Smuggler Archive

Thread: Combat Upgrade: Spices

egbertvanloenen
Thu Dec 16, 2004 6:59 am
#79

err.. read the topic title: it's for the CU...


some vewy good ideas in this topic. now, i do not hve such exceptional ideas for spices myself(am trying to think of something now ) but i guess it's all been said in this topic...


am waiting anxiously for at least the basic of information on smuggler from the devs. i've become a smuggler in the thought of it being a profession with a high fun-level. yet it only is cos i am roleplaying it. if i didn't do that, it'll be alot more boring. it would be great if SOE would increase the fun-factor of smuggler, by indeed inserting something like smuggler-missions.



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Rebel Colonel Rasti Rostelli (Euro-Farstar)
Master Smuggler
Master Commando
Bounty Hunter 0201
SpinningCloud
Thu Dec 16, 2004 8:48 am
#80

And how about abdominal bloating and loud farting that generates expanding green clouds?


Careful or our oh-so-responsive devs are going to give us a revamp that consists of colorful spice downers and we still won't smuggle a damn thing.




Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

WesBelden
Thu Dec 16, 2004 9:52 am
#81




Dwiggz wrote:
Any ETA ?

Sad to say, but i think we won't see any of this in the NEXT year.





Afraid not. All I can tell you is in SOETyrant's update about the development team expanding, he's said there'll be information about the CU released in January.



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Dwiggz
Thu Dec 16, 2004 7:12 pm
#82



WesBelden wrote:

Dwiggz wrote:Any ETA ?Sad to say, but i think we won't see any of this in the NEXT year.
Afraid not. All I can tell you is in SOETyrant's update about the development team expanding, he's said there'll be information about the CU released in January.




saw it, good news

I think it's one of the best news in a while.




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.

maloso
Tue Dec 28, 2004 12:17 pm
#83






WesBelden wrote:

Spice has been seen as inferior to all other buff types for a considerable amount of time and could be argued to have been somewhat neglected. This will change come the CU, as all buff types, spices included, will receive a balance pass!


While I realise you want to know all about this, there simply are no details yet. Anything that is decided in detail will be subject to and likely will change once we start testing and the process of fine tuning and balancing things gets under way. However, rest assured Spices are being balanced along with everything else.







So let me get this right. You came up here to post that you know we have been screwed over all this time but you don't know anything about it either. I also like how you say ARGUED like it isn't obvious lol.


This whole post told us nothing..... we know they suck, and we also know the dev's aren't planning to fix them. Like normal no need to post about it.




Maloso Las Vegas - Killer of Ka'hik, Destroyer of -UG-
Hated by most, Loved by YOUR MOM!
starcrusher04
Thu Jan 06, 2005 1:38 am
#84






testify4 wrote:

I welcome any change that makes it worthpowering up my food factories again! After the Chef revamp, my stockroom was bursting with crates of spice. I had to throw many parties to use it all up.







I tried that but I got raided by Imperials. Now I'm a prioner on Dathomir.



I crack myself up.



---sig below---
these are my toons:
tadashi, scalp

Malcolm_CaKre
Thu Jan 06, 2005 11:28 am
#85

Wes,


In case you get the ear of the dev team, while they're balancing spices...


Can we please make spices NON craftable? Make smugglers go somewhere and buy a crate of it off of a random NPC in a random NPC city. Have the /spiceHookUp command generate a waypoint for us, and we travel to the waypoint and meet the guy. Maybe the purchase gives us a short TEF? Maybe lower level spices will always be available within a few hundred meters, if we're in town. Maybe the higher level ones will always require extraplanetary travel. Maybe the next-to-best stuff will always be out in the wilds of a nasty planet. Maybe the very best (glitterstim?) will only be available on a Kessel Run, when we finally get our profession revamp(see the other truly outstanding post suggesting it).


Adding in just the non craftable aspect, and making us travel around to get crates of spice, would be a tremendous step for immersing Smugglers.





mal

WesBelden
Thu Jan 06, 2005 6:17 pm
#86






Malcolm_CaKre wrote:

Wes,


In case you get the ear of the dev team, while they're balancing spices...


Can we please make spices NON craftable? Make smugglers go somewhere and buy a crate of it off of a random NPC in a random NPC city. Have the /spiceHookUp command generate a waypoint for us, and we travel to the waypoint and meet the guy. Maybe the purchase gives us a short TEF? Maybe lower level spices will always be available within a few hundred meters, if we're in town. Maybe the higher level ones will always require extraplanetary travel. Maybe the next-to-best stuff will always be out in the wilds of a nasty planet. Maybe the very best (glitterstim?) will only be available on a Kessel Run, when we finally get our profession revamp(see the other truly outstanding post suggesting it).


