Smuggler Archive
Thread: Revamp Discussion: Overview
Opps! Didnt see this responce to my earlier question. ^_^
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.)
Regarding the inflexibility of the pre-req system:
It appears to me as though the devs got around that problem with Combat Medic by requiring the support line of Marksman. That way, you have to have SOME combat ability, but it doesn't matter how you got it. You might consider that for the smuggler.
Ratjin
Be careful with requesting the Ranged Support line as a prereq. As it stands now, Ranged Support is largely useless, and if I could drop it (BH temp currently) I would immediately let it go. This might actually lead to having more points in prereqs for someone that actually wants to be a pistoleer smuggler (and trust me, there are a hell of a lot of 'em out there) with no decrease in point expenditure for someone who wants to do another weapon line (if they don't worry about Ranged Support).
My suggestion for improving Dirty Fighting would be to have one brawler tree and one marksman combat tree as a prereq. Make the specials generic brawler/marksman ones. For example, a smuggler could get Overcharge 3, which does very significant damage at a very significant cost to the weapon (smugglers have skills with tinkering with weapons, so it'd make sense that they could overcharge it more). Low Blow could get changed to a melee stun/KD that targets the legs. Panic Shot could be like a ranged, cone short-term Intimidate with an animation like Charge Shot (requires player to be standing, they run at them with the gun held up - think Han charging the Stormtroopers). In return, the specials would have a very, very high delay (they're supposed to be sort of one-use things).
As for accuracy/speed, well, you'll need to climb up the elite combat profession(s) of your choice to be able to use the specials to their full capacity. It makes sense to use that as balance, because Dirty Fighting can't have both great specials and great speed/accuracy, else it would be overpowering.
SMUGGLING MISSIONS (and SPICE CRAFTING):
Great, great, great. Now is the time to completely get rid of crafting spice. Make Smugglers be the middle-men. If a PC wants some spice (and isn't a smuggler), the PC puts a request for spice, with a time limit, the amount of spice required and the amount they're willing to pay, on a smuggler terminal. A smuggler then browses the smuggler mission terms. He finds one where he thinks the pay justifies the risk. Upon taking the mission, he is then given a WP on a planet (or in space for JTL) to meet up with an NPC contact. He talks to the NPC, who then gives him the spice. On the return trip, the smuggler has a high chance of being attacked by an Imperial patrol or a rival Smuggler or NPC BH, even higher if the quantity of spice is greater. I hesitate to make JTL required, but it would be awesome if they only had the option of using their own ships to get back and could be intercepted by Imp scanning patrols in space. Once the smuggler successfully makes it back to the mission term, they drop off their spice and receive the money. The player who requested it can then go back at their leisure to pick it up.
If there are no PCs around, make smugglers be able to go to a seedy place (Nym's, Valerian's, Jabba's, Borvo's, etc) to take spice missions for them. They'd work the same way as PC missions, with a timer and such, except generate and end at one of the aforementioned NPCs.
In either PC or NPC missions, when it's successful, the money is collected. On an unsuccessful mission (the PC is incapped at any time during the mission, the PC doesn't deliver within the time limit, the PC "dumps the spice" rather than risk the Imperial scanning team) a bounty is placed on the smuggler's head, the price for the bounty the same as the original payout for the mission was supposed to be. BHs can then go to the terms and collect on these bounties (multiple can take the same mission, which ends when the smuggler is killed by a BH or a time limit of five-ten game hours expire). Also, on an unsuccessful NPC mission, a time period of a couple days or so would have to expire before taking a mission from that NPC again.
UNDERWORLD SKILLS:
Make all the boxes give positive modifiers for things like evading Imperial search teams, carrying illegal materials in towns without detection, shortening downtime after unsuccessful mission, etc. Things related to the new Smuggler mission system. One thing not to do is to make it like investigation, where you get a +1 to mission difficulty and more missions unlock. That's very transparent.
Instead, make mission difficulty based on a point ranking system like Jedi FRS. When you complete a mission, your point value goes up. When you are unsuccessful, your point value goes down (minimum: 0). The top 30 or so in points would have access to special smuggler skills, like better evasion and more effective slices, scaled to ranks. They would also get a special title above "master smuggler."
Also, keep the faction related items. In fact, I would consider giving smugglers something like the HAM allocation system for factions, where they could scale factions back and forth (i.e., when you add together all the positive and negatives, you have 200 total positive faction. You could then distribute that any way you want between all factions so you end up with 200 total positive faction still). GCW factions would require special handling, but you could just put them on their own slider system.
NEW SKILL LINE:
With spice crafting eliminated, there's now room for a fourth tree in smuggler. My first thought is to keep melee and ranged specials separate. However, I don't think we need two different dirty fighting lines.
