Smuggler Archive

Thread: Crime Lord Profession Proposal V1.3 10/18/04

Fro_With_Attitude
Sun Jul 11, 2004 9:05 pm
#105






DrevenStrobe wrote:

However, I'm resigned to the fact that this is just a pipe dream. It's too good to become a reality and the devs would never go for it.






That is only so true. The Idea is perfect for its own expansion perhaps. The amount of detail put into it almost scares off the DEVS lol. We are gonna have to get TH in a vice to barter this ingame.


My Regards.




Cormack, Pro-Tempore
BVC Military Division
http://www.belavistal.com/> The BelaVistal Contingency
**Vendor: IMP SPY** Specializing In Rare Loot Since 2003
The Fide Mea Mall Fide Mea, Corellia 2799 -1563
DaManiac
Sun Jul 11, 2004 9:18 pm
#106

sorry about my apparent lack of proper grammer in my previous post, but this game kinda does it to you.
DaManiac
Sun Jul 11, 2004 9:19 pm
#107

oh and another thing, why would the devs pass up somthing this freaking good? ah well its the swg devs they pass up alot of things.
BruSwillis
Mon Jul 12, 2004 2:22 am
#108

I kind of agree, lets keep focused on the Smuggler revamp but an acknowledgement that it has been read by the Devs and that they think it's a good idea even if it's not on their list of "to do's" would be a nice way of giving the author some credit for his hard word and we ll thought out proposal.




_____BruMasterUnderworldSmuggler.
___________Toth'raRebelBothanSpy.

Fro_With_Attitude
Mon Jul 12, 2004 6:27 am
#109

I think a Big Thing that we need to notice on this are the following:


1.) Player Syndicates (Factions) Are a great Idea. But the two Ingame Based Factions that the game is supposed to be based on for PvP Dont Work. Period. Why would the Devs Invest on Allowing Us to Start our Own Factions, when thetwo they have worked so Hard on are broken? They already didnt like how PlayerCities made NPC Cities Ghost-towns, and Wouldnt Want Rebels and Imperials to Dissapear. They have already stated that they are undergoing a GCW Revamp. Sure Syndicates Can Play into GCW, but if they did the GCW would need to be stable in the first place.


2.) Not All Proffessions are Involved. Thats a Big No No If something is going to get done. The Devs like including Everybody. And Personally, this doesnt really seem like a revamp to me but an Expansion almost. Heck they wanted Master Artisans to be apart of blowing up a Factional HQ. Go Figure. We kind of hit this point with the Syndicate Perks. Perhaps If there was a way to incorporate all types of player professions into the syndicates the Devs would go for it. Like Having Chefs the ability to give missions for meats on endagered species, or Tailors Having to be apart of the Syndicate for Craft the Items. I mean the idea is such a perk for Smugglers, the Community wouldcry for fairness in their own profession trees.


3.) Too Many Want-To-Be CrimeLords. And Maybe this isnt even an issue, but heck I know Id want to be a Master CrimeLord. Ive already tried to start my own Syndicate ingame with my Master Merchants, Smugglers, etc. I dont think Devs would want everyone to drop the professions that they are trying to fix to become the cool new CrimeLord.


4.) This Is a ButtLoad of Work and Content the Devs would have to put in. Right Now its Jedi. Then JTL. After that we've already had our letter sent out addressing the Hutt Casino, Stary Destroyers, etc. TH has already stated that they are going to revamp the smuggler giving us real Dirty Fighting Techniques and Brawling or whatnot. They're only planning on adding to the Smuggling Tree, we know this.The Ideahasnt Been in planning, and I dont think will be for a long time.


As the Idea is right now, its too good for Smugglers & its a Ton of work. If the Devs even thought about addressing this now, they would try to make Factions for Player Cities, nice and simple with something ingame they have already created. That is a Long Shot. Personally, Id just like a nice DEV to comment on the legistics of the idea, and give us the relief that this will get ingame when the time comes.


My Regards.




Cormack, Pro-Tempore
BVC Military Division
http://www.belavistal.com/> The BelaVistal Contingency
**Vendor: IMP SPY** Specializing In Rare Loot Since 2003
The Fide Mea Mall Fide Mea, Corellia 2799 -1563
Sengis
Tue Jul 13, 2004 11:45 am
#110

Much as i love this idea, I have to say that poushing for a hutt faction will have more sucess i reckon, I mean id LVOEthis to work, but come on, Sony Online, responding to customers?

Yeh Right.



ex Colonel Sengis Ghean NVA
Founder, Arroyo, Dantooine and NVA - I²D²
Master Smuggler since 01/04 | | Spice for sale PST
"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres
Fro_With_Attitude
Wed Jul 14, 2004 12:06 am
#111






Sengis wrote:

Much as i love this idea, I have to say that poushing for a hutt faction will have more sucess i reckon, I mean id LVOEthis to work, but come on, Sony Online, responding to customers?

Yeh Right.







Well Keeping that in mind, how could we generate the crimelord profession to not have syndicate faction, but Hutt or Valarian Faction?



Heck with JTL you can be a Rebel/Imperial Pilotm why can't you Smuggle for Jabba or his Competition?





