Smuggler Archive

Thread: What does the Smuggling Community want from the Smuggler Revamp?

Smuggler_Caylin
Wed Mar 03, 2004 12:56 pm
#105






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?




The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

ArusSaab
Wed Mar 03, 2004 1:03 pm
#106

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


New:

Novice: Slicing +20,PLK schematic

Slicing 1: Slicing + 10,

Slicing 2: Slicing + 10, Flow Analyzer Node schematic

Slicing 3: Slicing + 20

Slicing 4: Slicing + 20, Molecular Clamp schematic

Master: Slicing + 20


Each +10 skill gives 1 "slice" box, similar to crafting experimentation. You would get 0 to10 points per slice depending on the 'quality' of the slice (failure = 0, moderate success = 5, amazing = 10, etc). Applying a FAN adds +25, whileapplying a Molecular Clamp adds +50 "slice points". FANs or clamps can only be applied at the beginning

Slicing a locked container requires a threshold of15 slice points (maybe introduce higher target locks as well). Slicing a mission terminal requires 30pts. Slicing a weapon requires 35pts just to get past the anti-tamperdevice, the remaining points are distributed among Damage, Speed and HAM at the slicer's discretion by selecting those lines to "experiment". Armor slicing requires 45pts to get past anti-tamper; remaining points go to Base Effectiveness, HAM, or Special Protection. Slice points are applied at a1:2 ratio for percentage changes (i.e. 60 slice points to Speed = +30%), with caps of 40% for any given "line".


Example: Master Smuggler slicing a weapon. At beginning of slice, molecular clamp gives +50 to bypass the anti-tamper and apply 15 points to a single line (Speed, Damage, HAM). They choose +7% Speed (15 points to speed = +7.5%). The smuggler then has 10 additional slices to use. They put 5 into speed and get an Amazing Success (+10),2 Good Successes (+8 each), a Good Success (+6), and a Moderate Success (+4), for +36, or an additional +18% to speed (total +23% Speed). Another two Amazing Successes (+20) bring the speed to +35%. This is a carbine, so they spend the last 3 slices on HAM, and get Amazing, Good, Moderate Failure (+10, +6, +2), for -9% HAM costs. The carbine is now 35% faster than before, and does 9% less HAM cost per special attack. Alternatively, they could have used more slice boxes to raise the speed all the way to 40 and then spent any remainder on HAM or Damage.


A Novice Smuggler with Slicing 2 now tries the same weapon. They can't use the Molecular Clamp so they grab a Flow Analyzer Node instead and get +25. They need to spend some of 4 slices to get past the Anti-tamper device. They get a Good Success onthe first slice (+6) so they're past the anti-tamper device (and +1 slice point to their chosen slicing line). They now have 3 slices left, and get Great, Good, Amazing (+8, +6, +10) all applied to speed, for a total of +25, which equates to +12% speed. If they'd used a Molecular Clamp instead of the FAN, their initial slice would have been +50, giving +15 slice points rather than +1, for a +7% effect (+19% speed).


The 'base' thresholds needed to open a lock, slice a mission terminal, or overcome the anti-tamper device, as well as th actual slice points given for each level of success (and the ratio between successes) is obviously something that can be tweaked to balance the min, max, and average slice capabilities by level.
JTGAlpha
Wed Mar 03, 2004 3:50 pm
#107

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.





Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

Smuggler_Caylin
Wed Mar 03, 2004 4:10 pm
#108

Yet if they do that, then there is the possibility of them migrating stats, learning the language, then remigrating. That concern would need to be addressed, and if the wrong languages are removed as they go down in intellect then there are problems.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

JTGAlpha
Wed Mar 03, 2004 4:40 pm
#109

Yeah but migrating stats takes a looong time, and people will mostly just speak basic. I don't see it being a big enough concern will people will go to the trouble. The language thing will NEVER be that big a deal (and shouldn't be, because, well most peoples in star wars speak basic). Most everyone will spend at least one language on Shryiiwook, and the others as they see fit. Besides, add in the ability to speak NPC languages and make that important and you'll see a REAL difference.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

Smuggler_Caylin
Wed Mar 03, 2004 4:47 pm
#110

SKill point per language comprehension/speach would be deterrant enough





The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

JTGAlpha
Wed Mar 03, 2004 4:52 pm
#111

Eh, not really. Lemme put it all out.


