Smuggler Archive

Thread: Smuggler Profession Summary for the Devs.

Iniaes
Wed Jun 09, 2004 4:50 am
#79


Wasn't it said that they wanted to give us moves that would get us in and out of impossible situations? I think that would make our group role the lure, or in the case of NPCs the guy that pulls the mobs back to the group. Get in, shake up the bee's nest, get out and back to where the ambush is waiting.

Message Edited by Iniaes on 06-09-2004 07:51 AM

SBRD0C
Wed Jun 09, 2004 5:39 am
#80






Iniaes wrote:


Wasn't it said that they wanted to give us moves that would get us in and out of impossible situations? I think that would make our group role the lure, or in the case of NPCs the guy that pulls the mobs back to the group. Get in, shake up the bee's nest, get out and back to where the ambush is waiting.

Message Edited by Iniaes on 06-09-2004 07:51 AM






"Its over commander, the rebels are routed and fleeing into the woods. We need reinforcements to continue the pursuit."


Obviously that job is for dead imperial officers, still it was Han's Idea..




Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP

Karamak
Wed Jun 09, 2004 1:15 pm
#81

I have an idea for the replacement of Underworld tree or an agumentation to the slicing tree. The tree would be called Jerry Built (most people might rec the more common term jury rigged)


The bacis concept came to me when i remembered C3-PO's line about Han's ship haveing an unusual dialect. Basically instead of selling all this junk we find to the Jawas for mere pennies (how many of us master smugglers are so broke we have to travel out into the middle of Tat to sell a pile of jumk for 180 credits?) we would be able to take this junk and modify our own equipment. It would have two stackable skills, experimentation and maintenance. With this skill we would be able to modify our own equipment beyond what it can normally do. the effect on some things might be permenant like your ship (subject ot breakage or course) and others would be temporary, e.g. you found some really high yield radio for a spice (lets assume spices stay for this example) and you want to extract the stuff really fast, hmm what happens if i take three broken hyperdrive controls and a regulator and modify this extractor, maybe i can take a 13 BER heavy and have it opperate at 19 BER until a change inresources or it runs dry.


Add to this different schematics so at novice you are able to modify your blaster, box 1 a speeder and maybe personal harvestors, box 2 better mods to your weapons and maybe something else, box 3 med harvestors, and factories, box 4 heavy harvstors and another mod to weapons. Master, star ships.


This will be for smugglers only, mainly because no one else would be able to understand how you made the thing work. So if you transfer to another player the augmented equipment the augmentations will go away.


This isn't the whole picture, but it's not our job to hammer out all the issues, that is the Devs job, and since they have not begun to program and this affects only our own characters then it should be doable.


Karamak


Vampirerobot
Wed Jun 09, 2004 1:24 pm
#82

I like where you're going with that Iniaes.


In a group, Smugglers should have abilities to confuse and disable opponents. While they can hold their own in a straight up firefight, their real utility to the group lies in their ability to delay large groups with Panic Shot, get an enemy off an allies (or their) heels with a Low Blow, reduce the effectiveness of enemy combat ability with stuns using Last Ditch, and to engage enemies in combat to distract them and Feign Death at the last moment, giving their allies more time to act and still surviving.


Building on and augmenting this niche is a good way to go with Smugglers. But I'd like to see more state effects like an area(?) blind attack, or add Intimidate onto Last Ditch for instance in addition to the stun effect.



Kelsin Redgrave
Master Smuggler, Master Gunfighter
Starsider
JediArashi
Fri Jun 11, 2004 12:34 am
#83

Actually this is a pretty good direction. I was thinking about the group role thing the past couple of days since Caylin asked us to finish the sumamry up in his absence. What ithought of was very similar, but not complete by any means.


I see Smugglers in a group role as the transporter, and idea guy. A combination of these led me to think that we should be able to bail out a group in combat. Much like our FD bails us out solo, i think we should be able t obail out our group in a combat. Exactly how we do that, I'm not entirely sire.


My initial thought was some sort of ability that would allow us to instantly /peace our whole group and delay aggro within a certain meter radius around us. This seems very powerful, but the only wayI could htink right now to allow a group to be able to end combat and retreat. Maybe it only work on non-incapped players, I dunno.


If you think about it though, Han or Lando were almost always the ones that came up with an escape plan. Granted they didn't always work, but neither should our skill. Some sort of group escape skill is what I would like to see.




Short of that unique role, I see us as the 2nd best in both ranged combat and unarmed (depending on where they go with our combat abilities in the revamp). We should not be great in combat, but be able to provide decent support with a few niche skills liek LB, LD, PS. maybe to expound on this we maybe get a few more skills that are a variation of skilsl already existing in Pistoleer and TKA. Such as LB is a ranged version of a TK KD.


I do like the idea of being the "puller" and that could also be worked into everything.


Any thoughts?


-Arashi

Bloodfin



Arashi - The one and only "Agent Zero"

Proud member of the greatest community around....Smuggler for life!
Smuggler_Caylin
Wed Jun 30, 2004 5:11 pm
#84

Ugh, forgot about this. We are overdue here folks.



