Smuggler Archive
Thread: Smuggler State of the Profession v1.34 4/05/04
Smuggler_Caylin wrote:
It is hard for us to assist when we do not know the goals and perceptions of the Smuggler profession from the Developers perspective.
Thanks!!!
And that's the best news I've ever heard, because I know you will represent us well.
Geevo wrote:
Are any of the Devs actually going to read any of these important threads?
I can't honestly say if they will, they are using me as the messenger boy. They don't want to see a 70 page document that I essentially want to cram down their throats, and they don't want to take on the huge concepts it seems, so they want me to break it down into bite size pieces for them to digest. I run between our concept threads, our revamp proposals, and I am trying to break it down to the individual skill boxes, and explain to them the ideas per skill box. I can't honestly say whether they have really paid attention to what we have proposed up to this point, but they do have a very strong interest in seeing what I can bring to them.
That's what they want me to do right now, though I find that flawed as it leaves out the big picture. It's hard to impress a big picture on them, when breaking it down like that. I am however trying to do my best and include as much as I can. This is not fast work, nor is it exactly easy. If I was just trying to push my revamp thread, it would be much simpler, but a combination of mine, ElectricNomads, Kav's and the concept threads, not to mention other stuff I've read, is just one heckuva thing to put together. It's essentially a nightmare.
I wouldn't mind the revamp being delayed if they were to do more. I understand if they react 'wow...that is a lot' ... but I would say try to get a lead developer to just sit down and read it. If he thinks it is garbage...then tell us so. If he likes it and wants to make it work..just tell us how long it should take.
Smuggler_Caylin wrote:
Geevo wrote:
Are any of the Devs actually going to read any of these important threads?
I can't honestly say if they will, they are using me as the messenger boy. They don't want to see a 70 page document that I essentially want to cram down their throats, and they don't want to take on the huge concepts it seems, so they want me to break it down into bite size pieces for them to digest. I run between our concept threads, our revamp proposals, and I am trying to break it down to the individual skill boxes, and explain to them the ideas per skill box. I can't honestly say whether they have really paid attention to what we have proposed up to this point, but they do have a very strong interest in seeing what I can bring to them.
That's what they want me to do right now, though I find that flawed as it leaves out the big picture. It's hard to impress a big picture on them, when breaking it down like that. I am however trying to do my best and include as much as I can. This is not fast work, nor is it exactly easy. If I was just trying to push my revamp thread, it would be much simpler, but a combination of mine, ElectricNomads, Kav's and the concept threads, not to mention other stuff I've read, is just one heckuva thing to put together. It's essentially a nightmare.
Smuggler_Caylin
I think the state of the Profession looks wonderful. You tackled a lot of issues I feel really are important to what makes us smugglers. I especially liked the comparison of Warcry to Panic Shot and the quote from Smugglers Gambit. I really doagree wholeheartedlywe should be moving the spice instead of making it.
I didnt see anything in the State of Profession however aboutallowing Bounty Hunters to have missions designed for capturing us. I know this is probably a more long term plan, but I think enough people on the board have requested thisto make it of note in the 'State'. A lot of us really want the cat and mouse adventure of avoiding a price on our heads. If we also become ferriers for people to transfer items then this would also be the way to control griefers who steal the packages and run.
A suggestion for making the crackdown more serious, couldnt they confiscate illegal items from imperial players and send them on thier way? For Neutral they would fine them heavily and confiscate. And for Rebels they would kill them and confiscate thouse items? That way your faction would play a part in your reaction to the crackdown but thier is a penalty for all.
Also, it would be nice to see a comment on slicing not just terminals for cash, but ways to disable gun turrents and covert detectors. The detector matter will soon be a feature for droids to have and I think it only fair we have that same ability. This would also be especially nice if your plans for static crackdown loactions instead of rare spawnings come to pass.
Finally, I think it's important to bring up a way Languages could play a role in our profession. Wouldnt it be more in line with the star wars universe if everyone understood basic, but to understand and speak an alien language people had to either ask the smuggler (who has been around the galaxy enough to pick up on what aliens are saying) for a translation, have a protocol droidtranslate (ala C-3P0), or to spend a single skill point per language to comprehend and speak it? Everyone could understand basic so there would never be a complete language barrier, but humans only started out being able to speak it. Aliens would understand thier native tongue and speak it, as well as understand basic but could not start out speaking it. Protocol droids would be more useful and we would have a leg up in any conversation. Not only that but I think it would add more of a feel to the star wars experience.
I never get a lot of feedback from the developers reguarding these matters though I think all items are good ideas. If you could let me know what you think on each of these items as possible for the 'State' I would be very glad to see where the you and the forum stand on these matters.
RaithStarwind wrote:
Smuggler_Caylin
I think the state of the Profession looks wonderful. You tackled a lot of issues I feel really are important to what makes us smugglers. I especially liked the comparison of Warcry to Panic Shot and the quote from Smugglers Gambit. I really doagree wholeheartedlywe should be moving the spice instead of making it.
Well, ElectricNomad is the guy who came up with that comparison, and S'per gave me the quote, I just made use of them
I didnt see anything in the State of Profession however aboutallowing Bounty Hunters to have missions designed for capturing us. I know this is probably a more long term plan, but I think enough people on the board have requested thisto make it of note in the 'State'. A lot of us really want the cat and mouse adventure of avoiding a price on our heads. If we also become ferriers for people to transfer items then this would also be the way to control griefers who steal the packages and run.
