player Casinos

  8. Option: Sidekick






1. There needs to be morecontraband, and more of a penalty for carrying it if you get caught. Perhaps loss of Rebel AND Imperial faction (getting caught doesn't make you look good to anyone, only stupid...) or loss of credits or an imposed tax on future income for a period of time or until a certain amount has been paid. Contraband should not be openly available on the bazaar, where anyone can see not only the contraband, but the owner of that contraband.


2. This has been needed since the begiinning. Since illegal activities cannot be posted openly, they should reside in the background on the other terminals. The only way to view them sould be through slicing the terminal. Make the difficulty and payout dependent on the same generator that governs weapons and armor slicing.


3. The smuggler should be able to work on any faction for which they know a language (actual differences in the languages would help, but after a year, it will be dificult to reverse that - unless it is proposed as a "New Feature" that enhances game play. Languages should be number nine in the list above.


4. Smugglers should not craft spices - they should move it. Spice crafting should be the province of healers and doctors who decide to supplement ther income wth a little action on the side. Once they make it though, only a smuggler should have a reasonable chance to get it past customs that should be present at all spaceports and anywhere else the Empire feels spce traffic is in progress. Make sure spice is worth the effort of using t, and the downer at the end, but also make it so players have to hire a smuggler to get where they want to go - this may also help foster more smugglers in groups, as he becomes the holder during the group travels.


5. Give masters a choice! At least give a dual smuggler/smith a better slice result since they know the armor better - maybe 1% per point of experimentation (for a max of +14 under the new system wth SEAs and FS skills). Give crafters the option of renovating equipment back to new condition using an upgrade kit or modest material usage - thus removing all slice effects.


6. This is mostly good - but there should either be some unarmed skills in there or the unarmed requirement should be removed. I personally prefer the latter(if we have to have pistols and another line, I think engineering would be more appropriate since half of the smuggler lines require crafting skills).


7. I dont know enhough about this to comment, other than it could be a fun business to run - especiall iif it were not legal and could be raided (maybe requre permits from the Empire?)


8. Again, not enougfh knowledge of the plans for this to make any decent comment.


9. Languages - put them back in, make the % ratings work based on time spent listeninig to the language. If doing this with player languages is not feasible due to backlash, make some NPCs speak a non-player language, which requires either time to learn or the smuggler language skill in the underworld tree to understand it enough to complete the quest.


Smuggler in fact or at heart since the trainer went live in Beta...







Aramathin
12 point Master Armorsmith (and Weaponsmith/Artisan/Politician by NGE)
Ace Freelance pilot
--------------------------------------
On Tatooine at 5100, 5125 in Mos Drakon, 1.5 km from the Krayt graveyard
Ahazi's longest running armorsmith - Making R.I.S./BH and other armors.
Katryna - Elder jedi, Rebel Colonel
Stevyn - Spy, true faction unknown
Akkori
Mon Jun 14, 2004 8:44 pm
#74


In regards to the Combat skills part, I would like to see a similar structure as the jedi skill choices. You have a limited pool of points you can spend in the Combat Skills Sphere. In that Sphere you have a choice of several combat types *and* a "flavor" of the style of combat you want to use with that weapon. Right now we have essentially 8 boxes in Novice-level Combat skills (Unarmed and Pistols) and 8 boxes in Smuggler based off Pistol XP. Thats 16 boxes total, and 86 total skill points tied up in those including the Novice Brawler and Marksman Boxes. So I'll base my idea on using the same number of SP under the new system.


The problem is... what Novice profession would lead to Smuggler? Right now we sink 30 points into this with Brawler and Marksman. It would seem like you'd want to keep this expenditure intact, otherwise we might be able to dabble more than you'd like. Truthfully, I wouldn't mind seeing Novice Politician a Prerequisite of Smuggler. Smugglers are most often well-versed in "people types" and can be good at interaction with them (Fast Talking, etc...). A Politician, by nature, is someone who like to "watch" people. THis sort of thing keeps Smugglers alive. For the second, I would be in favor of requiring the Ranged Support tree in Marksman. Face it, a Smuggler who is ignorant of ranged weapons is asking for trouble. A commitment to that tree in Marksman would demonstrate the Smugglers need to have at least a familiarity with ranged weapons.


