Smuggler Archive
Thread: What does the Smuggling Community want from the Smuggler Revamp?
I want the ability to smuggle. And not only to smuggle, but to be able tosmuggle for other players through player run smuggling terminals. And to not just smuggle weapons and spice, but restrictedresources that are important to the player driveneconomy. This way smugglers will be a necessity in the game.
Message Edited by novakaine on 02-19-2004 09:11 PM
Umm, I come from a region where we only have two seasons - 8 months of summer ance 4 months of winter.
So what exactly is mid to late spring with regard to months?
cshauny wrote:
Umm, I come from a region where we only have two seasons - 8 months of summer ance 4 months of winter.
So what exactly is mid to late spring with regard to months?
May/June-ish.
Mid to late spring would be April-May. Spring is generally considered to be March through May.
You know, I wouldn't mind seeing a smuggling "minigame." However, this should not in any way replace actual smuggling content. Many others have come before me and said what they would like to see as far as smugglers go. I'm going to be a tad general right now, then come back later and post more specific ideas.
The one thing I really want to see is more back-channel, shadowy-booth-in-the-cantina type of content. I RP my smuggler as the owner of a reputable cargo transportation company. Her house bears the name of Rio Transport and Cargo, and the vendor does the same. The vendor barks the following message to people as they walk in:
"Welcome to Rio Transport and Cargo! We move cargo all over the galaxy. Some of the 'items' we have 'acquired' are for sale here."
The vendor, of course, carries spice and some other items I may obtain and try to sell. She (the vendor) is my front.
The point is I'm not the type of person who runs around shouting "Slicing weapons! 100 cr per %" or "Muon Gold for sale! 10k/crate!" I'm more of a low-key smuggler. Her entire guild knows she's a smuggler, but she denies it. She doesn't make spice or slice weapons. She performs "chemistry experiments" and "tinkers with electronics" for fun.
This is, I think, how the smuggler profession should be. Life spent making deals in dark alleysand passing merchandise and credits under the table with one hand on your blaster.
Also, our profession must be completely viable apart from the space expansion. We should not have to wait until the release of an expansion to have a working profession that is fun to play.
More specific ideas to come as I think of them.
2-F
Poison/Disease Resistance:
Exactly what it says, I personally believe that smugglers are one of the hardiest sentient beings in the galaxy, due to their keen instinct for survival.
Their intensive dealings with the shadier side of the law, has enabled them the ability to detect, and avoid, poisons and biologically tampered diseases that are meant to 'deal' with them. All bonuses would total +30 resistance at master smuggler. - This was changed from +50, afraid of being too powerful.
2-J
Purchase Faction:
Allow us to purchase faction for nearly all factions, especially those like Hutt/Nyam/Jabba/Corsec/Rogue Corsec/Borvo, etc.
2-P
Master Spices
Having no new spices at the Master Smuggler level, seemed a large mistake. Anyone with a couple hours to spare once they reach smuggler, can make all the spice through grinding, and be able to make spice just as potent, as any master can. They can also make any spice a master can, so the addition of new spices seemed necessary.
Death Sticks - +1000 Action, +500 Health, +200 Quickness, +200 Stamina, +50 Strength, +50 Constitution, 800s
Effect: Center of Being Efficacy
Glitterstim - +100 Mind, +850 Focus, +850 Willpower, -250 Health, -250 Action, 600s
Effect: Crafting Experimentation Bonus
2-T
Feign Death:
At master smuggler there is an additional increase of +20 to the feign death skill. Giving us +90 total upon reaching Master Smuggler.
With the changes to Feign Death recently with monsters remembering who harmed it, I propose that upon reaching +90 Feign Death; the smuggler is able to clear his name off the agro list of the mob, just as it worked before the December 2003 patch.
Also, Feign Death in PvP is mostly useless, as we do not show up as a corpse to our opponents when we use the skill. We should not be able to be griefed after we have feigned by them constantly shooting us while we are lying on the ground, we should look dead to everyone but those in our group. A smuggler who feigns death in PvP Is asking to have all three of his ham bars at 1, and spend the next half hour healing up, if he isn't a doctor or TK master. Something needs to be done here.
Also if we are to have smuggler specific mission terminals.... Caylins revamp document also covers that extremely well.
Here is a link to the full document
http://home.comcast.net/~lan2109/Revamp.html
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OK....for starters, if you haven't read these few posts, I strongly recommend them....
Unofficial Smuggler State of the Profession (Version 1.29)
--- This is a strong list of concerns reguarding what is right/wrong with our profession.
Caylin's Smuggler Revamp (Version 1.20)
--- This started out, and is mostly compiled of Caylin's vision of the profession. But it has been modified (hense the version numbers increasing) to include great ideas garnered from feedback on this forum.
Kav's Smuggler Vision 2.0
--- This is simular to Caylin's revamp, and has also utilized some other good feedback.
Electricnomad's Compiled Idea's for the Smuggler Overhaul
--- Yet another list of compiled info...I like some of it as long as it jives easily with Caylin and Kav's ideas.
Now if we can start getting along again ![]()
Aye, we absolutely need a way for players to rely on smugglers to transport contraband in a way that works. But it has to be done in a way that makes people not want to sweep into the smuggler profession so they can do it themselves. That is the biggest issue the devs face with any profession revamp. Keeping it so that there is a proper balance across the server of professions. Make one profession too fun, and EVERYONE will dabble or master to enjoy it and its perks.