To tie smugglers into JTL even more, I'd give them a sort of ship slicing ability. You could do things like overcharge the ship (make it gain 20% extra to distribute to systems, but give it increased decay or a 10% chance of bombing out and losing 20% instead). You could slice ship components to make them more effective. You could complete "on-the-fly" repairs (sidekick necessary to do it while you're flying?). Stuff to temporarily increase the power of the ship but with some risk to its components.
- Contraband Rules
Make
- Smuggling Missions
- Underworld Skills
- Spice Crafting
- Slicing
- Dirty Fighting
- Player Casinos
- Option: Sidekick
- Contraband Rules
Make it so that players may not use starports if they have contraband on them, unless grouped with a smuggler. Even then let there be a chance that they will be discovered, fined, and have the offending material confiscated. Smugglers would have less of a chance for this to happen but there would still be a chance. This would tie in with JTL nicely as people will pay to have the smuggler smuggle them to various worlds. Also have imperial ships periodically scan these charter ships for contra-band, rebels, etc..with a chance to find and engage based on the smuggler's skills and what ever extras the smuggler has installed on their ship. This will add a great deal of fun, tension, and characterto the game.
Your post is greatly appreciated especially the EARLY layout of your ideas so far (we are not used to that).
I look forward to the up coming threads that will be focused on each of the points you mentioned but here I will briefly touch on the things I will be fighting for:
Smuggler Bounties-
I know you are including them. There are ways to do this so that it is concentual or GCW based or both. So those who are worried about unconcentual PvP encounters can relax. I think ALL of us are keeping the profession grief free.
Crafting and Smuggling of spice-
A majority of smugglers would just like to smuggle spice instead of crafting it- but I think spice should require BOTH-
1) The "crafting" we have to do for spice now is so BASIC it's not even funny- those who complain about having to craft it should try a REAL crafting profession where FACTORIES and specific (often hard to find) resources are required.
2) I disagree with taking away from players who might like the crafting/combat abilities being in one class. The only class that has it by the way.
Pre Reqs-
It would seem that making the Marksman ranged tree is the answer to the "pistol" delimma but that raised two other problems:
1) That tree is 3x harder to get than pistols is now.
2) What do you do with all the smugglers without that tree right now? Take away their pistol tree? What about triple masters?
Casinos and Sidekicks:
I have to say I was VERY excited about Player Casinos and Sidekicks- I know this plan is purposely ambitious but I didn't even think these items would be on the table. Awesome.
I hope that Sidekicks could be something that goes a little beyond "PET" in that you would be able to "equip" them with different levels of equipment as you progress with them (maybe they have their own XP) and you can give them a Vocal Bank that will house 10-20 sayings that would come up when you "triggered" them by your actions. i.e. when you attack something the sidekick would randomly say one of the first 5 phrases in its vocal bank.
Okay- I will save the rest for the threads- Again, THANKS- and I will wait anxiously for the next posts
3. Underworld Skills
As described above. Make it very reliant on the smuggler's ability to get things done and allow for downward mobility if they mess up, just like Han and Jaba.
4. Spice Crafting
Make it reliant on quality of resource with various bonuses like downtime and effect time. Also allow for experimentation.
5. Slicing
It doesn't make sence that a slicer wouldn't know what attributes they are going to end up effecting. Let the smuggler decide.
6. Dirty Fighting
I actually makes alot of sence for smuggler to focus on smaller weapons that are easier to wield in tight spaces, under the table, in a ships corridors. Leave the pistol skills in. Leave the heavy weapons to the sidekick.
7. Player Casinos
I would love to have multiperson games of cards (Hutt Hold em' anyone) with graphic interfaces and the ability to cheat with TEFs being a consequence (as suggested above).
8. Option: Sidekick
Make it a flag you place on another PC with the pre-req that you have grouped with them a certain number of times. Once the sidekick "flag" has been applied you both get bonuses while you are grouped. This would have characterful effect of teams getting recognition and notariaety. Both would be placed on bounty missions, both would share in rewards. The addition of a sidekick would also cause an increase in the difficulty and pay-off of smuggling missions.
guessit wrote:"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.
change "beat" to escape and I'd agree. No way should a smuggler ever be able to contend with a bounty hunter.
Janai wrote:4. Spice Crafting
Make it reliant on quality of resource with various bonuses like downtime and effect time. Also allow for experimentation.
If we have to craft it rather than obtain it in a smuggling fashion, I'm all for experimentation, but please do not make quality of resource apply. This is a huge debate here, and I believe the community is split just about in half over this.
If you look at spice as it's shown in the various Star Wars resources, it is created from one resource, the raw spice itself (not including containers and such). It is the refining of the spice that makes it usable and of varying quality, not the quality of the raw spice. Therefore, experimentation without resource quality would best reflect the representation of spice in Star Wars. Also, it should be refined from raw spice, and not the various resources currently in the game.