Smuggler Archive

Thread: Revamp Discussion: Overview

Orcajum
Mon Jun 14, 2004 11:14 pm
#79



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.



Orkajum'sydef
Master Smuggler
"I--I'm out of it for a little while, everybody gets delusions of grandeur.."
Yterbium
Mon Jun 14, 2004 11:16 pm
#80






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:


  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.

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:



  1. Contraband Rules

  2. Smuggling Missions

  3. Underworld Skills

  4. Spice Crafting

  5. Slicing

  6. Dirty Fighting

  7. Player Casinos

  8. 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.



-=Yterbium=-

Active Since June 26th, 2003
Saddly Addicted Player (S. A. P.) since Day One!
Individuality...heh. Enjoyment...heh. A dev craves not these things.
Galin
Mon Jun 14, 2004 11:26 pm
#81

I'm still working on my smuggler [still a novice right now, but that'll change soon], but I picked it because it was most like the 'spy' concept that my particulary character has been in the past [PnP RPGs]. Letting the character be neutral and still buy/sell FP's from both sides, and allowing slicing of more terminal types, would go a great way towards accomplishing this.


Sidekicks: This is a really cool idea, if they are effective. Either bonuses to those grouped with them, or, preferably, an NPC 'pet'. But they should be sort of like vendors, giving you different options for look and function.


There are a ton of ideas already out there that I love... I'm going to avoid commenting on anything else right now, but you will probably hear more from me as the discussion moves along .



Kaliya d'Arture (Flurry) - Master Artisan/Master Tailor/Master Fencer, Novice Museum Curator.
silversaber
Tue Jun 15, 2004 1:03 am
#82






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


Larki
Tue Jun 15, 2004 3:00 am
#83






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








I accepted that PvP should not be forced, and offered that bit in red to the debate. But my point remains: risk vs reward. You want the more rewarding (higher paying) missions then you should be subjected to the risk of a BH.





GameInformer: There seems to be a lot of things that you want to address in the core gameplay of Galaxies, why not just focus on those and release JTLS later? Blackman: Because JTLS is the number one thing that our community wants.
Number one thing we want?! Liar... Want proof of this lie?
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=226102 - notice noone wants JTL first??


P__Day
Tue Jun 15, 2004 4:27 am
#84

I would like to see zones where a smuggler can slice and sell spice with ower risk like a cantina, in certaine building and such. I would also like to see a smuggler get a Tef for corsec, stormtroopers and other players if slicing inside city's, one thing that really ruins Imersion is seing some /shout slicing weapons and armor also selling spice shouted infront of stormtroopers, make this hte shady buisness its suposed to be
Byron_Kel
Tue Jun 15, 2004 4:53 am
#85

if done correctly a system of player bounties can/would be enjoyable for all. though i most certainly agree that a system like this should not simply be forced onto someone who has no desire to have anything to do with pvp.


easiest way to work around most griefing issues is make the things that will draw player bounties very clear cut. if one knows what will cause a potential bounty he/she can more effectively avoid such actions or take precausions to minimize the risk.


Nerj
Tue Jun 15, 2004 4:53 am
#86






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



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

DavidHarper
Tue Jun 15, 2004 4:59 am
#87

I hate PvP at the moment, hopefully after the combat revamp it will be a lot better. However you have to remember a lot of players hate PvP and it should not be forced on the profession.


If it does become part of the profession then combat wise the smuggler and bounty hunter should be about even in combat. Although I think that the Smuggler is more of an "Escape" artist and should be able to escape from the Bounty Hunter somehow rather than beat him in combat.



Colonel David Harper of the Rebel Alliance

Elder Smuggler - Elder Jedi - Elder Pistoleer - Elder Marksman - Rebel Alliance Master Pilot - Elder Droid Engineer - Elder Artisan

Respec: Jedi>Smuggler>Jedi>Medic>Jedi>What Next?
Shadwe
Tue Jun 15, 2004 5:10 am
#88






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.





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Plateau Mall located @ waypoint 980 -4100 behind the shuttleport in Mesric Sanctuary on Tatooine.
AesaiTalmar
Tue Jun 15, 2004 5:13 am
#89

As far as the Sidekick idea goes, I like it. How difficult would it be to say allow me to tag or group with a single buddy and allow him to assist in the bounty?

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.



Aesai Talmar, scoundrel and outlaw...
Master Smuggler/Master Pistoleer/Master TKA
Owner/Operator, Talmar Shipping Inc.
Sunrunner

"I shot a man in Bestine, just to watch him die."
RaithStarwind
Tue Jun 15, 2004 5:51 am
#90




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.





Does this mean that having Pistol Use IV under Marksman is going to be reviewed as a requirement for reaching Smuggler?



Raith Starwind.
Master Image Designer and Master Smuggler of Coronet. (Starsider)
Do not meddle in the affairs of Image Designers, for they are subtle and quick to make you an eyesore. ^_^
guessit
Tue Jun 15, 2004 5:54 am
#91


"Smuggler Bounties


"


Smuggler bounties would be complete BS if smuggler combat skills are still gonna be half-a$$ed. I am totally against adding bounties until/unless smugglers have a serious chance of winning against a bh.





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