Smuggler Archive

Thread: Smuggler IC Answers

Keck_is_banned
Wed Oct 12, 2005 3:59 pm
#105



Cigaran wrote:

For what it's worth, in each of these posts here, you can substitute LA for SOE in all of them 'cause LA has the final word on what we see.






I prefer the SOE/LA amalgamation, as it's really both their faults.



Keck
Knight of the Holy Order of the Banned

KenjiTokugawa
Wed Oct 12, 2005 4:00 pm
#106





Rogue135 wrote:

Point by point, okay




.



  • When in space, will a craft's cargo hold have anything to do with what is transportable? (Smuggling crates of spice in a Z-95 or Tie-Fighter isn't exactly, well, practical, while cargo holds on POB sized ships would be able to hold far more/make more sense).


    • No space interaction with this version of the system at all.

This is theissue in my opinion. Without space, it's just delivery missions.







Smuggling is a delivery mission, just not exactly a "legal" delivery.


For the record, I want JTL incorporated into the system as well. Let's hope the people driving this stuff see it that way too.




Jas' --- Jundland Wayfarer
"Once a Ranger, always a Ranger"


Tante
Wed Oct 12, 2005 4:09 pm
#107

I think the most important point is that "risk/reward contraband" meaning that carrying contarband brings everyone in danger and I mean serious danger (not 500cr). Everyone has his gun sliced and that is not right, before someone slices his gun he should have to think if he is willing to risk the punishments that might come.

Contraband must mean something whoever carries it or we'll never have smuggling that means anything.



_______________________________________________________
Rogue | Gunfighter| Smartass
Thille Runningcloud <TorSo>
-- "Governments can be useful to the governed only so long as
inherent tendencies toward tyranny are restrained" --

my music| ICQ #81510866 | MSN [email protected]
WedgeStarkiller
Wed Oct 12, 2005 4:28 pm
#108

OK Wes...constructive it is...






WesBelden wrote:




Tiggs wrote:







WesBelden wrote:
Questions gathered so far:


  • Will Smugglers still be able to 'fast talk' their way out of situations as was previously planned?


    • Not under the current design

This is an essential part of the smuggler mythos. To quote Asimov "Violence is the last refuge of the incompetent." We want to be hunted, yes yes yes. We also NEED options other than fighting. My general concept for this is that we'd have a special named "Fast Talk" for lack of a better term that we could use as a combat special and it would have a chance of ending the bounty mission for either npc or pc bounty hunters. PC BH's would get a mission complete and their payout out of our bank account.



  • Will there be a space component to missions or are they 100% ground based? (the previous system indicated there would be develiveries/combat/fast talking in space and on the ground).


    • Not initially

Must have space missions for reasons all over the boards today.



  • If NPCs are used, will they be from the likes of Jabba, or Dave the minor minion?)


    • Still in development.

Must be a combination of both, duh.



  • Given that Smugglers will be pursued by both BHs and Rangers, are any Smuggler evasion skills planned that might be used both in our missions and in attempts to avoid being intercepted?


    • Not in the current design

We are supposed to be masters of evasion... pretty self evident if you ask me.



  • Who can we work for? (Various criminal factions/NPCs? Rebel or Imperial?)


    • Still in development

Should be "yes to all"



  • How does faction standing interact with the system (Will we gain or lose FP for those we work for?)


    • As you succeed at smuggling mission, your underworld faction will increase. As you fail, you will lose Underworld standing

  • Outside of a mission setting, is there any penalty for a player carrying contraband? for example, will players carrying large amounts of contraband be unable to use public transport as with some Smuggler missions?


    • Not under the current desig

What we do is illegal and we are able to do it through skills in walking the fine boundaries of the law. We get the big payoffs because other people don't have normal access to the items we can provide. This is practically the whole point of Smuggling.



  • What happens to contraband on a vendor at the time the patch hits?


    • This has not been decided yet at this time.

  • What happens to existing spice schematics?


    • They will no longer work.

  • Are there any changes to spice effects? (Currently Spice is not thought of as something people would seak out so readily given most types are redundant)


    • Not under the current design

The illegal things we provide to customers need to be desirable. You aren't going to pay a guy zillions to sneak you stuff you don't want or need.



  • What are the rules for player bounties? (will they be the same/similar to the current Jedi missions? i.e. timers, visibilty, decay all the same as Jedi?)


    • Still in development

  • What mission payouts will BHs receive for Smugglers and will it alter depending on our Underworld rating?


