Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

DigiDante
Sat Aug 07, 2004 10:41 am
#1197






DigiDante wrote:

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.
RighteousDeath
Tue Aug 10, 2004 1:31 pm
#1198






GreenMarine wrote:


Imperial aligned players will now only be immune to scans regarding quasi-legal goods if they have the rank of corporal or better.



Old sliced weapons and armor will be converted to have the legality level of “banned.”









Imperial colonels should be immune from all scans! The shear amount of faction points required to reach that level (not to mention the rank itself) should be considered reason enough to avoid any contraband scan. A person of this rank should be able to "pull strings" or have enough clout to be able to use sliced weapons and/or armor. Especially if they use them to the Empire's benefit.


However, if you feel that colonel is too low of a rank for scan immunity, you can add additional ranks above colonel in which the highest one is immune from all scans. Additionally, a scan immunity gradient could be added in which the top 3 ranks would gain immunity from scans starting from lowest to highest. For example, 3rd highest rank would be immune to just quasi-legal, second highest would be immune from quasi-legal and banned, and the highest would be immune from everything. You could even spread out the immunities so that you would retain a certain immunity level as you progress through some of the ranks before additional immunity is added. I feel that this would greatly add to the functionality of the faction rank system.





_____________________________
Righteous Death
Elder Bounty Hunter
________________________________
.: Dark Imperial Order :. .: Guild Leader :.
Rostus
Tue Aug 10, 2004 10:03 pm
#1199



Okay, I have read the new smuggler thoughts/concepts and for one am quite excited to see some of the options that could come to fruition for we smugglers. Now everyone is gripping and b***hing about how this is going to affect them and their sliced equipment and I can see their point (especially the encumbrance issue with armour), but if its that much of an issue to you as a player, get your stats adjusted so you can wear it (logical – yes??). I’m not here to debate that issue (as so many of you have and with merit), merely make a “suggestion”/”wish” of how Slicing could be changed/re-vamped.


This is merely my thoughts, nothing more. Many of you will happily pick holes in it; do so to your hearts content. If the Dev’s think it’s an idea they can integrate – fantastic, if not – ah well, maybe next time ;-)


Slicing


The basic premise is set it up slicing in the same context as crafting experimentation.


Heres my breakdown/insanity/cunning idea


Security – stage one of the process. The success here determines the max number of points that can be allocated to the final slicing. Thoughts on this one is that the slicer is given a number of choices based on their current slicing level


Novice smuggler 2


Slicing 1 2


Slicing 2 3


Slicing 3 4


Slicing 4 5


Master Smuggler 6



So if a Master was able to successfully slice every option they would end up with +120, equating to 12 points to invest in the result.


Such choices as – cut wire X, jumper terminal Y, short circuit Z, whatever, each success adds +20 to the total slicing points. Random chance each time, but using a molecular clamp tells you which one cut next.


(NB at master level, create a doodad that shows the order for the entire slice – an “uber-molecular clamp”)



Now the biggest thing kind of sucked at the very beginning of SWG for smugglers and still holds true today, is the requirement of a drop to progress to out first level – the infamous LOCKED CONTAINERS. This is the ONLY profession that requires this (so far) and it is rather annoying (IMHO) but this format would allow even the lowliest novice to slice a weapon – just not very well



Once you crack the security, on to the important stuff



Weapon:


Damage – additional damage based success


Speed – reduction in speed to a minimum of 1 based on success


Efficiency – reduction of HAM costs


Range – increase in ability to hit at the various range bands



Armour:


Effectiveness – obvious, increase the armours ability to resist damage


Encumbrance – able to affect individual Health, Action, or Mind penalties



Containers


Hmmm no thoughts here



Terminals


Payout – each success gives a % increase on the final payout of the job


Difficulty - each success gives a % increase of the difficulty allowing for tougher opponents


Distance – reduction in distance to the minimum allowed


Visibility – each terminal slice increases the visibility of the subject, this slice reduces the users visibility. Effective on either the current slice or a BH terminal slice to reduce the subject’s visibility



Well after all this positive stuff, how about the negative. Here’s my twist on it, weapons and armour are nice and easy, each slice, no matter who does it, the slice reduces the condition of the item.


Thought of this as a sliding scale penalty based on the level of the slicer, but even with my basic knowledge in coding stuff this would be nightmare-ish


Now I had thoughts on what to do here in regard to penalties, and wavered between the ridiculous and the sublime. So my final thought was a slice by a master (+120) would reduce the condition of the item by 40%, basically an increase in ability at the cost of its operational life span.



Now with items required for slicing, it would be my recommendation to allow molecular clamps to be available at level 2 rather than level 4, and create the uber-molecular clamp for Master. At this moment there is no slicing bonus for Masters so this would give someone a definite bonus and incentive to reach it.



Well there you have it, my humble opinion on what slicing could become, it’s merely my thoughts on what could be….. enjoy, ridicule, revamp to your hearts content


Locom_Dandef
Sat Aug 21, 2004 9:05 am
#1200

Souns great - but what about snuggling goods for other players? Surely there should be items that players want to move but can'y without a smuggler. Stuff like sliced weapons, armour and what not. Now that would be cool and involve a method of role-playing.



____Harsh
Measures
___________________

LIGHT
J
EDI KNIGHT

Rebel Colonel ~
Member of Aztecs


chewie49
Fri Sep 10, 2004 6:28 am
#1201

This is GREAT stuff!!This will make the game soooo much more fun for everyone, including (finally) smugglers.


