Smuggler Archive
Thread: Smuggler Revamp Community Vision Document (Template)
Thank you for the comments bagnpo3, I was curious if any other smugglers thought this idea was good, bad or ugly? It seems like it would be easy to code in, and in my opinion would add a lot of fun to the profession.
Aiden Morgan
Rookie Smuggler
Starsider
Thank you for the comments bagnpo3, I was curious if anyone thought this idea was good, bad, or ugly? I think it would be easy to code, and in my opinion would add a lot of fun to the profession.
Aiden Morgan
Rookie Smuggler
Starsider
If theres a reputation system put in place how bout this. When a smugler slices an item their name gets attatched to the item as the person that sliced it. If someone gets searched and a sliced item is found them the person that sliced it gets Smugler reputation and is more likely to have a bounty placed on them, be found out in searches, ect.
Since spices have the name of the creator attatched to them they are already halfway there
![]()
Well, as a Smuggler I think one of the most important things we can do is make spice and as of right now spice is highly undesirable. The following is my vision of what our spice line (crafting line) and our Underworld line (smuggling line) can become to effect all characters in the game that not only use spice, but have sliced componants.
You don't want to sell me death sticks... Yes I do!!!
Spice Line
Spice needs adraw in order to compete, but not superceed in all categories, food. Also this line should be treated more as a crafting line than just spice.
- Spice is highly addictive. Ways to implement this:
- Make spice not take away from other HAM level or abilities when effective
- Make spice more effective than food by a small percent, have a shorter span in time you are effective, and have a withdrawal
- Add new spices such as:
- poison removal or protection
- disease removal or protection
- crafting enhancement
- aiming bonus
- Allow more spice to be used to remove your downer
- We need a spice filling line under character screen like food has a food line
- Make spice experimentable like food minus the filling line
- put our experimentation points under the Underworld line
- Make the ablitity to have "bad spice" in the following manner:
- When low quality organics are used or a poor experimentation is performed "bad spice" is made
- "bad spice" acts almost like a poison except effects reflexes, aiming and crafting as well as HAM levels
- allow an experienced doctor to remove the effect with a stim and a new command to remove spice effect
- make it so with "bad spice" you at first have all the qualities the spice was supposed to give you, but after a short amount of time have it effect you adversely
- Allow the Spice line to give the ability to make smuggling items for all players to use to protect themselves from Crackdown checkpoints
- These items will be small and hold a small amount of spice or sliced items and would include things like:
- a book with a holehollowed out in the pages
- a keychain that unscrews to hold a spice or two
- an unsuspicious suitcase or briefcase
- These items would protect the holder as high as 60% or 70% (no higher) from crackdown checkpoints and the dependability would come from the Smuggler's Underworld status as well as experimentation success
- These items should never be as good as actually BEING a Smuggler, but should give the holder a chance to get through a Crackdown checkpoint safely
Underworld
This line should be the line that defines a Smuggler and his abilities to smuggle.
- Put our experimentation for crafting under this line
- experimentation under same areas as chefs except for the filling
- allow experimentation points to be used on the new smuggling items (hollow book, etc..)
- Our smuggling abilities for Crackdown activities need to be here and listed under our in-game skill tree
- Keep languages here (this includes understanding lekku)
This is my vision for what smuggling can be. I wrote most of this already, but this is in the format requested.
We need a new contraband, now people have suggested that we make certain rare resources illegal, but this causes similar problems to above, and as an example, it is well known that buff packs use lokian wheat, if lokian wheat is illegal then by default buff packs must also be illegal.
I suggest we have something completly new as contraband, maybe a new resource type or 3, these can be used in the place of existing resources under certain circumstances and are better than the standard, also possibly give some of the crafting professions the ability to make "modified" versions of certain components that are illegal.
We can then move these illegal goods from place to place... players will want them, so there will be a demand for our services and nothing that is already in game gets broken.
To remove the need for contraband scans in all 'ports tag these items with a special tag that means if anyone who doesn't have smuggling skills tries to move them through the transport system the item is simply removed from their inventory (anything to declare?) and they are punished (maybe the instanced starports idea with instanced customs rooms, where you can either fight your way out or pay the fine)
If a smuggler fails their checks (better chance of success at higher levels, lower chance the more stuff being smuggled) they also get transported to a nastier customs room and we can either use our skills (bribe?) or fight our way out or pay a larger fine, if we don't pay the fine we end up on the BH terminals.