Here is a breakdown:


Combat Sphere (2 main "trunks" - Weapon and Style)

Weapon of Choice: (4 boxes each, 7 lines, 14 SP per tree, 2-3-4-5)
Pistol, Rifle, Carbine, Unarmed, 1H Sword, 2H Weapons, Polearms


Style of Combat: (4 boxes each, 3 lines, 18 SP per tree 6-5-4-3)
Offensive, Defensive, Evasive

The Weapon trees do not grant any special abilites, only certifications in weapons, and Speed, Accuracy, and Offensive/Defensive modifiers.
The Style Boxes grant the Special Attacks. They would be generic enough as to apply to any type of weapon. Bleeds, knockdowns, status effects, delays, etc...


The Smuggler should not neccesarily be more potent that an Elite combat professional in combat. I have always viewed Smugglers as a sort of "gray-area" Bard. Proficient at many things, but excels in very few.


In terms of Skill Points used, as it stands now, a Smuggler uses 121.

In the proposed system:


Nov Politician, and Ranged Support IV=44. 44 plus the Spices and Slicing tree = 72 points....49 points left to put into Combat boxes.



Must purchase at *least* 14 points in the Style Branch. Each line is worth 14 points, so they could take just one tree (004) or they could dabble (going over 14 a little with 222 at 15 points, 303 at 16 points). They can max out on Style at 244 with 33 skill points...


Must purchase at *least* 16 points worth of weapon boxes. They can max out weapons at 5521000 with 35 points.


These are examples of Templates - Style then Weapon
Maxxed Style, broad weapon knowledge - 244, 0011122
Semi Maxxed Style, emphasis on few weapon specialties - 044, 0000124
Maxxed Weapon, emphasis on weapon specialties - 004, 0001244
Maxxed Weapon, emphasis on multiple weapon choices - 004, 2222222
Mixed Bag - 222, 0111234


Whee! That was fun!


Basically, this sort of system lets the Smuggler pick a nice variety of weapons, and gives us lots of variations within our Profession. This is something you guys have touted about the new jedi system...the ability to take jedi in a slightly different direction than the guy next to you.

Message Edited by Akkori on 06-15-200401:02 AM

Message Edited by Akkori on 06-15-2004 01:02 AM



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Nerj
Mon Jun 14, 2004 9:05 pm
#75






GreenMarine wrote:


First, let's set overall goals for the profession revamp:


  1. The first goal of the revamp is make all of smuggler fun.

  2. The second goal of the revamp is to make smuggler more thematic.

I have several areas defined in my design document. They are:



  1. Contraband Rules

  2. Smuggling Missions

  3. Underworld Skills

  4. Spice Crafting

  5. Slicing

  6. Dirty Fighting

  7. Player Casinos

  8. Option: Sidekick




1) Rank has it's privileges, a high ranking officer SHOULD avoid searches (after all he did PAY for the protection).


2) High Risk, High Reward -- similar to corvette missions with rebel, imperial, and neutral types. However, those that take faction based missions should get better rewards for participating in the GCW.


3) Similar to Spy-Ops used by Bounty Hunters. In addition, should have chance to have a heads up if a Bounty Hunter is looking for you. In addition, the ability to BUY and sell to various item Junk Dealers at better prices,due to our persuasive skills.


4) Not use by the stomach, quick short term boosts (EX. decrease BF value for a short time with the down side of doubling the BF incurred during the use -- again a RISK/REWARD system High RISK/ HIGH Reward)


5) Fix current non-sliceable terms ( mission term on DANT Imperial Post for example). Travel term slicing block a mark from being able to leave a planet for a Bounty Hunter (Travel Systems are alerted to your presence). Slice BH terms to remove name -- up side name removed, downside you just doubled the number of missions on you. Vehicle slicing, Droid slicing --(hidden Data/storage/weapon Dmg/speed of attack/etc.areas). Good slices should NOT be able to be seen by scans bad ones may make your work known by the empire, and rivals .


