Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

ScruffyDog
Wed Jun 23, 2004 12:39 pm
#1184

Sounds awesome, It will be finally fun to be a smuggler



In Game Name- Aervai Iason
Master Rifleman- Master Smuggler
Server- Eclipse
Thyriel
Thu Jun 24, 2004 7:08 am
#1185

What about adding a casino for player cities, craftable by architects, placeable only by master smuggler, where the smuggler maybe gets a small bonus on slicing. Also then add some thing like playcards or dices and players can play against, in the casino some desks where players can "register" thereself so they can play there with bets and fixed rules or so...

Knapf
Thu Jun 24, 2004 9:22 am
#1186






GreenMarine wrote:
I'm working through this discussion. It's long and it's going to take me a while to read everything.

However, one piece of advice. Posting long rants on why you think a system will not work is fine, but if that's all you post it isn't really that useful. You should also post suggestions on alternatives.

For example, I'm reading a lot of threads about the impact that increasing the illegality of sliced goods will have on the market. While I don't necessarily agree with these arguments, they would be more convincing with a solution. You could say "for that reason, we should also be able to craft special powerups for armor or weapons that reduces the visible illegality of that weapon for 1 scan" or whatever. It's just an example of a random possible solution to the problem...not only does it allow some players to have a chance to slip through scans, but they have to use an item you supply to do it.

It's okay to disagree and have a debate about the proposals, but its important to keep a cool head and look for better alternatives.

Message Edited by GreenMarine on 06-21-2004 02:18 PM




Yes I agree.


it's easy to saysomethingis not a good idea,butto take an idea and look to make it better is the best way to answer a problem. Green stated oneIdea that was very good with different levels of missions, much like destroy and UPS missions only one would be higherpayout with a higher level of risk. Lots of great ideas Ipray we get to see them.


Morty
Thu Jun 24, 2004 9:56 am
#1187

This is looking great so far, Thanks guys.



-Dkhar Kitab-
Ahazi/Tempest

"Been there, done that"
Ragnorox
Sun Jul 18, 2004 11:10 am
#1188

are smuggler fighting skills included in this revamp.. I think this should b seriously considered since smuggler does have a pretty broken fighting tree and is one of the only fighting proffs without a specific wpn or group of weapons.. just a thought.. but keep up the good work



(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

Veteran Member of WOOK
Aubrey- "TEH FISH" Jedi
Ragnorox- Master of the DWB/ Master lazy AS/ Master DE+Art
Blackfire- Masta of Disasta
10+ Jetpacks, 3 Mando pieces crafted
ProVOne
Sun Jul 18, 2004 3:49 pm
#1189



Thunderheart wrote:


Britamart wrote:
any thoughts to the possibilty of smugglers getting on BH terms? I think pc bounties are one the best ideas to come around in a long time, and would love to see them expanded upon.

Its WAY early to be talking about this stuff, but one of the discussions during the Fan Fest was a kind of "Smuggler's Slicing Gambit" for the Jedi terminals. The idea was that smuggler's would have a percentage chance to remove a Jedi's name from a terminal. If the Smuggler was successful, the Jedi's name would be removed from the terminal, but if the Smuggler failed, they would both end up on the terminal. Everyone liked that idea very much







i like taht idea very much as well



ProV-One Konobi
Master Smuggler
4/0/0/4 Merchant
0/0/3/3 Pistoleer
SSF
Thu Jul 22, 2004 8:37 am
#1190


I believe that the Smuggling proffesion proposals are indeed an asset to our Prof. The only "suggestion" I would table i that Imperial PC's should not be able to become a smuggler until after they leave the Empire. As it stands right now in Live is that you can be an Imperial smuggler??? DUH!!!! is that not any Oxymoron concept? A Stormtrooper smuggling goods past his own superiors? Is that not a Rebel/Neutral? Other than that GM I'm looking forward to the Smuggler revamp more than the Combat revamp as its a whole new "can of worms" and I can only "eat crow" for so long


"Smuggling is only if you get caught ..... and better them than me."