Most if not all has already been said ... but here is my input:
Feign Death: We need to LOOK DEAD TO EVERYONE (maybe not our group). I purposely now let people keep hitting me and wasting their weapon conditions ... last night I lost my TEF ... ran to a covert faction scanner just to get a new TEF ...
Slicing: Choose what we are slicing (at master level)
Combat: Pistol Mods & Defense Mods & Unamred moves / At Master Smuggler make Panic shot 20 seconds
I liked the resist to poison/disease (hadn't thought of it before)
DOCUMENTATION ... UPDATE SKILL BOXES
I would also like in the announcement of the update ... expected changes coming with Space Expansion ... will we be able to fly ships (like the falcon style with a co-pilot and gunners)?
Keep all Underworld Skills ... but add more ... and more content to use the skill. Make the Crackdown actually mean something ...
I'm gonna ramble a little with some ideas i have. Some of these are quite radical and if you don't agree flame me in a pm. Lets keep the focus.
1) Slicing
Slicing is perfect imo.
2) Dirty Fighting
DF is close to perfect.
Add a brass knucklers weapon schematic so we can fight like a TKA novice wannabe.
3) Underworld
Complete remake, smuggling specific skills.
4) Spices
Hotfix 1, move moun gold to Master Smuggler.
Hotfix 2, add experimentation to make our products better and to make it competitive.
Best possible fix, Complete remake, smuggling specific skills.
5) Master Smuggler
Add bonuses and smuggler specific skills, make it worth the trouble.
I suggest removal of the Underworld and the Spice tree. That way we have 8 (9 with master) skill boxes to use with smuggling content.
This is whatI would like to see in a revamp. How do we implement smuggling specific skills? That is for an entirelydiffrent thread ![]()
I think the very first step is to establishcertain items to be made illegal. And not just illegal to some, Illegal to all. Imperials should not be allowed to get away with breaking the law, because the "I am the law" argument just doesn't hold up; unless you were to compare the Imperial Military to that of a third world para-military group. But a more appropriate comparison would be to any modern day first rate military, like America's or the UKs. The Empire is evil, yes, but they still have discipline in their ranks, without it they would crumble.
Once, items are made illegal, then a Black Market should be the only way to sell them. The Black Market would work similiar to the vendors we have now. Except that only Smugglers would be able to make purchases and deliver the product to customers. The Black Market terminals would not be located throughout the galaxy, but in one or two specific places, that are appropriate for their use. Like in a back alley of Mos Eisley, or a secret outpost on Lok.
(I say this, because if there are too many "creation" points for illegal products, then Smugglers won't have anywhere to travel to deliver their products. Players will congregrate around these points, and all a Smuggler will do is buy the product and then trade it to the buyer directly afterwards.)
Around these terminals will be increased security. This also works to prevent players from waiting around black market terminals and getting the illegal product on the spot. The increased security would make it so that only Smugglers would be able to move the Product away from it's "creation" point. If a normal player were to try and buy it right there, then the authorities would quickly spot him and punish him accordingly. (Kinda like how Police Officers are suspicious middle and upper class peoples in a low-income neighborhood. In alot of cases the only reason these people are there is to buy drugs).
Once the item has been smuggled past the authorities and given to the player it is still considered illegal. These illegal items should be considered like "buffs", but with the possibility of getting you in trouble. To make smugglers wanted by groups, the evasion bonus should still be given to the group as a whole. But I would argue that a 95% success rate is too high. If Smugglers are always evading the authorities at such a high rate, then there is little reason to have a smuggling system at all. It simply wouldn't be any fun if you only had a 5% chance of discovery, these missions would get boring.
If the above doesn't really connect very well, please tell me. It is 2:13 here, and i'm more then a bit tired. ![]()
The problem I see facing a Smuggling System is that a normal player with an illegal product will play the game with too many restrictions. Imagine a casual player who buys a "special weapon" only to find out he can't go into cities, or travel off planet without being stopped by the authorities. It will get incredibly annoying for them. Thats why I think the bulk of our "smuggling" should be at the initial delivery of the product. Once the player is given the product, then the risk to them will be there, but no so significant as to wish that they themselves were a Smuggler. I think too ways to carry this out would be to punish a player depending on how many pieces of contraband he/she carried. If for instance, someone merely had a sliced weapon, then they should nothave that much to worry about. But if that person had a sliced weapon, a full set of sliced armor, and some spice, then they will incur a higher possibility of being caught. Also, since they shouldn't have as much to worry about from authorities if they are only using 1 or 2 pieces of contraband, then these items should be made non-tradeable, except to a smuggler. That way they are not capable of replacing us as Smugglers.
And on another note, perhaps we could help Jedi in some way by "concealing" them from the proper authorities. And if we fail at it then a Bounty gets placed on us as well for assisting the Jedi..... heh. I just want an excuse for some player bounties on smugglers.
Consensual player bounties that is.....
Smuggler ideas are a dime a dozen, but I thought I would lay down some of the thoughts i've been keeping in my head. Looking foward to any criticisms. ![]()
-red
Criticisms? In the smuggler forum? Surely not.
I'm sure it's just constructive disagreement ![]()
I'll be back in awhile though. I'm currently batting around a few ideas.