    • This has not been decided yet at this time.

  • Will Smugglers receive any warning through underworld contacts etc. of them being on the BH terminals?


    • If we implement “BH hunting smugglers” then you will opt into the system. Only PvP missions can possibly put you on the terminals.

Make the "If" a "when" please.



  • Will we be able to skim money/contraband of the top of these missions?


    • Still in development

Answer should have read "yes". Please correct.



  • Will Smugglers be able to pay off the debt/bounty as Greedo attempted to extort from Han/Han tried to pay Jabba off with?


    • Not under the current system.

See above answer relating to "fast talking". We want that PC BH to show up intending to kill us... we need to be able to get out of dying without winning a duel or running. Please refer to "fun" at dictionary.com



  • Will the cargo actually be visible in our inventory? (e.g. some form of locked container)


    • Still in development

  • Would said cargo itself count as contraband in a scan and would there be more serious repercussions to having it than a 500cr fine?


    • Not under the current design, but possibly.

Should have read "of course, this is essential to our vision for your profession".



  • Will a character's CL have any affect on the difficulty and/or content of a mission? (could, for example, a CL 55 Master Smuggler complete the highest level of Smuggler mission?)


    • Yes

  • Will the rewards of a successful Smuggling mission come in various forms (e.g. credits, spice, slice components, AAs etc.)? Some Smugglers worry that they will spend more time being spice pusher on the streets than actually Smuggling in order to make ends-meat.


    • Yes, there are various forms of rewards

Great examples of other rewards are things such as "special modifications" to our smuggling ship, Highly illegal version of slicing components that provide higher slice percentages, free faction equipment, etc.



  • Will any Smuggler profession trees (such as Underworld) be based on Smuggling XP given for completing missions?


    • Still in development

  • Is there scope with this system at a later date to introduce other contraband items that need to be Smuggled? (an example could be rare resources found only on a certain planet... such as what we see on Mustafar! )


    • Sure, the system can support it. But not under the current design.

In other words, "we'll get right on that! this is make a wonderful addition to the game!"



  • Since spice crafting has been removed from the Delinquency tree, what if anything will take its place?


    • No replacement has been considered at this time, but that may change.

Please come up with something. An evasion tree would be most welcome. Maybe some space related skills to go with our space missions?



  • Once a Ranger has stolen a Smuggler's cargo, can the Smuggler still get the cargo back by killing the Ranger?


    • Still in development

There has to be a way to get it back. If I'm facing a bounty for failing a mission and get pick pocketed, I'm not gonna just shrug and wait till Boba Fett shows up, I'm gonna steal it back at all costs.



  • When in space, will a craft's cargo hold have anything to do with what is transportable? (Smuggling crates of spice in a Z-95 or Tie-Fighter isn't exactly, well, practical, while cargo holds on POB sized ships would be able to hold far more/make more sense).


    • No space interaction with this version of the system at all.

Cough cough, wrong answer people. Seriously.








Overall these answers say to me "expediant implementation" far more than "cool and fun". Please remember its a game. "Cool and fun" are the whole point.


Below is a link to an old brainstorming post I'd written months ago. Many ideas still apply even though this was pre-cu. Take a look, especially at the underworld and space branches.


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=139499#M139499





Antonius Ordnung
Master Smuggler, Master Commando (Thanks NGE!)
Resident of Shadow Impire, Lowca
Colonel, Imperial Supply Office / Master Pilot, Corsec
Captain of the YT-1300 "Overdue Revamp"

Mystique2000uk
Wed Oct 12, 2005 4:38 pm
#109

I don't know if there is a point to this point by point but here are my points.





Tiggs wrote:







WesBelden wrote:
Questions gathered so far:


  • Will Smugglers still be able to 'fast talk' their way out of situations as was previously planned?


    • Not under the current design

What i'd like to see here is the ability to use a skill that will replacethe spice crafting skill tree. As you go up you get a better chance of this working against NPC when you are stoped and scaned or confronted by a patrol.


Your options could be:


1) Bribe the officer.


2) Appeal to his patriotism if you are of the same faction as him.


3) Threaten him


4)Persaude him.


The skill increases the higher up you go and is based on a die roll against your skill lvl. Each confrontation would start out with one garanteed option out of the 4 working the others as said would be a die roll against your skill lvl.



  • Will there be a space component to missions or are they 100% ground based? (the previous system indicated there would be develiveries/combat/fast talking in space and on the ground).