- Zy're Nightshade- Ahazi



"Smuggling is only illegal if you get caught ....... and better you than me"
DigiDante
Thu Jul 22, 2004 9:46 am
#1191

Why is this post still being bumped?


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=98219


The thread has moved to that post.



Selusa Secundus - Elder Smuggler - September 2003.
Sheeana Secundus - Respec Jedi - Elder Carbineer @ heart.
Raylonis Del'Rathin - Elder Chef, Dancer - Retired / Canceled July 2005.
Leader of the fallen Guild, Veil of Silence.

Without the past, the future would never happen.
Believes in a better future for SWG.
Everytime a Rollback or Additional server thread is spawned SOE murders a kitten. Please... think of the kittens and stop this erradication.
Ssirk
Sat Jul 24, 2004 6:09 pm
#1192

I love all of this. i was thinking about dropping smuggler due to lack of content and that "illgal" feel to the prof but if this stuff is implemented, i will definety would not drop it. i love all the ideas here, even the part where smugglers might be hunted down by BHs is they get to out in the open. great ideads and content. i look forward to this with high anticipation
Beliblisrevenge
Tue Jul 27, 2004 1:54 am
#1193

what about

-crafting a smuggle bag ( with % of protect for scanning ) for master smuggler
or change underworld tree (1.skillbox 25% protect bag and so on)
only 2 charges , the same for ships then craftable

-increase the scannings for non smuggler ( for what we have over 90% protect ?)and punish more powerful(who has fear from the empire ?)

-scliceable ship parts ( JtL )

-experimentation on spice crafting

-make languages with skillpoints only learnable , then we have a sense more for underworld skilltree ( and more atmosphere )

-make delayshot like before nerf ( maybe with 5 secs than 10 sec )

-make all spice as illegal contraband , maybe alkohol ( brandy too ) or all what is too much to carrying
for example : 100k copper is ok , 200k copper is illegal ( smuggling) or so , so we have more smuggling options

-special smuggel missions with bounty if you failed

-faction smuggle missions ( jabba , lady valarian or so)
Jazerai
Fri Aug 06, 2004 10:00 pm
#1194

i just read this post for the first time (50 pages of replies late), so i have no idea how much has changed since the original post, but i have to say...


if some of the ideas mentioned here go through, it will change the entire "feel" of the game. and i definately think it's a change for the better.the legality penalties add an atmosphere of a strong government/law enforcement body. i never realized, until i read this, how much the game seemed closer to an anarchy setting. law enforcement and security presence is rare and usually weak. the movies were all about ducking the cops


i quit playing for a while out of boredom, came back and tried the new stuff for a few weeks and now just sign on keep harvesters going. i've only been hanging on for jtl. but if these changes go through, this game could really turn into something worth playing, even without it.


nice job devs and all the players who helped come up with it all.


moley
Sat Aug 07, 2004 1:36 am
#1195

Smugglers getting on BH terminals is a great idea. But, only if you steal from someone with enough money and power (Jabba, Lady Valarian, etc.) and knowledge to put a bounty on the smuggler's head.


Are stormtroopers and rebel npc's going to be any stronger? I see players destroying them too easily, and it wouldn't be worth much for one of them to attack you if you can defeat them without diverting direction or even having to slow down. Stormtroopers in particular are weak.


Visibility timer is cool. Or even, having to do something for someone to get your visiblity down again. An assasinationmission, perhaps, but alone.


Will smugglers be able to do things for players? If a player has a bounty, whomever it is, could they contract you to transport them to another planet?


(Thinking after the Jump to Lightspeed expansion on all.)
Kaejae
Sat Aug 07, 2004 10:26 am
#1196

So this should happen.....sometime around the release of Revenge of the Sith, so we can all take a year long break until SOE and SWG decides that it OUR TURN!!!!!






Rekkara Stormfollower
Elder Creature Handler
Commando
Tempest

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