Some ideas for new contraband:
- GM (Genetically Modified) Lokian Wheat - Always significantly better than the regular current spawn, but spawns less often and for shorter periods (and GM other organics)
- High Octane Class 4 LPF - Only spawns on Dathomir, and is rarer than normal stuff
- Weapons Grade Radioactive - Again higher spec, rarer, only on certain "adventure" planets
- Luxury Woolen Hides - As above
- Plumbum (sp) Iron / copper alloy - can be used in place of plumbum (sp) iron, but has a higher conductivity. again rare and on adventure planets only...
I am sure the crafters who use these resources would love to get hold of the upgraded versions, and we smugglers could move them around for them and the resource suppliers, I'd also make them untradable on the bazaar and only saleable on vendors under the protection of a smuggler (Another skill?) if at all.
I like this idea for one very big reason
No one can come screaming into the Smuggler forums and say "You are stopping me from having my fun, This isn't Fun!"
As a complete aside and not wishing to derail anything I'd still love to see the Imperial and Droid compartment loopholes closed
Well, to be honest it's what we all decide should go down on that document. Caylin's job is to tell the developers what our community wants - and he really doing a good job.
It's my and alot of others' commitment to amalgamate these ideas into a working revamp document! How cool is that last sentence? We actually get to make a revamp document! Better yet, we get to ammend the pre-existing one. That's some cool stuff.
I made a post a minute ago in its own thread, but I thought a bulletted version of my ideas to revamp the spice tree (and in effect, other smuggler related issues), would be of use here.
- Make spice a spawning/surveyable/mined resource, with qualities which would effect the products made out of it (e.g. toxicity, enhancement effects,etc) this resource would be highly illegal (ties in to ideas above about other powerful resources being marked as contraband), anyone caught in a search is liable to a fine and/of confiscation of the resource.
- Change the spice crafting tree into a spice refining tree, where the smuggler refines the spice into a potent drug. experimentation along with the raw spices qualities, would allow for improvements of the product (example using a spice with a high stat enhancing quality, but a low toxicity, to reduce the downer and increase the buff on some muon)
- The new spice resource may also be used in some way by other professions, chefs may be able to add spice additives, or weaponsmiths could make guns with nasty DoT style effects, (these may be available through limited schematics, for example)Of course, a spice improved product would be considered contraband, too.
- Certain raw spices with certain qualities spawn on different planets (much like how the spawns for quality avian meat for good doc buffs do) hence require transporting, and hopefully, smuggling.
I made a post a minute ago in its own thread, but I thought a bulletted version of my ideas to revamp the spice tree (and in effect, other smuggler related issues), would be of use here.
- Make spice a spawning/surveyable/mined resource, with qualities which would effect the products made out of it (e.g. toxicity, enhancement effects,etc) this resource would be highly illegal (ties in to ideas above about other powerful resources being marked as contraband), anyone caught in a search is liable to a fine and/of confiscation of the resource.
- Change the spice crafting tree into a spice refining tree, where the smuggler refines the spice into a potent drug. experimentation along with the raw spices qualities, would allow for improvements of the product (example using a spice with a high stat enhancing quality, but a low toxicity, to reduce the downer and increase the buff on some muon)
- The new spice resource may also be used in some way by other professions, chefs may be able to add spice additives, or weaponsmiths could make guns with nasty DoT style effects, (these may be available through limited schematics, for example)Of course, a spice improved product would be considered contraband, too.
- Certain raw spices with certain qualities spawn on different planets (much like how the spawns for quality avian meat for good doc buffs do) hence require transporting, and hopefully, smuggling.
Ternque01 wrote:
Well, to be honest it's what we all decide should go down on that document. Caylin's job is to tell the developers what our community wants - and he really doing a good job.
It's my and alot of others' commitment to amalgamate these ideas into a working revamp document! How cool is that last sentence? We actually get to make a revamp document! Better yet, we get to ammend the pre-existing one. That's some cool stuff.
Anyways HimFan, you get a say in it, it's all of our job! It's the smugglers who get to decide what goes on that sheet
WellI put more then my 2 cents in