    • Not initially

This is a deal breaker. Han solo did not use the shuttle to make deliveries for Jabba. Space Smuggling must however be an option not a requirement for those smugglers who do not have JTL. I would like to see a set of missions that would pay better than ground missions, hopefully this will persaude more people to buy JTL, In these missions because of the sensitive nature of your cargo you cannot use the public shuttle system. The travel button would be greyed out while you have a space smuggling mission.


You would get These missions from an NPC have to meet up with a ship in a space sector to get our cargo we whould then haveto make variousdeliveries. The harder the missions the more deliveries to other ships you would have to make. The higher lvl versions of these missions would have you delivering part of your cargo to land destinations as well as space based ones. During these missions law inforcement patrols would scan you and may attack based on your smuggler skill lvl. Also you would be garanteed that blockades woudl happen at some time during the mission which you would have to run. Lawenforcement NPC ships would spawn depending on your pilot lvl not on the mission lvl to make it fare on the people who realy arnt very good in space.



  • How do we get missions? Will we see NPCs or terminals/sliced terminals or an ingenius (ooh er) combination of both? (NPCs prefered!)


    • Underworld Contact NPCs that you will have to build faction with.

This is fine.



  • If NPCs are used, will they be from the likes of Jabba, or Dave the minor minion?)


    • Still in development.

Id like various NPC's place in various smugglery type places, Jabba's, The lucky Despot, Nym's and so on. These NPC are already in place in each location. They can be the same ones as are used in Jabba's Theme Park, the new Valarian quests and in Nym's Quests. As your reputation gets better You will go to higher lvl NPC untill eventualy you will be working directy for Jabba, Lady Valerian and Nym.


With Jabba's these quest would work along side the theme park so you gain acces to the palace in the same way as you do with the theme park. That being said if you are an SA pilot you can alread get in there with his pass card.



  • Given that Smugglers will be pursued by both BHs and Rangers, are any Smuggler evasion skills planned that might be used both in our missions and in attempts to avoid being intercepted?


    • Not in the current design

Again we need a detection skill for detection rangers. This could be a skill that increases up to master smuggler. It would be an pasive observation skill that worked all the time rolling a die against the Rangers skill. Much like the chance to hit works in combat. This as well could be in place of the spice tree.



  • Who can we work for? (Various criminal factions/NPCs? Rebel or Imperial?)


    • Still in development

Again see the section above. Jabba, Nym and Lady Valeria would do to start. Working your way up through there NPC's as your underworld faction rises. I'm not sugetsting these are crafted quests its just nice to mark our progress. We can then brag to other smugglers, "Yeah well I work for Jabba"



  • How does faction standing interact with the system (Will we gain or lose FP for those we work for?)


    • As you succeed at smuggling mission, your underworld faction will increase. As you fail, you will lose Underworld standing.

This is also fine.



  • Outside of a mission setting, is there any penalty for a player carrying contraband? for example, will players carrying large amounts of contraband be unable to use public transport as with some Smuggler missions?


    • Not under the current design

I have mixed feeling about this, the contraband scans and how they work don't realy effect smugglers. I don't realy see the need to anoy uther players buy making them have to search out a smuggler to move there stuff around. Player smuggler missions can come later once we have NPC Smuggler missions working properly.



  • What happens to contraband on a vendor at the time the patch hits?


    • This has not been decided yet at this time.

This will need to be delisted and the chatorgories removed from the vendors to stop confustion. It can then be goten from the vendor any time in the next 30 days.



  • What happens to existing spice schematics?


    • They will no longer work.

Are you sure because the AUK and WUK schems still do in a harvester if you have exactly the same ingrediants.



  • Are there any changes to spice effects? (Currently Spice is not thought of as something people would seak out so readily given most types are redundant)


    • Not under the current design

Why are people gona seek out smugglersand trade with them directly for a buf that is no better than what we have now. I'm sorry but with this one design decision you have just killed the trade in spice.


Only a few spices have use anyway as they are now, your gona make em harder to get, why will people bother to go to the hastle of buying them when they are not better than food and food can be on a vendor.


If your gona make spice rarer you have to make it give better buff, its only comon sence.



  • What are the rules for player bounties? (will they be the same/similar to the current Jedi missions? i.e. timers, visibilty, decay all the same as Jedi?)


