Smuggler Archive
Thread: Revamp Discussion: Overview
Nerj wrote:1) Rank has it's privileges, a high ranking officer SHOULD avoid searches (after all he did PAY for the protection).
Everyone seems to equate high rank to certain privileges. There's such a thing as chain of command. If you are outside of the MP's chain of command, it won't really matter what rank you're at. Their job is to enforce the laws on the military post, regardless of who you are.
Now then, if you were the Stormtroopers commanding officer, then yes, you would likely get away with whatever crime you happened to commit. Likely, however, whatever you're doing (selling spice, faction, sliced weapons) is against the Emperor's decree. As such, you are committing treason, and are in no way getting away with whatever indescression you are involved with. Yes, the Empire is supposed to be corrupt. But unless you're giving 90% of your profit to the Emperor, he would likely be a little displeased with whatever side project you're working on.
GreenMarine wrote:
The smuggler revamp is still scheduled for "post space." In the mean time, I've been working on a smuggler revamp design proposal. I wrote a similar document prior to the Chef revamp. The goal is to identify and define a series of key changes to the profession that will enhance the game's fun factor.When I have a draftthat I like, I spend time discussing the ideas with other designers and integrating the suggestions that I like. Once the final document is complete, I get approval to have it scheduled. I break down how long each section will take and create a personal schedule for implementation.
The documents tend to be somewhat more ambitious than the final implementation. There are a couple reasons for that. 1) I might find out that something was easier than expected and I have time to add something extra. 2) I might find out that something isn't technically workable and I need to replace it with something else.
I draw a lot of my design from player feedback. I've read the "Smugglers in SWG History" threads. I've read the "Smuggler Revamp Community Vision" document. I also read other misc threads on the profession (as well as PMs, external discussions of the profession, and so forth). Not all the ideas for the profession are inspired by the community, but community interaction is important.
So with that long introduction, it's time to start discussing some of the details of the revamp. Remember, I cannot give any dates on when the revamp will happen. We are going to be working out details well advance of the implementation date. We should avoid getting too detailed...talking about specific numbers, recipes, or system details isn't necessary at this point. We want to identify and categorize the goals for a revamp.
First, let's set overall goals for the profession revamp:
- The first goal of the revamp is make all of smuggler fun.
- The second goal of the revamp is to make smuggler more thematic.
These are very much the same goals the Chef revamp had. First, we want the profession to be more fun and offer smugglers lots of options and interactivity. Second, we want the profession to feel more like what a smuggler is all about.
The second step is to realize that we do not need a consensus to accept a feature for the revamp. Not all smugglers will agree to everything in the revamp document. Just saying you don't like something isn't sufficient grounds to kill an idea! Explain why you don't like it. Think about and describe how you think the game would change as a feature is implemented. The best thing you can do as a smuggler (or aspiring designer) is to be clear, concise, and creative.
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
Over the next few weeks, we'll discuss each of these areas and try to work out a common plan for smuggler that addresses as many of these areas as possible. I'll create seperate threads for each section and introduce discussions over time. I have a lot of responsibilities in my day to day work, so if I post everything today, I'd be hard pressed to keep up with the discussion.
So keep your eyes open for "Revamp Discussion" posts.
Message Edited by GreenMarine on 06-14-2004 02:02 PM
I would like to say that this is the most promising Dev post I have seen in a long time, and I am proud and moved to see something like this posted. You make us very happy, Green, that someone up there still asks for input formt he community. Keep it up.
Larki wrote:
silversaber wrote:
I agree with an earlier poster, please make PvP optional, not required to play the profession. Something like special missions for Master Smugglersthat are really hard, and state from the outset that if the Smuggler fails, they get a player bounty on thier head and gives a really good payout upon success. All the rest of the missions would stay PvE.
Another thing I would add to your list, is a mechanics skill line added. I have yet to see a Smuggler in the any of the Star Wars movies or stories that didnt fix and maintain thier ships.
Don't agree with you on that... It's supposed to be star wars, you know, danger and stuff? If you do something illegal in game you should be punished, I suppose you could limit this (BH coming for you)to higher paying missions (risk vs reward) and have the safer, lower paying missions have STs come for you.
Disagree all you want, but if the Devs make Smugglers a PvP only profession, then they will alienate a hack of alota players that cannot stand PvP in any form.
Games are made to be enjoyed, not destroyed by some immature idiot that is a wana-be Boba Fett standing over your incapped body, cursing you and saying what he wants to do your mother next.
No.
You guys havemore than adequatePvP implemented in the game with the GCW.
Actually too much, in my opinion.
Enough that it has kept me out of the GCW altogether. I thank you deeply for that SoE. /sarcasm off
silversaber wrote:
Larki wrote:
silversaber wrote:
I agree with an earlier poster, please make PvP optional, not required to play the profession. Something like special missions for Master Smugglersthat are really hard, and state from the outset that if the Smuggler fails, they get a player bounty on thier head and gives a really good payout upon success. All the rest of the missions would stay PvE.
Another thing I would add to your list, is a mechanics skill line added. I have yet to see a Smuggler in the any of the Star Wars movies or stories that didnt fix and maintain thier ships.
