Smuggler Archive
Thread: What does the Smuggling Community want from the Smuggler Revamp?
LodekDall wrote:
Great comments so far, guys.
FYI: I've asked the developers for a timetable regarding when they want our Revamp Letter. When I get a rough idea, I'm going to let you know.
Also, once I get that idea, I'm going to put a deadline on this thread ... maybe two weeks before they want the Revamp Letter, so that we can incorporate what's been said so far, without having to deal with additional suggestions.
Don't get me wrong ... we'll still take the suggestions, but they'll have to be in the form of changes to the Revamp Letter ... which I'll post a few days before I submit it to the developers, so that you can make sure it represents what the majority wants out of the changes.
So does that mean I have to post my revamp in its entirety in this thread,in order to be included?
I'd like smuggler content to be given to the smuggler profession, not to everyone BUT smugglers.
Smuggling mission terminals, while trite, would at least be a bone they could toss.
Spice experimentation - we've asked for months to be able to modify the downer. Instead, chefs, who already have better buffs than we do, get downer mod food.
On Jest3r's 'smuggling' thread, I joined in on the idea of certain resources and advanced components being 'contraband'. Have a tariff to move 'planetary' resources like Lokian Wild Wheat, Tatooine Fiberplast, etc, off planet, or to transport ANY sliced weapon, armor, or advanced components. The tariff is collected by a Customs Agent NPC/Droid who's next to the Ticket Collector, and smugglers have a chance (based on a smuggling skill) to 'sleaze' past the Customs Agent. Players can also shoot the Customs Agent but will get some kind of TEF/flag that could be cleared by an Image Designer, Politician, etc (more support class content!).
Revamp the Slicing line. Here's my suggestion. It's pretty much completely different from the current system, but it allows for (a) better slicing as you advance in skill, and (b) more control over the results as you get better. On the other hand, it's a lot more complex. On the other other hand, no more so than crafting is.
Current:
Novice: Locked Containers, Precision Laser Knife schematic
Slicing 1: Terminals
Slicing 2: Weapons (Basic), Flow Analyzer Node schematic
Slicing 3: Armor
Slicing 4: Weapons (Advanced, higher slice max), Molecular Clamp schematic
Master: Higher max slice
I really like Geevo's language suggestion.
Have the amount of languages your average player can understand be tied to your flat mind score. Every 100-200 points or so you can learn another language. At least that's how it works in the PnP.
SKill point per language comprehension/speach would be deterrant enough ![]()
My idea for the revamp is semi-long, so ill just give a link.
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=65309
A little bit ago I made a post that was a little radical.
Here it is: http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=63646
And here's the revamped and edited version:
1) Smugglers get a new modified pistol certification at Novice Smuggler (DL-44,or FWG5) that is equal or better than say, a DX-2. We'll call it (for now) a Smuggler's Pistol. Maybe even make a brand new weapon like the Disruptor Pistol, which was illegal in the SW universe. (hey, it fits!)
2) Add a Smuggler ability in Dirty Fighting I or II that blinds the target. This would not be a pistol move. Think /throwdirt. It's a classic dirty fighting technique.
3) In my other post, I suggested new unarmed moves and even a Brass Knuckles certification. I want to keep the unarmed moves, but make them low-damage (or no damage), status-effect moves that Smugglers can do while holding a pistol. Maybe a pistolwhip move that stuns and causes a mind bleed. (i.e: hit them in the face, stunning them and causing a bloody nose)
4) Add pistol accuracy/speed to the Master Smuggler block. We miss too much and are too slow unless we take up pistoleer as well. Maybe +30 accuracy and +10 speed.
5) It's been said before, but... Documentation for Underworld and Master Smuggler.
6) Add spices like Glitterstim to Master Smuggler, and let us experiment on them. Also, tell us what bonus to Slicing we get with Slicing IV and Master Smuggler. Maybe even increase the minimum slice we can do asa Master Smuggler. I should not get a 15% slice as a Master Smuggler.
7) On slicing, we should be able to slice a whole lot more.Bikes and speeders (speed increase), Harvesters (possibly increase the BERor lessen the power comsumption) Bazaar terminals (ie: make the prices go down for us by a small percentage, and still have the bazaar pay the seller in full) Bank terminals (need some extra cash? fool the bank into thinking you have more in your account when you withdraw or fool it into thinking you're depositing more than you have, and give us a police/local authorityTEF if we fail), Travel Terminals (reduce the price), Droids (increase the damage, datapad storage, medical %, crafting station effectiveness) Crafting stations (again, effectiveness) Houses and buildings (like the bank, fool it into thinking you're depositing more credits. This would work with extractors, as well) With Bank terminals, the Dev's HAVE to be careful... we shouldnt be allowed to keep depositing and withdrawing, making money each time. Possibly a high time until we can slice the next one, a higher chance of failure,or an automatic local authority TEF when we slice it... like robbing a bank.
8) If we absolutely MUST have a choice for which thing we're going to slice (speed/damage, etc), move the Flow Analyzer Node to Master Smuggler and have it tell us which wire will do speed, and which will do damage, but keep the 75% success rate. Same % that we usually get, but a chance of failure since we're using it. The Molecular Clamp would stay the same, telling is 100% of the time which wire will work, but we won't be able to choose speed or damage.
Lotsa good ideas on this thread. I hope some of them are implemented, chances are most of them won't be.
Definatlly rebuild the UW tree with Smuggling XP and smuggling missions to gain it. Much like the BH Investigations tree. As you go threw UW 1-4 you work for different criminal factions with higher pay and risk.IE : Starting with lets say Meatlumps or something and UW 4 or Master, Jabba smuggling missions)Smuggling from city to city, and as you progess threw the UW tree smuggle planet to planet. As your doing the Smuggling mission you must add threat to the mission so you get a TEF against all planetary police. Possibly StormTroopers, however i dont know how it would work with Imp Smugglers. (Which shouldn't even really exsist) Also while running a Job for Jabba you will encounter Valarian Thugs, pirates etc...
*Failing or incompleteling a mission will result in a Bounty on your head, and loss of faction *
Hopefully in the future a system can be created where Smugglers canSmuggle for other players, Along with a Player bounty system. Although i know we are nowhere near achieving that right now.