    • Still in development

This needs to be vary well thought out. What is the risk v's reward. What are we gona loose if we get killed. If we are on a smuggler mission one would assume that we fail it. Fare enough but what if we arn't, are we gona have some skill loss, some kind of credit penalty at the cloner. We need to know more about your ideas for this.



  • What mission payouts will BHs receive for Smugglers and will it alter depending on our Underworld rating?


    • This has not been decided yet at this time.

I would say it should be related to combat lvl. It only seams fare that the bounty should be how dangerous the smuggler is not what lvl he is. Also I'd like to see this done in conjunction with the Smugglers underworld reputation. If he's got a realy bad rep the payout for the bounty shoudl be a lot higher. Failing missions for Jabba should realy get you a death mark.



  • Will Smugglers receive any warning through underworld contacts etc. of them being on the BH terminals?


    • If we implement “BH hunting smugglers” then you will opt into the system. Only PvP missions can possibly put you on the terminals.

This is fine as long as you take out the dam IF.



  • Will we be able to skim money/contraband of the top of these missions?


    • Still in development

Personaly I'm not that bothered about the cash skiming but it would be nice to be able to skim some of the cargo off the top. That would be vary smugglery.



  • Will Smugglers be able to pay off the debt/bounty as Greedo attempted to extort from Han/Han tried to pay Jabba off with?


    • Not under the current system.

Along with the PC bounty hunters i'd like to see NPC ones that would hunt us if our reputations get to low. With this in mind i'd like the option to bribe the NPC BH just like we will be able to bribe the PC BH's that come after us.



  • Will the cargo actually be visible in our inventory? (e.g. some form of locked container)


    • Still in development

Again I'm not realy bothered with this one. Id rather it was not in our inventory so we can't delete it by acident.



  • Would said cargo itself count as contraband in a scan and would there be more serious repercussions to having it than a 500cr fine?


    • Not under the current design, but possibly.

I would like to see this at some stage but it can come later.



  • Will a character's CL have any affect on the difficulty and/or content of a mission? (could, for example, a CL 55 Master Smuggler complete the highest level of Smuggler mission?)


    • Yes

If it's both then good



  • Will the rewards of a successful Smuggling mission come in various forms (e.g. credits, spice, slice components, AAs etc.)? Some Smugglers worry that they will spend more time being spice pusher on the streets than actually Smuggling in order to make ends-meat.


    • Yes, there are various forms of rewards

Again this is fine



  • Will any Smuggler profession trees (such as Underworld) be based on Smuggling XP given for completing missions?


    • Still in development

I think it woudl be great to get away from the whole skill being based on pistol xp. BH isn't based on carbines XP.



  • Is there scope with this system at a later date to introduce other contraband items that need to be Smuggled? (an example could be rare resources found only on a certain planet... such as what we see on Mustafar! )


    • Sure, the system can support it. But not under the current design.

This i'd like to see but not at first. Just get Space smuggling in then we can talk.



  • Since spice crafting has been removed from the Delinquency tree, what if anything will take its place?


    • No replacement has been considered at this time, but that may change.

See my ideas for fast talking and an observation skill above as to what i feel should relace thsi tree.



  • Once a Ranger has stolen a Smuggler's cargo, can the Smuggler still get the cargo back by killing the Ranger?


    • Still in development

I would like to see the observation skill allow us to follow the ranger once they have stolen our stuff, They could apear on the planet may as a wp that updates say every 30 seconds. They would then need to get to a Fence NPC on the planet we are on and sell it for credits. If we can catch and kill em before the stolencargois soldthen we can still complete our mission.



  • When in space, will a craft's cargo hold have anything to do with what is transportable? (Smuggling crates of spice in a Z-95 or Tie-Fighter isn't exactly, well, practical, while cargo holds on POB sized ships would be able to hold far more/make more sense).


    • No space interaction with this version of the system at all.

Well get dam well writing it. Weve waited two years I do not intend to wait another for you to do space smuggling. If we have to wait another six months so you can get space smuggling in fine as long as you swear on the life of your first born son your actualy doing it this time and your not gona pull a Lucy on us and pull the football away at the last minute like the last 4 times.









We're Charley Brown, the Dev's are lucy and the Smuggler revamp is the football.
Every time we think, this is the time were gona get to kick the football Lucy pulls it away at the last minute.



I only have one thing to say aauugghh!
Keck_is_banned
Wed Oct 12, 2005 4:43 pm
#110

/sigh

I think we've touched on ALL these points a hundred times over.