Adding in just the non craftable aspect, and making us travel around to get crates of spice, would be a tremendous step for immersing Smugglers.





mal







I'll ask, but I'm sure this is out of the scope of the CU. However, this is certainly something that'll be suggested for our revamp.



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Scoooter
Sat Jan 08, 2005 2:01 am
#87



WesBelden wrote:


Malcolm_CaKre wrote:
Wes,
In case you get the ear of the dev team, while they're balancing spices...
Can we please make spices NON craftable? Make smugglers go somewhere and buy a crate of it off of a random NPC in a random NPC city. Have the /spiceHookUp command generate a waypoint for us, and we travel to the waypoint and meet the guy. Maybe the purchase gives us a short TEF? Maybe lower level spices will always be available within a few hundred meters, if we're in town. Maybe the higher level ones will always require extraplanetary travel. Maybe the next-to-best stuff will always be out in the wilds of a nasty planet. Maybe the very best (glitterstim?) will only be available on a Kessel Run, when we finally get our profession revamp (see the other truly outstanding post suggesting it).
Adding in just the non craftable aspect, and making us travel around to get crates of spice, would be a tremendous step for immersing Smugglers.
mal



I'll ask, but I'm sure this is out of the scope of the CU. However, this is certainly something that'll be suggested for our revamp.





This would be awesome or at least a little content to get the schematic to make a crate or two



Scoooter - Master Pilot/Master Politician
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Pale-Toraus
Sat Jan 08, 2005 8:21 am
#88






Malcolm_CaKre wrote:

Wes,


In case you get the ear of the dev team, while they're balancing spices...


Can we please make spices NON craftable? Make smugglers go somewhere and buy a crate of it off of a random NPC in a random NPC city. Have the /spiceHookUp command generate a waypoint for us, and we travel to the waypoint and meet the guy. Maybe the purchase gives us a short TEF? Maybe lower level spices will always be available within a few hundred meters, if we're in town. Maybe the higher level ones will always require extraplanetary travel. Maybe the next-to-best stuff will always be out in the wilds of a nasty planet. Maybe the very best (glitterstim?) will only be available on a Kessel Run, when we finally get our profession revamp(see the other truly outstanding post suggesting it).


Adding in just the non craftable aspect, and making us travel around to get crates of spice, would be a tremendous step for immersing Smugglers.





mal







Just qouting to show my support for this. Great idea Mal! I would love to see this!
Malcolm_CaKre
Mon Jan 10, 2005 10:13 am
#89






WesBelden wrote:





Malcolm_CaKre wrote:

Wes,


In case you get the ear of the dev team, while they're balancing spices...


Can we please make spices NON craftable? Make smugglers go somewhere and buy a crate of it off of a random NPC in a random NPC city. Have the /spiceHookUp command generate a waypoint for us, and we travel to the waypoint and meet the guy. Maybe the purchase gives us a short TEF? Maybe lower level spices will always be available within a few hundred meters, if we're in town. Maybe the higher level ones will always require extraplanetary travel. Maybe the next-to-best stuff will always be out in the wilds of a nasty planet. Maybe the very best (glitterstim?) will only be available on a Kessel Run, when we finally get our profession revamp(see the other truly outstanding post suggesting it).


Adding in just the non craftable aspect, and making us travel around to get crates of spice, would be a tremendous step for immersing Smugglers.





mal







I'll ask, but I'm sure this is out of the scope of the CU. However, this is certainly something that'll be suggested for our revamp.







Thank you, sir!


Maybe if we suggest it now, and again later, it will wind up on two sticky-notes, and we'll have twice the shot at getting it done?


I was actually thinking that if they're going to revamp spices for CU purposes, that the crafting methods (materials, experimentation, and so on) would be part of the overall spice revamp. So I suggested the /spiceHookUp idea as an alternative, on the assumption that both effect and construction/acquisitionwere on the table. But you've got a good point -- the dev team has a lot on their hands right now.



Mal


Mokum
Wed Jan 19, 2005 4:04 pm
#90

HURRAY !!!


most definitely a positive suggestion. We need real junkies to make spices work... we need chain-smokers and cocktail drug mixers.



Mokkum Maffunga
Master Smuggler, et. al.
Naritus
Verhalnez
Tue Jan 25, 2005 10:39 pm
#91

I have not made a single spice in over a year! It is a branch of my chosen profession that I hope to be able to use someday, so I am looking forward to the CU!





Don't Ask me silly questions I wont play silly games
I am just a simple choo-choo train I will always be the same
I only want to race along beneath the bright blue sky
and be a happy choo-choo train until the day I die

May the Force be with you!
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