Smuggler Archive

Thread: Some notes of the Smuggler's Alliance Track from the Beta...

WedgeStarkiller
Wed Oct 27, 2004 1:13 pm
#1

I played the Smuggler’s Alliance profession track on the beta since it just seemed the thing for a long time Master Smuggler to do. By the end of the beta I had made it to 3222 privateer. Below are some things I learned in the process along with some spoilers about how the mission tree progresses.


First off, don’t expect to do any smuggling. Your role as a Smuggler’s Alliance pilot is as fighter support for their real operations. I felt a lot like I was playing Privateer 2 in which you could hire pilots to run escort for your freighter or help complete a combat mission. Problem was instead of being the hot shot smuggler I was playing the role of hired cannon fodder. Missions are in the same format as all the other professions. Patrol, Assassinate, Capture and Escort. So from an actual mission perspective there isn’t much here for us smugglers. Also note that these missions are hard, like so hard you will need help from friends to complete many of them. Don’t be afraid to bring a group of 2 or 3 other players on your missions, they’ll have something to do.


The privateer ships in general seem to have more weapon slots than the faction craft. The Dunelizard is a very capable craft even though it’s only a tier 1 ship. If you buy one make sure its Style 2, they are the cooler looking variant with the big wings. Most privateer craft have the ability to carry two projectile “laser type” weapons. If you have one of these, equip it with one shield tuned and one armor tuned weapon. The ion cannons are the shield tuned ones, you can tell by the ratings under shield and weapon damage. Ions tend to be around 0.9 shield and 0.2 armor, meaning that when you get an armor hit, the damage is multiplied by 0.9 and for a shield hit 0.2. The armor tuned weapons, (blasters I think) are the other way around. The best strategy is to use ions until you punch through the shield and then use an armor weapon for the kill. You can fire both at the same time but it quickly depletes your capacitor store (so you can’t shoot until it reloads) and you will do less damage over all. If you only have one weapon port, then a balanced (0.5/0.5) weapon makes the most sense. And make sure you always have countermeasures installed.


The specials that a privateer gets aren’t as useful as the factioned professions, but some fun can be had with them. Beware of the engine overload, at novice it fails a lot leaving you motionless and likely dead. The pirate strike special is fun in that it spawns some pirates around your ship who them attack everyone. Use in it battle to distract enemies and use it in calm times to get some targets for xp to spawn.


The coolest thing about the Smuggler’s Alliance is that you are working for the right people. You start in the Mos Eisley cantina working for Talon Karrde, then graduate to working for the Valarians and then Jabba the Hutt. I never made it to tier 4 so I do not know who the last group is. On the flip side, except for Karrde, you only talk to lower level types for your mission assignments. Also for reference, the Valarian trainer is on the lower level of the Lucky Despot, take the elevator. The Jabba missions where I ended myself in the beta were very frustrating in that every time you fail you need to land and get to Jabba’s to get the mission again. After ten times out there for one mission it gets a bit wearying.


Other quick notes. You cannot train the first box after novice until you do a certain number of missions. The npc that gives missions is the same as the one that trains you. When you finish enough missions you get a free box. Definitely train 1000 since you will need a new ship immediately. After you grind through 1111 Karrde will send you to the Valarians. There will be missions available but they aren’t mandatory at that level. After 2222 you go to Jabba’s. Anyone know where 3333 takes you? The Jabba missions are mandatory and the late beta bugs in the missions are why I didn’t make it past 3222. Hopefully they are all fixed now.


I can also answer other questions if any of my fine Smuggler brethren should have any.


FYI: I’m going to do the Correlian Imperial track starting today on live with my main character. The Decimator is a great ship and functionally identical to the YT-1300. I’ve always roleplayed the crooked supply clerk type smuggler and look forward to the day when I can run contraband along with my missions for the good of the empire.




Antonius Ordnung
Master Smuggler, Master Commando (Thanks NGE!)
Resident of Shadow Impire, Lowca
Colonel, Imperial Supply Office / Master Pilot, Corsec
Captain of the YT-1300 "Overdue Revamp"

JinxM
Wed Oct 27, 2004 1:24 pm
#2

nice info, good job too!




all of you look at me and laugh because i am different,
i look at you and laugh because you are all the same.
TsN-Wizzer
Wed Oct 27, 2004 1:37 pm
#3

Good Info, I actually Made it to 4433 in this one, it was nice because the Jabba contact actually Gives you the skill Box, you didn't need the XP for the Box (it got Banked towards the 1 mil per Tier 4 Boxes) The Tier 3 Missions were Not too Difficult, But it wouldn't hurt to have a wing-man for.


I actually Stuck with the Dunelizard for Most of my Missions, I tried the other ships but found them Sluggish to my standards. The DL was Nice because it had 2 Weapon Slots and 1 Missle Slot.


After the Jabba Missions, Talon sends you to Dathomir Outpost. In the Cantina there (Nice cause it's right next to the Starport) you will do Duty Missions (non-Mandatory) for the last 4 Mil of your Training.


Now, Keep in mind that While doing duty Missions (Tier 2 and 4) Whenever you Train a Box you will recieve a Mandatory Mission. This is a Story Line mission that can't be Skipped. They are Usualy Pretty Tough so Bring a Friend!


Also, Pay Close Attention to your Loot, Ocasionaly you will get some Really Nice Loot Drops.