Keck
Knight of the Holy Order of the Banned

Mystique2000uk
Wed Oct 12, 2005 5:11 pm
#111

I know but maybe 101 is a charm......proably not though.



We're Charley Brown, the Dev's are lucy and the Smuggler revamp is the football.
Every time we think, this is the time were gona get to kick the football Lucy pulls it away at the last minute.



I only have one thing to say aauugghh!
WesBelden
Wed Oct 12, 2005 5:14 pm
#112



Rogue135 wrote:
  • Will Smugglers still be able to 'fast talk' their way out of situations as was previously planned?
    • Not under the current design

    This could use some attention, but I can't think of how it could be implemented off hand.





    My interpretation

    *goes through the rest of Rogue's post*



    =======================================================================
    WesBelden the last Smuggler Correspondent.
    Who's the more foolish? The fool, or the fool who follows him?
    Leko
    Wed Oct 12, 2005 5:32 pm
    #113

    Ok, Wes it was a joke right? Ha HA Funny.



    Now what where the answers really? Please.



    Guess not Damn this sucks.



    Oh everything will be great from the smgglers in space they are a spaced based class, but they will have to take a TAXI to deliver their cargo. Yeah that makes sense. What a Great IDEA.




    Can I have a house plant as a gift?
    Hetnikik
    Wed Oct 12, 2005 5:47 pm
    #114


    Wait can't we already inspect ships why not have a few little TIE fighters or X-Wings or pirates flying around scaning ships as they go by and if they see illeagel stuff be like hey we should shoot this guy and take his stuff...bang bang...we shoot back and kill them and run away like a good smuggler would yelling woooooopwoopwoopwoopwoopwoopwoop (threeStooges)as we make a quick jump into hyperspace.

    Message Edited by Hetnikik on 10-12-2005 08:48 PM



    NGE is here and we're still just 'Rs'.
    Satrqa Kambo
    W.T.F.
    Master Smuggler
    Tarquinas

    SBRD0C
    Wed Oct 12, 2005 5:52 pm
    #115



    Keck_is_banned wrote:
    WAARANGEL IS DAMAGING MY CALM

    If you are having fun with the game as it is, then GO AWAY. You do NOT need to be here. If the game is just ducky for you, then what is the point of posting here. This is not for you. This is for people seeking change. Change that has NO effect on your current enjoyment of the game. Your opinion is unwanted, unwarranted, and unnecessary. BEGONE.




    Yes, well. If I remember right Waarangel has a history and a knack for doing that.

    In the Early days, always used to post Eliquent and long winded posts insisting it was possible to slice above 25% all the time. Confused alot of newbies, and kept that particular argument going for a very very long time, costing us te sanity of at least to Correspondants...

    (at least I think that was Waarangel, if I am wrong, my apologies)



    Colonel Emitt 'Doc' Brown (Starsider)
    Master Smuggler | Master Pistoleer | Commando
    Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
    Vendors Deal in Weapon, Droid, and 'Special Shipments'


    /Target SOE; /CLAP

    Dewcatti
    Wed Oct 12, 2005 6:05 pm
    #116

    This is what you want Wes, so I'll try to give it to you. I'll do my best to keep things as constructive as I can. This entire post is directed to SOE/LA so here you go:





    WesBelden wrote:




    Tiggs wrote:







    WesBelden wrote:
    Questions gathered so far:


    • Will Smugglers still be able to 'fast talk' their way out of situations as was previously planned?


      • Not under the current design

    With the TC changes to CC specials in combat, this means that not only is Smuggler far below the CC goal we had, we will have little to no way of defending ourselves when attacked. Not to mention, the community has only been asking for this since launch.



    • Will there be a space component to missions or are they 100% ground based? (the previous system indicated there would be develiveries/combat/fast talking in space and on the ground).


      • Not initially

    WTH? Ok, you even recognised theimportance of space to Smugglersin your proposed slicing changes (even though they never went through), but now you're saying there's no space involvement? Every step of the way smuggling was discussed as being space related. We were postponed in the first year of the game because we "needed" space to complete the profession. This is unacceptable. Smugglers smuggle by getting past blockades and then by port authorities. Without that, it's not smuggling. It's just a delivery mission. Not to mention, the community has only been asking for this since launch.



    • How do we get missions? Will we see NPCs or terminals/sliced terminals or an ingenius (ooh er) combination of both? (NPCs prefered!)


