Smuggler Archive

Thread: Revamp Discussion: Overview

DRWolfe
Tue Jun 15, 2004 8:04 am
#105



Ipseck wrote:


guessit wrote:
"Smuggler Bounties
"
Smuggler bounties would be complete BS if smuggler combat skills are still gonna be half-a$$ed. I am totally against adding bounties until/unless smugglers have a serious chance of winning against a bh.





change "beat" to escape and I'd agree. No way should a smuggler ever be able to contend with a bounty hunter.


Depends on the Bounty Hunter. Greedo, yes. Boba Fett, no.



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

Frans_Solo
Tue Jun 15, 2004 8:06 am
#106

ok first off, I understand there are a few out there what want to be smugglers and therefore criminals but not be subject to any kind of risk. I completely disagree with this. If you chose to be a smuggler to compliment your crafting template, or just to do slices, then you are in the wrong profession. Smugglers are criminals. It should be difficult! I strongly support the automatic TEF when you use your first knife. A tef that is seen by every law-enforcement npc and every player except the player you're slicing for. Although if you want to give him the tef too, that's up to you. A smuggler can always just hold his goods till the tef is gone if he thinks the guy is going to gank him,
The point is, there are ways around the tefs, but you may actually have to think about it. You might even have to feel a bit like a criminal when doing this work. And less like a slicing monkey. You would have to discuss a meeting place, maybe even in your own smuggling house, but come on care-bears! Use your noggin! Is it so bad that they actually stop pussyfooting around professions making them so vanilla? Can the devs not finally implement some real content that causes you to feel a little nervous when performing an illegal action? Unless you just refuse to put any brains into this game at all, you can easily think of ways to slice stuff in an "underground" setting.


Now, i'll step off my soapbox and throw out some other changes i'd like to see.

1. No merchant can sell sliced goods or spices on his vendor. All illegal product can only be "moved" or sold by the individual. (now you've implemented actual smuggling into the game with this one change)
2. For the SideKick Idea, how about its done like a marriage deal. Where you could choose one other player of any profession to be your "sidekick" and he/she gets certain smuggler "enhancements" whenever he/she is grouped with you. The ability to hide illegal items. Some combat enhancements even, but only when grouped with you. You could see the uses for this with idea # 1 in effect.
3. On the smuggler missions, make them hard for Master Smugglers. Very hard with a high pay-off. That's why people get into the life of crime, to get large amounts of money fast. In other words, 20k missions won't cut it. No Master will do any of these because it isn't worth their time. With JTL I'm thinking this is a good set-up: You talk to a "contact" npc hanging around Coronet who tells you he needs you to deliver these 10 experimental rifle barrels to Jabba along with some scopes. Only the scopes will be delivered to you at this WP. The WP is located in space in the Naboo system. There you get the scopes delivered to you from another ship, but also spawning are some pirates that you will have to fight your way out of, or escape. Or they take your scopes and your barrels. Jabba puts a price on your head, and all BH's are notified.

Don't just make the content for the novices as a way to get xp. Give the masters stuff too please. What'dyathink?



*** Xiyx 'Ptah Master Smuggler/Master Pistoleer/TKA
Broken/Broken/StarWarsy?

Obi-Wan "That boy is our only hope..."
Yoda - "No, there is another...and another...actually 3 more contact we could on Dantooine, and 4 others so that's what? Like 9 now? Yeah, ok we'll be."
Xeranx
Tue Jun 15, 2004 9:28 am
#107






Larki wrote:





silversaber wrote:





Larki wrote:





silversaber wrote:

I agree with an earlier poster, please make PvP optional, not required to play the profession. Something like special missions for Master Smugglersthat are really hard, and state from the outset that if the Smuggler fails, they get a player bounty on thier head and gives a really good payout upon success. All the rest of the missions would stay PvE.


Another thing I would add to your list, is a mechanics skill line added. I have yet to see a Smuggler in the any of the Star Wars movies or stories that didnt fix and maintain thier ships.






Don't agree with you on that... It's supposed to be star wars, you know, danger and stuff? If you do something illegal in game you should be punished, I suppose you could limit this (BH coming for you)to higher paying missions (risk vs reward) and have the safer, lower paying missions have STs come for you.







Disagree all you want, but if the Devs make Smugglers a PvP only profession, then they will alienate a hack of alota players that cannot stand PvP in any form.