Issenor (smuggler) / Lasa

sim

lowca



Issenor
SIM
lowca

funny but true:
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AuralCommune
Tue Sep 14, 2004 2:16 pm
#1202

good ideas. but i've never met anyone im pvp that didnt use sliced weapons, armor. so everyone will be on the terms right? I realize from your idea that it would only be minimal visibility at first, but eventually everyone will be hot. I'm sure theres ppl out there that choose not to use sliced goods. but thats probably 0.004% of the community.


Also i feel bad for any smuggler/weaponsmith thats gonna get caught. their only combat will be the smuggler pistol specials, and well...we all know how poor those are.


I think before any of this revamp takes place, you should fix the smuggler as it is now, that means more combat mods, and something special when you reach master.(slicing, spice crafting, well..and expecially slicing randomness).


dont keep piling halfassed ideas ontop of halfassed ideas, keep working on the ideas you had when you first made a smuggler. and once thats polished then you move on.


But great ideas for the futre.



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Hasun
Thu Oct 14, 2004 12:13 am
#1203

deserves a /bump so those who haven't read it can



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HascoRygar
Mon Oct 18, 2004 4:38 pm
#1204

I still would like to know, from the devs, why Smugglers are a hybrid of pistol and unarmed skills rather than a combat (pistol) and Crafting (Engineering) tree. With all of the skills that smugglers posess to alter technology and future expansions of this class into the JtL Expansion, I as a smuggler, can't dual class in both smuggler and a class to repair my own vessel (ie shipwright). I am curious why this is. We obviously see people like Boba Fett with the ability to customize and repair his vessel (I know he is a bounty hunter but even they have trouble being able to work on their ships) and Han Solo, Lando, and Chewbacca are all seen to have the skills necessary to repair their ships. What is being done to add this sort of feature to the smuggler profession, and what can we expect to allow the smuggler not just to be a smuggler? I understand that a mastry in a second class may not be possible, but what about another higher class for smuggler that compounds with the skills we already pocess. This second elite class would give us the ability to repair, build, and modify ships and give the smuggler the additional combat functionality we all would like.

Hasco Rygar
Yellaclandestina
Tue Oct 26, 2004 6:16 pm
#1205

Great Ideas, GM. Double Thanks for sharing such high-level development concepts with us, and allowing us to see "behind the curtain". I know that some or even much of this may not come to pass because of implementation details, but it's nice to be let in on the big-picture concepts.

Two pieces of input:

1) I'm very fond of the fine/fasttalk/fight options for run-ins with authorities while you're toting contraband. Of course some contraband/mission objectives may be *so* illegal, that it reduces or removes entirely the possibility of fasttalking or bribing your way out, but I'd like to see your chances of doing this based on skill level. A real smooth-talker might be able to bribe his way out of stormtrooper harassment easier than a rookie smuggler for the same level of infraction, or some such.

2) I'd like to see smuggler combat revamped enough so that a smuggler doesn't have to also be a pistoleer to be effective against the kinds of authorities he may be running into. Maybe make pistoleer and smuggler pistol slightly redundant, instead of stacking skills and abilites. Then let the smuggler make up for the difference a bit with melee. However, we don't wish to downplay the pure combat effectiveness of an elite combat profession. So in the end, a master pistoleer should still be superior to a master smuggler, at least in some moderate amount, in combat effectiveness.
Yellaclandestina
Tue Oct 26, 2004 6:27 pm
#1206

An additional thought on smuggler visibility:

Posit: I think it is agreed that we would like smugglers to have at least a fighting chance against the bounty hunters that would come after them.

Posit: We would like bounty hunters to have a fighting chance against Jedi

Posit: Jedi should be far more powerful in combat than smugglers

Given the positions above, I would recommend that:

1) Bounty pay on smugglers be far less than that on Jedi

2) Determine a rough "balance point" between smuggler combat effectiveness and the level at which a bounty hunter can persue him. (Master BH's coming after novice smugglers isn't PvP, it's griefing. ;-) ) We should do this a) without making smugglers overly combat effective (i.e. jedis), and b) without making bounty hunters less effective. Instead, we should strive for a way for lower tier bounty hunters to go after smugglers. They can graduate to hunting jedi when they hit master.
Kasiax
Mon Nov 29, 2004 9:21 am
#1207

Are you going to apply the force sensitive skill 'Persuasion' to increase your ability to avoid scans? All I have seen it do is decrease cost of training. It would be nice if a master smuggler with persuasion 4could avoid more scans.
kgmkiorys
Mon Nov 29, 2004 10:39 am
#1208

still don't know why people go on reacting on this thread since GM doesn't even remember he posted it. In fatc he doesn't even remeber there is a smuggler profession...


However, i consider a smuggler shouldn't be dependant on FS skills to be more effective, we are supposed to be lucky, tricky, nasty peoples, we are supposed to be naturally lucky and persuasive, that's just why we are still alive and we succeed in business.

We already have 4 prereqs to our profession that are unarmed 4, pistol 4, colonel il a faction and pilot in the smuggler alliance, i don't think it's necessary to be FS over that. Well, if it's not your feeling, you're right to think what you want, but please, think silently.



_______________________________________________________________________
Rik'kar Kiorys : Bothan Triple threat on Tyrena, Kauri

Scalime : Human Smuggler & Commando on Theed, Naritus
Chepaki : Human Smuggler Desperado on Coronet, FarStar

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YamadaMan
Fri Dec 03, 2004 5:55 am
#1209

/bump



"This morning, the team made a decision to delay the Smuggler profession revamp to Publish 11." TH

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