      • Underworld Contact NPCs that you will have to build faction with.

    This makes sense, and I'm all for this. I would like to point out that having those factions mean something other than the level of missions we get like was stated in the original FAQ would be beneficial.



    • If NPCs are used, will they be from the likes of Jabba, or Dave the minor minion?)


      • Still in development.

    Even though a progression through the important members of a faction is a good idea, most of us have already done it when we did the theme parks. Dave is a dolt. I'm a MASTER SMUGGLER. I should be talking to Jabba.



    • Given that Smugglers will be pursued by both BHs and Rangers, are any Smuggler evasion skills planned that might be used both in our missions and in attempts to avoid being intercepted?


      • Not in the current design

    OK, so what this means is you're willing to throw us to the wolves, but not give us anything to defend ourselves? Once again I point out the TC CC changes. This makes our smuggling missions are more to facilitate content for those professions than it is for us since we still won't actually be smuggling.



    • Who can we work for? (Various criminal factions/NPCs? Rebel or Imperial?)


      • Still in development

    If there aren't a lot of choices, then the whole building of faction thing will be pointless.



    • How does faction standing interact with the system (Will we gain or lose FP for those we work for?)


      • As you succeed at smuggling mission, your underworld faction will increase. As you fail, you will lose Underworld standing.

    Is this underworld or faction standing? If it's faction, why bother when I can grind FP for any of the factions in no time at all? There needs to be some distinction between the FP everyone else gets and the stuff we earn from missions.



    • Outside of a mission setting, is there any penalty for a player carrying contraband? for example, will players carrying large amounts of contraband be unable to use public transport as with some Smuggler missions?


      • Not under the current design

    Excuse me for a moment, but why the hell bother? You're telling me that we'll basicly be volunteering to be punished for carrying the same stuff everyone else is? Smuggling is pointless until you're willing to tie it in to the rest of the game. The fact that you could institute a legitimate contraband system as part of sweeping changes to Smuggler AND the GCW and you still don't is a travesty. These are STILL the most ignored areas of the game.



    • What happens to contraband on a vendor at the time the patch hits?


      • This has not been decided yet at this time.

    If you don't pull spice off the vendors when the publish is implemented then the entire publish will be pointless for MONTHS since vendors will be stocked to the gills with spice.



    • What happens to existing spice schematics?


      • They will no longer work.

    I've got no problem with this since it's about the only thing that makes sense so far.



    • Are there any changes to spice effects? (Currently Spice is not thought of as something people would seak out so readily given most types are redundant)


      • Not under the current design

    So the main complaint about spices since launch will STILL be ignored.



    • What are the rules for player bounties? (will they be the same/similar to the current Jedi missions? i.e. timers, visibilty, decay all the same as Jedi?)


      • Still in development

    What development? There's either a decision or there isn't. This simply tells me that nothing has been done yet. This sounds like they haven't even begun on the bounty portion which, when you consider the rest of the pack, will be the longest/most complicated part. If you don't intend to give us ways of getting out of a bind, you better have a pretty fast bounty decay in place.



    • What mission payouts will BHs receive for Smugglers and will it alter depending on our Underworld rating?


      • This has not been decided yet at this time.

    Considering we'll be easy kills if you're not changing anything else, then it should probably be pretty low. I would personally rather see a better "Smuggler" skill set and high mission payouts.



    • Will Smugglers receive any warning through underworld contacts etc. of them being on the BH terminals?


      • If we implement “BH hunting smugglers” then you will opt into the system. Only PvP missions can possibly put you on the terminals.

    Once again one of the VERY few things that make sense.



    • Will we be able to skim money/contraband of the top of these missions?


      • Still in development

    Let me get this straight, Rangers may be able to steal our cargo, but we might not be able to?



    • Will Smugglers be able to pay off the debt/bounty as Greedo attempted to extort from Han/Han tried to pay Jabba off with?


      • Not under the current system.

    Skills folks. You have to give them up in one form or another. "Fast talk" would even fall into this category.



    • Will the cargo actually be visible in our inventory? (e.g. some form of locked container)


      • Still in development

    So Rangers may be able to steal something we can't even see? I would much rather have the stuff in my cargo hold, but I have got to say that it gets even less Smuggler like when we don't even have cargo.



    • Would said cargo itself count as contraband in a scan and would there be more serious repercussions to having it than a 500cr fine?


      • Not under the current design, but possibly.