Games are made to be enjoyed, not destroyed by some immature idiot that is a wana-be Boba Fett standing over your incapped body, cursing you and saying what he wants to do your mother next.


No.


You guys havemore than adequatePvP implemented in the game with the GCW.


Actually too much, in my opinion.


Enough that it has kept me out of the GCW altogether. I thank you deeply for that SoE. /sarcasm off








I accepted that PvP should not be forced, and offered that bit in red to the debate. But my point remains: risk vs reward. You want the more rewarding (higher paying) missions then you should be subjected to the risk of a BH.







If that's the case then I better damn well be able to take him on regardless of the skillpoint argument. I want to be a smuggler and not every smuggler runs into a combatitive conflict every time. I loathe PvP especially since I have to rely on my character's skills which are way sub-par compared to a BH who gets buffed and wears god armor. I have no way of determining the outcome. Push F4 here..F12 there or whatever "you get hit with eyeshot over and over" I"m dead and I didn't make a dent in the BH.






Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
valquez
Tue Jun 15, 2004 10:58 am
#108

Am I the only one whos a bit pissed that the chef revamp not only came first, but ruined the spice market by being better then illegal drugs?


...when eating a steak is more effective then pcp, you know somethings wrong...


the rest sounds good, but i havent seen much talk on spices other then moving them.. why make more risks on something half as good as food
Hasun
Tue Jun 15, 2004 11:01 am
#109

i've got a couple of ideas, but before i start i have never been a smuggler so i'm sorry if some of these things exist and for your information i'm a MBH


Right to my points, ideas


Smugglers, like bounty hunters, are scum we are hired guns that work for whoever pays us. Smugglers, at the moment don't have that option, since buffs came in , no one buys spice and most weapon and armoursmiths have picked up the slicing tree and do there own. I think smugglers need to move away from this and smuggle, hell that what your job title says


Smugglers should have the ability to hide a players tef from opposing forces (players and npc's). This would have several advantages to certain players:



  1. Jedi hiding from Bounty Hunters

  2. Rebels wanting to use Bestine starport

  3. Imperials wanting to get into Rebel bases (and vice-versa)

  4. Sneaking groups into player controled city's ready to attack

with the up and coming GCWI think this skill would be highly useful and could become a real money spinner for smugglers


let me set the scene for you, a low level jedi has just been attacked by a Bounty hunter, he managed to force run to the nearest town, he walks into the nearest cantina and shouts out "help i need hiding". One of you smugglers sends a tell "meet me in the backroom and keep your mouth shut" you both go to the backroom and negociate a price, then you hide the Jedi's tef for him and take him off everybodys radar. then the two of you move to the nearest Starport and safely remove the jedi from the planet, the jedi gets away scott free and you the smuggler makes a healthy profit.


The second idea is a smuggler has the ability to use the spare seat in his landspeeder to give other players lifts to where they want to go, this would be useful to new players who cannot afford transport and maybe a Smuggler can slice his Landspeeder to make it go faster than a swoop. Also when JTL is released they could give other players lifts in there space-craft.


these are just two ideas what do you think?




Kravan/Punker/Hasun/-Denny- Crane
I S.O.L.D OUT
I SURVIVED THE MANDO LOTTERY SCAM (SUMMER OF 2006).
+DEVASTATION+

Mafaza
Tue Jun 15, 2004 12:00 pm
#110






GreenMarine wrote:





PhoenixOrion wrote:

GreenMarine:


Will Dirty Fighting be revamped at the end of the year with the rest of the Smuggler Revamp...


Or will it be revamped when every other combat profession gets fixed in the Combat Revamp, as it is a Combat Tree?






Dirty Fighting is on the list. We'll get to a specific thread sometime in the future. In general, I want to disassociate "smuggler" from pistols& pistoleer. Smugglers should have combat skills (being a smuggler is dangerous), but should be able to pick what kind of combat skills to use. The profession should not favor pistols, just because Han Solo was a pistol man.





Not to rain on the much-deserved Smuggler fixes, but we BHs are in the same boat, and damn, are we a testy lot these days for the same reasons.





Mafaza------------------------------------Oomfama
Master Bounty Hunter, chilastra----------------Brawler, Pikeman, Fencer, chilastra
"KD+Dizzy = fun!"-----------------------------------"Wacking with sticks"

Mafaza
Tue Jun 15, 2004 12:03 pm
#111


Oh and the fact that our entire existence is bugged and utterly broken, consuming nearly all of our nightmarishly-earned gall-darned skill points in the process. Ok, back to the BH board to try to figure out how to trick Jedi into coming to me so that I may justify my existence in this universe. . .


