Smuggler Archive
Thread: Ok, problems and solutions. No time to waste!
- 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.
- Increase the amount of different things they can slice.
____________________________________________________________________________________________________
I disagree with this. I don't think someone that just goes up the slicing tree should have near the business opportunities a Master Smuggler does. They shouldn't even be close. I'd like to see the results go down for slicing 4. You shoulda seen this argument the other day between a Slicer and a Master Smuggler. It should be definitive that a Master is WAY better at slicing.
Smuggler_Caylin wrote:
I idea behind the window is sounds as a solution.
The implementation is trickier.
Much as I hate to admit it, it is the best solution clunky as the ID screens are.
Reading the "A Chuckle For the Smuggler" thread I can see the need. Players are reluctant to hand over their prized weapons. There are stories of posers claiming they'll slice a weapon only to steal them and there are stories of players upset because they thought they were cheated out of 'Good Stuff' in a container opened by a smuggler ( we know better but some do not ). CSRs have better things to do then educating noobs because they still have to look over the report before they send out a copy of the FAQ.
Better documation may help but hell, I never read the manual when I was a noob because I was eager to get into the game.
A interface like the ID screen could be made to also keep a running total just buy allowing the smuggler to specify some simple pre determined pricing rules.
- Xcr * the precent of the slice
- No charge applied to the sliceif under X%
- A flat rate per slice.
- A base rate per transaction
Thusasumggler could, for example:
- charge a flat rate of 1000cr plus 100cr per % slice with slices under 20% free
- charge a flat rate of 3000cr with slices under 20% free
- charge a fee based off the % of the slice
- charge a fee based on a an amount already agreed upon
- or any combination of the4 you can think of
The customer would be able to see the % slice in the attrib(s) modified and or the items contaied in a container.
The customer and the smuggler would also be able to see the tally ofthe smuggler'sservices during the transaction.
The interfacewould also be the smugglers 'workbench' allowing the smuggler to select what attrib to modify.
Naturally, you can still slice stuff in you own inventory so if you don't like the new interface, do it the same way you've always have.
jbezorg wrote:
Smuggler_Caylin wrote:
I idea behind the window is sounds as a solution.
The implementation is trickier.
Much as I hate to admit it, it is the best solution clunky as the ID screens are.
Here comes the pitfall. Let me run you through this possible scenario:
Noob loads in at noob town and goes out and buys himself a CDEF rifle and some bone armor with the last of his credits bringing him down to 0.
Noob hears smuggler selling slices and decides to get his weapons and armor sliced.
Well... you can see where this heading...
So the weapon and armorare nowsliced and the smuggler's customer refuses to pay. What now?
-
Is the data for that weapon/armor stored in such a way that it can be unsliced? Now that brings up the question 'If I can un-slice a weapon for a customer that does not pay, why can't I unslice the weapon I just got a bad slice on?" -
If I can't unslice a weapon, am I just screwed or am I gonna sit here all day following this guy around with the slice interface open hopeing that he doesn't get the idea to log out?
Limit the number of sliced items per transaction to one? No way. If it comes to that then you've just compounded the problem not solved it.
Render the weapons unusable? Very smuggler like but I can see the /reports comming from a mile away.
Tonteth wrote:
Spice shouldn't go to chef or BE. They should be given to smugglers by NPC, and we run them to other known NPC spice vendors.
Goes against the entire philosophy of the game were the Players make all the consumables.
Ryutek wrote: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
I think the potential viciousness of that loop depends a lot on how many modifiers smugglers are looking for. If the bulk of our pistol mods were to accuracy (just hitting things seems to be the biggest problem for "pure" smugglers), with maybe a little bit of speed and/or defense distributed throughout, it'd be foolish to take smuggler purely for the combat ability. Also, it's always made sense to me that combat mods could be split between Dirty Fighting and Underworld--dealing with all those criminals would go a long way to improving your speed/dodge/etc. ability. So long as we don't get greedy, I really don't think it'd be too hard to come up with some mods that'd feel worth all the skill points we spend.