    Care to explain WHERE THE SMUGGLING IS THEN?



    • Will a character's CL have any affect on the difficulty and/or content of a mission? (could, for example, a CL 55 Master Smuggler complete the highest level of Smuggler mission?)


      • Yes

    Faction level should play a different role here. We get by on our reputations in a business like this, not our CL.



    • Will the rewards of a successful Smuggling mission come in various forms (e.g. credits, spice, slice components, AAs etc.)? Some Smugglers worry that they will spend more time being spice pusher on the streets than actually Smuggling in order to make ends-meat.


      • Yes, there are various forms of rewards

    This is only important if we're actually able to know what the reward is before we take the mission. Since it's not loot, I really don't think I would be taking a job where I don't want the payment.



    • Will any Smuggler profession trees (such as Underworld) be based on Smuggling XP given for completing missions?


      • Still in development

    You screwed up the profession with the blanket pistol xp requirement. Please take a step in fixing it by at least putting something like this in.



    • Is there scope with this system at a later date to introduce other contraband items that need to be Smuggled? (an example could be rare resources found only on a certain planet... such as what we see on Mustafar! )


      • Sure, the system can support it. But not under the current design.

    Can it support it or not? THIS IS the system you're moving forward with. The design you're moving forward with. What I think you're saying here is sure you should be able to smuggle other things. What the question is actually saying, with a hint of what would have been nice in at least ONE of the expansions, is will it support a system where things will be contraband and need a Smuggler to move off planet? In other words, does it support a system where other players will need us to Smuggle something for them?



    • Since spice crafting has been removed from the Delinquency tree, what if anything will take its place?


      • No replacement has been considered at this time, but that may change.

    So we will be back to useless trees again? I thought the CU was supposed to make it easier to adapt the professions.



    • Once a Ranger has stolen a Smuggler's cargo, can the Smuggler still get the cargo back by killing the Ranger?


      • Still in development

    If they can steal it, I should be able to get it back. Anything else is unacceptable. They are initiating a PvP action and therefore I should be able to respond. There is no other part of the game that this is not the case.



    • When in space, will a craft's cargo hold have anything to do with what is transportable? (Smuggling crates of spice in a Z-95 or Tie-Fighter isn't exactly, well, practical, while cargo holds on POB sized ships would be able to hold far more/make more sense).


      • No space interaction with this version of the system at all.

    You already know my thoughts on this.









    The first thing that stands out like a sore thumb is that there's no space content, which no doubt many will be furious at because we were told for so long that we're really a space based profession etc. The wording of "Not initially" makes me hopeful that it will be done at a later date, but there's nothing else to indicate as such for now.

    I just asked whether, "Not under the current design." is simply another way of saying, "Not this time around." or if items reffered to as such are still open to feedback/change. Until I get an answer though it'd be best if you just assumed "not this time around".

    For the stuff that's, "still in development", say what you want to see.




    So here we sit again with vague answers and the worst attempt at actually implementing smuggling that could be found. This is Pre Patch 9 all over again. After so long, with so much input, one would think you could get it right.


    You have nothing that the community has asked for.


    You have nothing resembling smuggling.


    You have nothing that makes smuggling or Smugglers mean anything.


    With so much to draw from and such a blank slate since you've done so little development of the GCW and Underworld of the game, you still refuse to invest the development time on this.


    You say there will be no revamp. Why not? Other professions are STILL getting theirs. You even go so far as to change Ranger in to a seedy profession, and propose changes to Smugglers that would never be as criminal like. And we're the criminals.


    I really hope you stop and think long and hard about what you're about to do. This community, although sometimes rowdy, has been the most patient. We've put up with your screw ups time and again. You have killed half of it with your empty promises and pitiful excuses for development. This WILL kill the remainder. If that's what you want so be it. But I will say this, we won't be the only ones you lose. Others will follow. The story will get out. And the name of Star Wars will forever be tarnished by your actions.




    SmugglinZane until further notice.
    Corrupt3d
    Wed Oct 12, 2005 8:45 pm
    #117

    I'm gonna assume anything that says "Hasn't been decided on" or "Not in current development" means "No"


    I seriously hope they reconsider all that.



    ________________________________________________________________
    Yoszi Sha-was | Master Bounty Hunter - Master Carbineer
    Rayzi Sha-was | Master Weaponsmith - Master Artisan - Master Merchant
    Proud member of NRO - what happened when SPECTR and ViBM's child merged with NRO
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