Message Edited by Mafaza on 06-15-2004 12:05 AM





Mafaza------------------------------------Oomfama
Master Bounty Hunter, chilastra----------------Brawler, Pikeman, Fencer, chilastra
"KD+Dizzy = fun!"-----------------------------------"Wacking with sticks"

AmericanSaint
Tue Jun 15, 2004 12:21 pm
#112


Assuming that the Smuggler missions will come from terminals rather than NPC's, I'd really hate to see "Smuggler Mission Terminals" popping up. I'm sure the Empire would squash that pretty quick. If they must come from terminals, why not allow smugglers to slice intoexisting mission terminals to reveal hidden smuggler missions? This would keep it pretty low-key.


Anyway, a lot of extra NPC's seems to greatly increase lag (I still play over a dial-up, so lag is a major concern). So if the missions are to come from NPCs, i'd ask you to consider removing some of the current NPC's that do not have a Converse option, or some other reason for being where they are.

Larki
Tue Jun 15, 2004 12:44 pm
#113






silversaber wrote:

I agree with an earlier poster, please make PvP optional, not required to play the profession. Something like special missions for Master Smugglersthat are really hard, and state from the outset that if the Smuggler fails, they get a player bounty on thier head and gives a really good payout upon success. All the rest of the missions would stay PvE.


Another thing I would add to your list, is a mechanics skill line added. I have yet to see a Smuggler in the any of the Star Wars movies or stories that didnt fix and maintain thier ships.






Don't agree with you on that... It's supposed to be star wars, you know, danger and stuff? If you do something illegal in game you should be punished, I suppose you could limit this (BH coming for you)to higher paying missions (risk vs reward) and have the safer, lower paying missions have STs come for you.





GameInformer: There seems to be a lot of things that you want to address in the core gameplay of Galaxies, why not just focus on those and release JTLS later? Blackman: Because JTLS is the number one thing that our community wants.
Number one thing we want?! Liar... Want proof of this lie?
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=226102 - notice noone wants JTL first??


Tonteth
Tue Jun 15, 2004 12:47 pm
#114






JTGAlpha wrote:

Well what's wrong with changing it to ranged support 4? It doesn't mean it HAS to be a ranged weapon, since we STILL have the brawling pre-req. Just that we need to know our way around basic ranged and melee tactics. /shrug


Still would rather swap out Unarmed IV with Business IV but that's just me I know.







I hope that one day professions like smuggler, or BH will be either:


Smuggler - any one of the available marksmanskills and any one of the available brawler skills. [*Ex.* carbines/polearms can take you to novice smuggler] Or any two of the available marksman skills or any two of the available brawler skills/ [*Ex.* pistols/ranged support or fencer/swordsman can take you to novice smuggler]


Bounty Hunter - eiter all marksman skills and all of scout or all of brawler and all of scout. [*Ex.* master marksman/master scout or master brawler/master scout can take you to novice bounty hunter.]


This does away with a lot of the cookiee cutter templates you see now in the game.





Tonteth
Master Smuggler/Master Pistoleer/Master TKA
Tear the face off and wear it as a mask!


Byron_Kel
Tue Jun 15, 2004 12:52 pm
#115

hi all. happen to glance at the bh forums and saw a link to this thread. Looks as if GreenMarine has some great ideas cooked up. good to see that while it may take a while to go live the smuggler revamp will be done right. congradulations.


on a side note i'm glad to see that the idea of general player bounties is finally being consider'd by the Dev crew as when we were asking for it a short time ago we were told it would lead to grieving so they had no intentions of adding it.


also i wonder if the changes to slicing will include the ability to control what effects are happening. i.e. being able to choose a speed or damage slice for weapons etc.
yimaz
Tue Jun 15, 2004 1:22 pm
#116

Green Marine, as far as side kicks can it be set up NOT



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

yimaz
Tue Jun 15, 2004 1:25 pm
#117


Green Marine, as far as side kicks, can it be set up NOT like faction pets? A side kick is not really a side kick if its is someone new and unnameableeverytime you call it.Is picking the race and naming it even possible? I know im getting a little ahead of ourselves, im just wondering.



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

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