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

Bol-Dog41
Tue Jul 13, 2004 7:29 am
#85

wow that post was harsh man, all I have to say to the smuggler community is, "Stop the annoying complaning," and have good faith that when they do finish the Smuggler revamp it will be worth it man. I too was really pizzed off when they pushed back the smuggler revamp, I even told one of the devs to his face and Fan Fest,"let me tell you I don't think he lilked my reply when he told everyone is was all him who held the smuggler revamp back," buthe also said that the reason that they are holding the smuggler revamp back is because they are trying to conenside it with the JTL! He also said that they,"they meaning all the devs," want the smuggler to be a suggnificant proffesion in JTL, so I know that the reason the smuggler revamp was held back was to make it better. I know how you guys feel cause have been working on smuggler since launch and now that I have master smuggler I will never drop it cause I love the proffesion so much, but the smuggler revamp is a decidinig factor determining weather I keep playing or not. So guys keep your pants on and just have a little faith.



Leviticus

Guild leader HTE Bloodfin


Master Smuggler, Master ?, Pistoleer 0-0-3-0


This is an Imperial hunting ground, MOVE ALONG!
DarkonSlayer
Sat Jul 17, 2004 1:38 am
#86

  • Title Granted

    • Fixer - There has to be a better title that smugglers can have over this.

  • Do you even know what a fixer is? To some degree the skills in this category justify the title fixer. We deal in information wich is what a fixer does, the only thing is that most of the perks is this faction could fall under the title fence. like the buying of faction items at are discount and reselling them!


  • Title Granted

    • Fence - Causes confusion with the profession Fencer. There has to be a better title out there for smugglers.

  • Same question, do you know what a fence is? The only problem with this title is that we don't do anything a fence would do we don't buy and sell stole items. A fence has nothing to do with Fencers! But you are right the title doesn't fit the job this skill tree does. Maybe something like: Spice Dealer or Spice master. being that we make and sell spices.



    LINA INVERSE
    Smuggler/Politician/Pilot
    LINA' INVERSE
    Commando/Pilot
    FLURRY SERVER

    nerfherder321
    Sat Jul 17, 2004 1:52 am
    #87

    i want to throw people onto trees! just like solo did...




    Cheat Fetto
    KloudRunner
    Sat Jul 17, 2004 7:07 am
    #88

    seems all we smugglers do is submit idea after idea, proposal after proposal and in the end we hear jack from the devs. If we do hear anything it may as well be a whisper to us. "oh your updates coming" "trust us we're working on it" . Anyone that has played Anarchy Online will be familier with what happend to the Agent class. It took them months and months to finaly get around to doing it despite assuring the Agent community that it was "on its way". By the time came for the update many Agents had started a new character under a new class, or sadly, left the game entirely. I do NOT want that to happen in galaxies, the Smuggler profession should have been done right from the start and now again, in a different game entirely, itis the players that are suffering. Who cares if jedi get a brand new cloak or a few extra bits and bobs. I want my profession fixed, and i am going to take a very active role in making sure that happens. now point me to the cheese dip




    Kloudrunner


    Smuggler

    Scoundral

    Pirate


    "The only rules that really matter are these: what a man can do and what a man can't do"
    Smuggler_Caylin
    Sat Jul 17, 2004 1:15 pm
    #89






    DarkonSlayer wrote:

  • Title Granted

    • Fixer - There has to be a better title that smugglers can have over this.

  • Do you even know what a fixer is? To some degree the skills in this category justify the title fixer. We deal in information wich is what a fixer does, the only thing is that most of the perks is this faction could fall under the title fence. like the buying of faction items at are discount and reselling them!


  • Title Granted

    • Fence - Causes confusion with the profession Fencer. There has to be a better title out there for smugglers.

  • Same question, do you know what a fence is? The only problem with this title is that we don't do anything a fence would do we don't buy and sell stole items. A fence has nothing to do with Fencers! But you are right the title doesn't fit the job this skill tree does. Maybe something like: Spice Dealer or Spice master. being that we make and sell spices.





    I'm quite familiar with the definitions. Yet while they are fitting in their own way, it doesn't keep other titles from seeming more appealing to many smugglers. Titles such as Scoundrel or Profiteer ring so much better to many ears, when compared to Fixer and Fence.




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

    yimaz
    Sat Jul 17, 2004 1:20 pm
    #90

    Not to sound bitter but I've put to much time into this already, why not just give them one of the 30,000 other threads Caylin and others have worked so hard on in the past.



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

    JTGAlpha
    Mon Jul 19, 2004 3:47 pm
    #91

    Yimaz...agreed whole heartedly...


    And to expound further on what Caylin was saying about the titles, yes we are all quite familiar with what these titles mean. We've discussed it several times before. We know it has nothing to do with Fencers, but there are far too many people who do NOT realize that and demand we train them in Fencing (see "Chuckle for the Smuggler" for further detail). And we don't fence any stolen goods. There ARE no stolen goods. Fixer is a moderately appropriate title (by selling you faction points I can "fix" your standing with the rebellion or the Empire) but that's about all, so the connection isn't whole. Scoundrel is a PERFECT title for us (in fact there was some talk of changing the title of the profession to "Scoundrel" but that would suck, however I wouldn't mind TRADING this profession for a real smuggler profession and calling this Scoundrel, but that's besides the point).



    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

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