Don't agree with you on that... It's supposed to be star wars, you know, danger and stuff? If you do something illegal in game you should be punished, I suppose you could limit this (BH coming for you)to higher paying missions (risk vs reward) and have the safer, lower paying missions have STs come for you.
Disagree all you want, but if the Devs make Smugglers a PvP only profession, then they will alienate a hack of alota players that cannot stand PvP in any form.
Games are made to be enjoyed, not destroyed by some immature idiot that is a wana-be Boba Fett standing over your incapped body, cursing you and saying what he wants to do your mother next.
No.
You guys havemore than adequatePvP implemented in the game with the GCW.
Actually too much, in my opinion.
Enough that it has kept me out of the GCW altogether. I thank you deeply for that SoE. /sarcasm off
Orcajum wrote:
Nerj wrote:
1) Rank has it's privileges, a high ranking officer SHOULD avoid searches (after all he did PAY for the protection).
Everyone seems to equate high rank to certain privileges. There's such a thing as chain of command. If you are outside of the MP's chain of command, it won't really matter what rank you're at. Their job is to enforce the laws on the military post, regardless of who you are.
Now then, if you were the Stormtroopers commanding officer, then yes, you would likely get away with whatever crime you happened to commit. Likely, however, whatever you're doing (selling spice, faction, sliced weapons) is against the Emperor's decree. As such, you are committing treason, and are in no way getting away with whatever indescression you are involved with. Yes, the Empire is supposed to be corrupt. But unless you're giving 90% of your profit to the Emperor, he would likely be a little displeased with whatever side project you're working on.
Not EVERYONE in the Empire agrees with the Emperor. Most are trying to survive in an Empire in turmoil, otherwise there would be NO rebels. The Emperor would be more concerned with breaking the Rebellion and NOT how. Also, the DARK side feeds upon fear and greed; fear of a superior officer and greed to take a bribe. Remember the use of Bounty Hunter to find LUKE and HAN SOLO? Remeber that Darth Vader turned HAN back to BOBA to collect the Bounty from JABA a KNOWN criminal. The Empire uses criminal activity for it own ends, rewards its friends and to punish it's enemies.
Quality of tools used should determine the chance of being detected in a scan. High quality tools result in a lower chance of being detected.
Message Edited by Nerj on 06-15-2004 07:58 AM
GreenMarine wrote:
I'm sure you've already taken this under consideration, but out of curiousity...if you push away from Pistols, will there be a push away from the Pistol Pre-Req?
I'd like to. Right now the pre-req system isn't very flexible. It would be nice if the pre-req was "any basic combat skill set." This is a technical problem I have to research. There are two elements to the problem: the pre-req system code and the pre-req system UI (skill tree interface).
Something for us to discuss when I post a dirty fighting thread.
Again, more details will come, but I'm going to spread it out or I'll be reading thread responsesall day. (Speaking of which, I have to go work on some stuff now. But I'll be back on here this evening.)
Is it possible to just require a 4 in Brawler and a 4 in marksman? (4-0-0-0 or 0-4-0-0 or 0-0-4-0 or 0-0-0-4)
This way the player decides wants, in Marksmanif he wants rifle - pistol - carbine - ranged support and in Brawler if he wants unarmed - fencer - swords - polearms.
All that would be required is one 4 in brawler and one 4 in marksman of the players choice this opens up the option of weapons for the smuggler greatly.
Now the 2 Smuggler trees that require pistol exp and the pistol experence prerequisite would have to bechanged for the requirement to becomecombat exp(just divide the present expby ten).
Novice Smuggler req's 50,000 pistol exp(PE) NOW requires 5,000 combat exp(CE).
Underworld I 75,000PE > 7,500CE
Underworld II 100,000PE > 10,000CE
Underworld III 200,000PE > 20,000CE
Underworld IV 300,000PE > 30,000CE
Dirty Fighting I 175,000PE > 17,500CE
Dirty Fighting II 250,000PE > 25,000CE
Dirty Fighting III 350,000PE > 25,000CE
Dirty Fighting IV 450,000PE > 45,000CE
Slicing and Spices Trees no change.
So a Smuggler Wookie could use a Bowcaster if he wanted or be a Fencer or Swordsman the weapon choice for Smuggler would be graeter.
So a Smuggler could truly look the part of the swashbuckler if he wanted.
For instance, I group with a buddy on the server and we roleplay the Han/Chewie dynamic. Lets say one day he and I are running a full crate of sliced FWGs for a Rebel cell out of Moenia. As he and I make our way to the meeting point, blaster fire rains down upon the both of us as a bounty hunter drops in via jetpack. Would it be possible to simply code it in so both of the people in the group (my friend and I) are able to fight the bounty hunter at the same time? As it is right now, my friends and I have to either duel one by one or do some faction juggling and it just doesnt have the feel we are going for. This also would allow for a smuggler to be a loner or have friends. Faction pets just arent a useful way to spend those hard-earned faction points.
GreenMarine wrote:
Dirty Fighting is on the list. We'll get to a specific thread sometime in the future. In general, I want to disassociate "smuggler" from pistols& pistoleer. Smugglers should have combat skills (being a smuggler is dangerous), but should be able to pick what kind of combat skills to use. The profession should not favor pistols, just because Han Solo was a pistol man.