6) Used to get away from Bounty Hunter, First Shot, Low Blow, Feign Death (PvP version -- looks like ready to be DBed, however chance that you shoot first and incapp BH for 60Secs. while you get away, atttacking BH ends timer)


7) Master Smuggler Perk, however he must use his own money , people may get loans at high rate deducted weekly from their accounts non-payment penalties will apply


8) A Jump to Lightspeed perk ONLY!



Involvement in GCW should allow us to get oppositon forces material to be used by our faction; rebels acquire Imperial armor, AT-STs, modified Imperial engines, etc. and Imperials acquires Dead-Eye formula and/or schematics, armor for covert opperations behind enemy lines, High efficent fuel, shipsetc. You get the idea

Message Edited by Nerj on 06-15-2004 12:07 AM



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Dwiggz
Mon Jun 14, 2004 9:05 pm
#76

Wow, this is great. Something tells me that this profession is gonna be real fun in the future !


I think it's a great idea to have smuggling missions. But these mission will be based on what ? Smuggling stuff ?


I think i'veread somewhere on this board that it would be nice to actually have to go somewhere and fight for the spice instead of crafting it. These types of mission would, of course, be only accessible to smugglers. I really liked this idea and it think it would not be too hard ton implement. This could be an interesting type of mission.


The spice tree (or underworld !)could give us access to different sectors of the universe to get our supplies of spices.




Currently playing : Under NDA
MMO's are drugs.
Waiting for the next SW MMO (i know it's comming)
I have a feeling... a big announcement is comming... at the end of the month...
Hologrind KILLED SWG. Gimme Classic Server with no Jedi. Thanks.

P__Day
Mon Jun 14, 2004 9:41 pm
#77



I have several areas defined in my design document. They are:


Contraband Rules


Smuggling Missions


Underworld Skills


Spice Crafting


Slicing


Dirty Fighting


Player Casinos


Option: Sidekick



1. Contraband


- Add the majority of "enhanced" items to the contraband list, sliced weapons, spice, BE food and krayt or otherwise enhanced weapons to the list under hte excuse : This item does not follow imperial specs


- Harsher punishments for carrying contraband , rebel turned overt, imp loss of faction points/rank depending on standing, after all if your a high ranking officer you should know better. Neutral fines.


- No loop holes the stormtroopers are the emperors personal forces and answer only to him, possible "discounts" for high ranking overt imps, a covert will get the choice of being turned overt and get the discount or remain covert and take the full hit


- Increase contraband scan's not jsut limit them to certain city's but also more in the wilderness


- Increase the ham and skill of the scan teams so they are not easily whopped by a buffed player


- Put planet specific resources on a customs list, so for example tat fiberplast is taxedwhen moved.


- Do not allow illegal items to be sold on normal vendor's add a special contraband vendor at underworld 1 with enhancements as you progress


2. Smuggling missions


- The contraband system aslined out above will "force" players to use smuggler'sfor transporting mainly large amounts of resources and contraband from planet to planet, to avoid taxes.


- Involve factions in the missions so that you could get a mission from Jabba, lady valarian, and other crime lord's, but if you fail you could end up on the BH terminals .


- Make Npc's like the BH spec ops that give the missions.


- a form of visability system like the one for jedi, so if a smuggler "fights" his way out of a scan he gains infamy.


3. Underworld skills


- New skills like /bribe and /fasttalk


- The oppertunity to get rare items from "unusual" black market connections, generates huge visability


- Faction purchase cap increase to aid in faction sales


- Smuggling mods bonus to /bribe /fasttalk scan evation and such skills


- Bonus to /droid evasion a smuggler can delay BH droids


4. Spice


- New spices similar to what was done for chefs make spices have larger mods than food's but a downer to balance them


- Add mods to spice like +dodge + counter and such maybe bonus to crafting and so on


- Make spice experimentation useble or remove it, i prefer making it count


- Make spice mineble with a sliced harvester in a "raw" form like coke from the plant need to be "remade" only smuggler should be able to transport large amounts


- Maybe a little more "originality" when it comes to the ingredients not just metal, nuke ,flora and so on


- all boxes in the spice tree needs to be valid, not just 2,5 spices in the entire tree with only the 4th box being used like now.


5. slicing


- More items to slice, harvesters to be able to mine spice, vehicles forbetter duration, higer resists, travel terminals for instant travel, ship in JTL.