Cormack, Pro-Tempore
BVC Military Division
http://www.belavistal.com/> The BelaVistal Contingency
**Vendor: IMP SPY** Specializing In Rare Loot Since 2003
The Fide Mea Mall Fide Mea, Corellia 2799 -1563
Sengis
Wed Jul 14, 2004 12:09 pm
#112

Im pretty certain that not only is there already unused code within the game ( you dont say duh!) that relates to a third hutt faction, but they MUST be working on this throughout the game. As far as I can tell in the SW universe unless you have some sort of factional, or backup behind you, whether it be Corporate Conglomerations, Imp, Alliance, or Criminal, you wuld bnot get far. And this is precisely what i belive to be wrong with the game.


Now I dont want to go on a massive hijack, (suffice to say for all its flaws, im not dropping this game,!) but i will say the following.


The grind has really damaged the game, and bringing in quests to try and slow the pace of the grind I think is a good thing. Announcing the end of the grind so that, people would ubergrind until the patch, was a bad idea. (Id have stealth nerfed it, and explained later.)


If starwars glaaxies is to create a stable economy, with people who a) enjoy and b) enjoy (afterall its why we play games right?) their proffessions should be rewarded by staying such a proffesion for a long time. I have always and always will be a smuggler. So why is the punk who quenkered his way to master in a day next to me exactly the same skill as me? Longterm Bonuses I belive are the true credit for people staying in proffessions. But Thats an off topic rant so ill leave it there.



ex Colonel Sengis Ghean NVA
Founder, Arroyo, Dantooine and NVA - I²D²
Master Smuggler since 01/04 | | Spice for sale PST
"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres
Smuggler_Caylin
Mon Oct 18, 2004 2:15 pm
#113

Found myself sitting around. Wanted to toy with this a bit more.


  1. Included chef recipe perk.

  2. Put in a mention of syndicate limitations as one might find with player cities.

  3. Added a method for players to gain syndicate xp without making one.




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

CaptainTanis
Mon Oct 18, 2004 7:58 pm
#114

Fro_With_Attitude said:


Sure Syndicates Can Play into GCW, but if they did the GCW would need to be stable in the first place.


While I can understand Fro's worries about this matter I have to say that the argument for still running this Syndicate faction thing is basically answered by his comment: Syndicate's would not be able to take up the relative GCW faction matters until this is is stablized. In other words once things start to take off more options become available to our new crimelords/syndicates. Maybe once the action starts to heat up they can start running the spy missions to help which ever faction hires their services. This is when Caylin's saboteur idea comes into play...the more advanced the GCW becomes the more useful the syndicates can also become. Until that happens the syndicates can be occupied with just dealing with rival syndicates. I'm sure this would be more than enough to keep everyone busy


As for my 2 pence worth - here's an idea: Caylin is right in saying that being a crimelord should be a hazardous job - look what happened to Capone and the other syndicates in Chicago. Does the infamous occurence of 'The Valentines Day Massacre' mean anything? Basically (on a constant pvp level) syndicate members should be visible at all times to opposing members. That's the risk you run - it has to have a relative downside to being in a syndicate. But (and here's the idea) how about that if one syndicate wants to attack another then they have to announce this fact - it doesn't mean that the attack happens immediately - it can come at anytime (say within a 1 week time limit for example), thereby giving all members concerned time to prepare. Only members of each syndicate can be involved in these matters (imagine seing 2 members from the PA fighting on opposite sides - I'd buy that for a dollar! ) - no outside hired help could be brought in to out balance things.


It's just a thought, but I think Caylin knows where I;m coming from on this one.
CaptainTanis
Mon Oct 18, 2004 8:04 pm
#115

I've just had another thought...I think someone said before that syndicate members would become 'visible' on BH terms should they undertake illegal missions (or at the very least gain visibility once they succesfully complete their first mission, which then increases overtime with more missions done) - killing of a mark would result in their being made invisible until this whole process starts again. Maybe syndicate members can also undertake 'wetwork' missions (assassinations) on opposing members?! I think if it was made so that syndicate members show up as red to everyone would be a great mistake...how much fun would it be if you were just passing through (for example) Theed and you just see a rival target ducking into the cantina. You sneak in there through the back door and take them by surprise! Things like this (which I believe would take a lot to implement) would provide even this pretty non-experienced pvp'er to dabble in it more. I've always been more of an rp'er really, but having to look over your shoulder incase someone is out looking for you...sounds good to me
Duedroth
Mon Oct 18, 2004 9:17 pm
#116

wow i can't believe i missed this earlier

i swear, there are a few players out there who have an amazing perception of what this game SHOULD be. It's unfortunate that it most likely will never come to fruition.



Nathan Bluewater Smuggler and Captain of the Ivory Eagle
Oberon Bluewater Twi'lek Bounty Hunter
fireonice fireonice Dark Jedi Knight

A'idan Corso Merchant Extraordinaire
Behold an YT-1300 and the one that piloted it was Nathan and Vengeance followed with him.


LaughingWolf
Mon Oct 18, 2004 9:54 pm
#117

Wow wow wow.

As far as actual implementation into the game goes, I think Fro With Attitude expressed well why it would risk not flying with the devs, but wow, it would rock.

GREAT job, even sadder now to see leave the Correspondent position someone with so many ideas and ability to express them clearly.



LaffyWolf'ya - Master Smuggler / Master Pistoleer / Rebel Colonel

Fresh out of witty signatures, sorry.
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