First of all, make many NPC aliens speak their native tongue. Aqualish, Devaronian, Ewok, whatever. If you want to do missions with them, you need to speak the language. That's a WHOLE butt load of languages right there.


Now factor in how long it takes to migrate 100 points. And how many languages you need. It wouldn't be that worthwhile.


In FACT it'd be MORE worthwhile to actually have a...PROTOCOL droid (wow actually using a star wars droid for what it's SUPPOSED to be used for other than a crafting station it'll blow the dev's minds). Or, to have a smuggler with +100 language comprehension. So while migrating mind stats might help you get that 2 second converstation it'd just be easier to have a protocoldroid or group with a smuggler.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

imppilot421
Wed Mar 03, 2004 5:02 pm
#112

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


Jorael
Wed Mar 03, 2004 5:39 pm
#113


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.




-----------------------------------------------------------


Jorael Darkrunner - Scoundrel & Spikey Menace


-----------------------------------------------------------


You miss!


"I swear, that almost NEVER happens!" Jorael Darkrunner says.


You miss!


Jorael Darkrunner curses his own incompetence.


PFDSWolfman
Fri Mar 05, 2004 12:21 pm
#114

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.


If Spices is given experimentation then I would suggest, bring back the orignal idea of having to aquire Business IV (Like in the manual) instead of Unarmed Combat. Han said himself nothing beats a good blaster at your side. A smuggler would be the type of scoundrel to bring a pistol to a fist fight anyways. So with business 4 since Smugglers are part crafter/combat we may as well have vendors. (However Spice is illigal and should not be allowed on the Bazaar or Vendor) ...At novice Smuggler I would suggest change the use of "Vendor" too "Dealer" with probably a higher cost of maintenence but cansell spice.


I would like the Faction purchase cap removed entirely or considerablly raised.

No Delegation FPloss or lowered FP delegation loss


Increase effects of Spice(Higher then Food) but give a DOT downer






Roneth Helfdan,
Smuggler/Pistoleer


~No matter how hard you try, you cannot please everyone~
PFDSWolfman
Sat Mar 06, 2004 1:15 am
#115

Would also like to add having other joinable factions other than Imp or Rebel would really increase content for Smugglers. Probably 2 Factions, Each new criminal faction will have TEF's against one another, and can have TEFs with the Empire. This may be a bad idea, and probably involves way to much work for the amount of people who would exactlly join these factions.


If a player Smuggling is ever implemented, Let'smake it a little more drastic. The Imperial Crackdown was a nice try but not sever enough for anyone to HIRE our services. Sliced Weaponds & Armor and Spices was a good idea but a Smuggler would really only be hired to Smuggle RARE and very Valuable. Sliced Weaponds, armor and Spices are neither rare or very Valuable. Unless they get confiscated when searched.


Krayt Tissue, Pearls that sort of thing fits something that would have to be smuggled. So if Weaponsmith wants to buy some Tissue from a hunter on Tatooine he wants to get his merchandise to him safely as possible specially if he paid for it in advance. So a Master Smuggler with a +100 to Smuggle is hired for the job. He can go threw Imperial Troopers at the Starport. Although their is still a chance of being detected, thats where your Pistol skills come in handy. Use a low blow/Panic shot on the agro'd Storm troopers and Burst run outta the city. Then you either try the same Starport after your TEF wore off or go to a neighboring Starport.

As for the players the cost to hire a Smuggler very High,but heputs his life on the line and you get your merchandise which you hope your neighboring competitor's Smuggler didn't succeed in his job so he just took a big loss and you got yourself some more customers.


Just some more idea's




Roneth Helfdan,
Smuggler/Pistoleer


~No matter how hard you try, you cannot please everyone~
UberCal
Sat Mar 06, 2004 2:57 pm
#116

We should be able to trade with anyone regardless of their faction. This seems pretty basic to me. A smuggler who is an imperial or rebel should be able to trade with the other side. Perhaps we should get a TEF against us for it for dealing with the "enemy" but illegal sales would seem to be the bread and butter of a smuggler.
UberCal
Sat Mar 06, 2004 3:02 pm
#117

One more drastic idea. This would piss everyone off but it might be fun. How about if someone gets caught with contraband the illegal stuff gets conficasted. For example if you get scannedand then incaped in the resulting fight all your contraband is taken away.
Page 9 of 14