Ok, Now for my Special Secret. I found a Great XP place in Endor Space, I am hoping that it will still be there in Live like it was in beta. Right near the Endor Space Station (about 5k away from it) is a Trade Route for the Traders bodyguards. They Fly in Z-95's and are worth 3k XP Each. they also Drop Pretty good Loot. They Are Tough so don't go there Till your Tier 3 or Tier 2 with Good equipment. The Nice thing is that Endor station is Good and Close and Endor Station Does repairs to 100%, Unlike Dath and Dant which only do 75%


Don't let out the secret cause then it will be swamped


Also!....... For General MOB's As long as you do 5% of the Damage to any Ship, you will get Full XP. So get with you friends and All chase The ships together, They will go down faster and you get more XP.




Omo Ohe
Master Smuggler Since Launch
Rules for Posting

Wizzer's World

Hollow
Wed Oct 27, 2004 1:47 pm
#4






TsN-Wizzer wrote:

Good Info, I actually Made it to 4433 in this one, it was nice because the Jabba contact actually Gives you the skill Box, you didn't need the XP for the Box (it got Banked towards the 1 mil per Tier 4 Boxes) The Tier 3 Missions were Not too Difficult, But it wouldn't hurt to have a wing-man for.


I actually Stuck with the Dunelizard for Most of my Missions, I tried the other ships but found them Sluggish to my standards. The DL was Nice because it had 2 Weapon Slots and 1 Missle Slot.


After the Jabba Missions, Talon sends you to Dathomir Outpost. In the Cantina there (Nice cause it's right next to the Starport) you will do Duty Missions (non-Mandatory) for the last 4 Mil of your Training.


Now, Keep in mind that While doing duty Missions (Tier 2 and 4) Whenever you Train a Box you will recieve a Mandatory Mission. This is a Story Line mission that can't be Skipped. They are Usualy Pretty Tough so Bring a Friend!


Also, Pay Close Attention to your Loot, Ocasionaly you will get some Really Nice Loot Drops.


Ok, Now for my Special Secret. I found a Great XP place in Endor Space, I am hoping that it will still be there in Live like it was in beta. Right near the Endor Space Station (about 5k away from it) is a Trade Route for the Traders bodyguards. They Fly in Z-95's and are worth 3k XP Each. they also Drop Pretty good Loot. They Are Tough so don't go there Till your Tier 3 or Tier 2 with Good equipment. The Nice thing is that Endor station is Good and Close and Endor Station Does repairs to 100%, Unlike Dath and Dant which only do 75%


Don't let out the secret cause then it will be swamped


Also!....... For General MOB's As long as you do 5% of the Damage to any Ship, you will get Full XP. So get with you friends and All chase The ships together, They will go down faster and you get more XP.







I'm surprised you didn't mention not taking your TIE pilot buddies with you to help during certain missions.


He was flying against Imperials and I could do nothing to help him except try and fly in front of the attacking ships to block shots. Didn't work too well. I ended up goofing around and flying in formation with the Imps that were attacking him, which was also too funny because he would mistake me for them and chase me! (that was before they had green boxes around group members)


Hollow
Wed Oct 27, 2004 2:43 pm
#5

Hey! I just made Squadron Leader! Woot!

JTGAlpha
Wed Oct 27, 2004 3:26 pm
#6

Good guide...but question...


Did they ever fix that damned Black Sun Ace mission? If not, children beware.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

WedgeStarkiller
Wed Oct 27, 2004 3:40 pm
#7

My understanding was that the main problem with that was other people killing the Black Sun Ace on you. With the anti-kill steal tech they added I would think that was sorted out.




Antonius Ordnung
Master Smuggler, Master Commando (Thanks NGE!)
Resident of Shadow Impire, Lowca
Colonel, Imperial Supply Office / Master Pilot, Corsec
Captain of the YT-1300 "Overdue Revamp"

JacobKell
Wed Oct 27, 2004 4:22 pm
#8






WedgeStarkiller wrote:

My understanding was that the main problem with that was other people killing the Black Sun Ace on you. With the anti-kill steal tech they added I would think that was sorted out.







True other players killing the ace would bork the mission so you couldnt complete it,this issue was resolved by the anti kill steal fix.


Incidentaly i hate you all(well most of anyway) As i come from a third world country called england, it seems i still have to wait several weeks before i can actually launch my ship


New philosophy- SOE have it in for smugglers AND english people!




RIP SWG
Who wants my stuff?
Smuggler_Caylin
Wed Oct 27, 2004 4:31 pm
#9

Think of it this way. While you may have to wait to launch a ship, master shipwrights will already exist to provide you with what you need.

Right now, everyone is scrambling for even newbie ships... then they find out they don't have the components to launch them



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

TsN-Wizzer
Thu Oct 28, 2004 10:56 am
#10






Smuggler_Caylin wrote:
Think of it this way. While you may have to wait to launch a ship, master shipwrights will already exist to provide you with what you need.

Right now, everyone is scrambling for even newbie ships... then they find out they don't have the components to launch them





Yeah, This happened last night, and with the Loot Rates as low as they are (read not bad low, just not as massive as they were in beta) It takes a while to loot the componants you need, get with you Guild and start a componant Bank.




Omo Ohe
Master Smuggler Since Launch
Rules for Posting

Wizzer's World

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