-No pick a slice since every AS and WS would be a M.smuggler as well, and every Smuggler would be an Armorsmith or weaponsmith and all armor and all weapons would be sold pre-sliced and you wouldover saturate the market, every AS or WS ive spoken to has said that if pick a slice is put in they will take up smuggler.


- Perhaps makethe quality of knives and clampscount,


- Narrow the "gap" at master, but type stillrandom.


- One guys said Crafters should get a bonus since they should know hte armor or weapons better, no not really you didnt put in the anti tampering device so why should you know better how to remove it? in RL you can know every single thing about windows systems but nothing about linux, or repair a Ford in your sleep but couldnt fix a honda if your life depended on it. Also no Sea's maybe FS bonus total at +2 points


- Add experimentation, but with a fail the bottom cap is flexible so if the bottom is 20 at master with one fail you could get an 11% slice.


- No slicing enhancing food or spice just to have that said , when it comes to slicing all smugglers on hte same level should be pretty equal, not like in the "real" crafting profs where you have 12 point smiths and with the FS system 14 point smiths and everything depends on Sea's. Smuggling is a shady back alley type thing, and i cant picture a smugglerneeding a million things to do his job slicing is a Macgyver type thing do it with what you have.


- Do not add something to "remove" the slice, and if you do add something like it, make it expensive to use. it should not be a simple "repair" tool


6. Dirty fighting


- a smuggler should try to avoid combat, but there has to be some offensive moves as well, after all if we end up on the BHterminals we need to be able to hold our own.


- more "dirty" feeling moves like low blow


- Un nerf panic shot and FD


- add a new skill mod called something like generic speed and accuracy withsmall mods at the bottom but more atbox 4 of df and underworld and a big one at master to stop dabblers to get big speed and acc mods from smuggler. make these work with all weapons


- Make feign a valid PvP skill not jsut and invite be wound and Bf grifedarmor cond down to 0 and stopthe pulling of smuggler's out of feign with posture up moves


Dohbakka
Mon Jun 14, 2004 10:31 pm
#78


2 credits from someone who begrudgingly dropped Master Smuggler but will definitely return to it....


Spices should not be allowed to be sold on regular Vendors, same thing for sliced weapons, period. I can't go to the grocery store and buy crack out of a machine now can I?Well most likely no . If people require your services...whether they need spice or slice...you get a /tell...settle your business outside of public view...and well if ya don't then I definitely like the idea of a tef where any local security officer or stormtrooper as well as Bounty Hunter can take a shot at ya, regardless of faction or rank. I know I should really expand on these thoughts but I'm at work and its 1 am and my mind isn't at full speed, but I'm gonna try anyway.


The only place I can see where spices can be sold are at a'Player Casino' where a vendor can be set up in a hidden back room, which is only accessible by codeword or passcode set up by the smuggler. But you will also have to be very careful about who you give the code too, for instance to a bounty hunter. If a bounty hunter can gain access to the room then they would get some kind of reward and the smuggler a penalty. I think the BH would definitely get BH XP, the Casino might be raided by security forces and everyone intheplacewould be fined and so on.


But I don't think the 'Player Casino' should be an independant structure. I think it should be an add-on to a player cantina. Say in the basement.I know my guild hangs outin our town cantina more then anywhere else. We need those mind buffs . The entertainer would still be the establishment owner and the smuggler would split profits with the Cantina owner, which I think fits in more with the smuggler perspective of being in the background and not in public view. Hell you could have an office in the basement along side the Casino with a two way mirror you can see through where you do your spicing and slicing along with the option of having a vendor there. Now c'mon that would be pretty cool I think.


So you would have 3 professions interacting...smuggler entertainer and bounty hunter...3 professions that need the boost of content. Hopefully I can come up with more or some of you good folks can expand on my idea.


D'ohbakka

xOx Zinje, Dantooine

Message Edited by Dohbakka on 06-15-2004 01:34 AM



D'ohbakka - Bounty Collector
D'ohbiwan - Tank Extraordinare
Bushid'oh - Retired 400 year old Buffer/Seamstress

D'ohbiwan's Tomb*Talla Gardens, Dantooine @ 3172, -6988


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