This is a wish, a dream of a better game. Is it something we all want and expect? Yes, but I also feel it is not just a smuggler issue, I think every player in the game should be capable of having their name on those BH terminals. Would I want to make it smuggler exclusive? Not when I can have other players in there too. Just through our actions, we should be on them more often. One concern about being ferriers, is making smugglers babysitters, so we need to be careful as not many find that proposition fun at all.
A suggestion for making the crackdown more serious, couldnt they confiscate illegal items from imperial players and send them on thier way? For Neutral they would fine them heavily and confiscate. And for Rebels they would kill them and confiscate thouse items? That way your faction would play a part in your reaction to the crackdown but thier is a penalty for all.
Permanent confiscation was ruled out. Presented as bad game design. I have proposed an Impound Lot which was only a temporary confiscation penalty, but they will not have the real deal I believe. I definatly agree that there needs to be a more severe consequence though and I think a form of confiscation is the way to do it.
Also, it would be nice to see a comment on slicing not just terminals for cash, but ways to disable gun turrents and covert detectors. The detector matter will soon be a feature for droids to have and I think it only fair we have that same ability. This would also be especially nice if your plans for static crackdown loactions instead of rare spawnings come to pass.
New material and such I agree with. I have no objection with the droids disabling covert detectors, and I would be cautious of giving it to us, at the risk of them losing something unique. I don't mind rare spawnings, but they sure need to be increased. Static locations have severe issues with server time, which TH has made sure to mention more than once.
Finally, I think it's important to bring up a way Languages could play a role in our profession. Wouldnt it be more in line with the star wars universe if everyone understood basic, but to understand and speak an alien language people had to either ask the smuggler (who has been around the galaxy enough to pick up on what aliens are saying) for a translation, have a protocol droidtranslate (ala C-3P0), or to spend a single skill point per language to comprehend and speak it? Everyone could understand basic so there would never be a complete language barrier, but humans only started out being able to speak it. Aliens would understand thier native tongue and speak it, as well as understand basic but could not start out speaking it. Protocol droids would be more useful and we would have a leg up in any conversation. Not only that but I think it would add more of a feel to the star wars experience.
This goes into making languages actually have a role in the game. I know I agree with this, as do many others. It's utility is in question, and that is the issue. I know I will be mentioning new ways to make it more useful to them, as something like this would be more useful in my opinion, not to mention fit nicely with the Star Wars theme.
I never get a lot of feedback from the developers reguarding these matters though I think all items are good ideas. If you could let me know what you think on each of these items as possible for the 'State' I would be very glad to see where the you and the forum stand on these matters.
You are not the only one who gets little feedback on these matters.They are definatly good ideas, but many of these revolve around being new content, instead of issues where we have real problems. To fix the problem, would likely require new content, just here and in the top 20 thread, I'm mostly supposed to give them the problem, not the solution as we see it. Thanks for spending the time to write all this, it is appreciated.
Dabbler Medic, Scout, and Marksman
Guild Leader, Legion of Myth
Just wondering If I missed the part about a weapon cert!!
I still love the idea of smugglers having their "own" modified weapon idea. That was really awsome work I think (the weapon idea).
Caylin,
I read one of your pre-correspondent posts about putting smugglers on bh terminals based on crimes committed withthugs and stuff emailing the smuggler to warn him of danger based on his smuggler skill. That rocked and I was wondering if anyone is biting on that idea?
I also wanted to comment on the philosophy of imposing harsher penalties for smuggling contraband to make the smuggler more useful. I believe this kind of philosophy will create a small bonus for one faction in the game (smugglers) while at the same time creating a lot of frustration for a lot of players (everyone getting stuff confiscated and receiving harsher penalties). This equals a net gain in frustration for the SWG product.
What I'm saying is if you create a morepositive way insteadfor the smugglersto benefit, it will create a net gain in entertainment value for everyone. What if instead of harsher penalties for items smuggled, there were items that required smuggling that created bonuses for players over what could be acquired normally. I believe if this is adhered to in game design it makes for a much much better game. Let me give you an example:
Perhaps a certain type of reactive gas used in weaponsmithing is highly corrosive and lethal to certain species, but by the same token its reactive properties make it 'the shiznit' for weaponcrafting,and thus the Empire bans it at say a Talus starport. Let us further assume that Talus is the only planet where this gas EVER appears. Smugglers would be required to move this gas off planet to weaponsmiths not located on Talus through their skills. IF a non smuggler tries to smuggle it off planet,perhaps there is the same small factional penalty and fines that there are now, but the item is held in a special Customs container/office, with NO way to move the gas off planet without help of a smuggler since it is easily detectable with the standard starport chemical sniffers used to block the transport of hazardous materials. This would also open up futher opportunities for smugglers to break into saidCustoms office/holding areathrough slicing/bribing/killing guards and getting the gas for a player at a later date as well.
Perhaps the Customs officer at the Talus starport can be further distracted by a pretty Twi'lek dancer as well, influencing some score or stathe has to prevent being bribed...hey cross class content! Perhaps he can be Jedi mind tricked to influence the score too. It still requires a smuggler to slice the chemical sniffer and avoid alarms though...