Smuggler Archive

Thread: Smuggler and Combat medic interaction, GreenMarine, ppl..

Salacious_JR_
Tue Jul 06, 2004 4:55 pm
#1

Ok, i've heard you're gonna get a great revamp and have been reading some of Greenmarine's posts. Well it happens i've just posted some ideas for the Combat Medic profession, and some involves smugglers.

The idea is: Ok you are talking about high profile missions to deliver highly illegal things: Well, what could be more illegal than chemical warfare agents to make some special poisons and all??

What about risking your lives smuggling these toxic things to your Combat Medic customers?

And im not only talking about visibility and ending in the BH terms but also these would be the kind of things that if you get scanned in the starport and get caught with it pay a high penalty.

Make it risky, make it worth a lot of money, and make it highly illegal so smugglers FEEL they are really smuggling, just imagine them, sweating, praying to not get scanned, and escaping with their ships hoping not being followed by some Bounty Hunter.


Ok, HERE is my original message in the CM forums.
JTGAlpha
Tue Jul 06, 2004 5:08 pm
#2


Hey, I'm always for new things to smuggle. And perhaps it could help balance the CM in PvP thing.../shrug I like it. CM's probably won't. But since their weapons aren't sliceable anyway, they shouldn't get a buy on contraband weaponry.

Message Edited by JTGAlpha on 07-06-2004 05:08 PM



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

Salacious_JR_
Tue Jul 06, 2004 5:16 pm
#3

Well im not talking about making the actual poisons with smuggler things, since the CM community would be very pissed. Im talking about DIFFERENT kind of chemical stimpacks that are more powerful BUT need highly illegal goods, that are to be provided by a Smuggler. Just check the link i posted to see what kind of special poisons im talking about.
JTGAlpha
Tue Jul 06, 2004 5:23 pm
#4

Well, either case you're talking about a power boost to your weapon, whether it's higher grade goods, for better poisons or a 30% damage slice.



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

Salacious_JR_
Tue Jul 06, 2004 5:30 pm
#5

Lol, ok, but im not a Combat Medic so its not "my" weapon hehe.
Anyway, the idea is not to make a standar increase in the poisons like it was a "slice" but more of a difficult poison to make, and being hard to be mass-produced.

In fact im thinking, what if the toxines needed have a very low mission spawn rate. So, from time to time theres a mission delivery for example, from Jabba to X, having these chemicals to be delivered. Then, theres no way to mass-produce these type of poisons.

One of the examples I posted in the CM forum was a Disease bacteria stimpack. It would do a high damage disease
DoT in all three HAM bars, and would require a smuggler to get these highly illegal bacterias to make this stimpack... just an idea..
JTGAlpha
Tue Jul 06, 2004 5:32 pm
#6

Heh. I'm not arguing with you, I'm agreeing. I like the idea, I'm just making an analogy and offering a case to help your pursuit of this. Currently CM's have no way to "slice" their weapon. This is a way into that market for smugglers, and a way to have better weapons that come with consequences and difficulty in accruing like that of a sliced weapon. Cool?



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

Salacious_JR_
Tue Jul 06, 2004 5:44 pm
#7

Cool

I know you weren't arguing, just thought i hadn't been clear on the subject.
SBRD0C
Tue Jul 06, 2004 6:28 pm
#8

Well I am for anything that gives the game more Star Warsy Content.. but at the same time I have to ask.. Aren't Combat Medics powerfull enough already?


To make them more so would only unbalance the game further, this Idea would have to wait until after the fabled 'combat balance' so thier current abilities may be measured and balanced to the system, and then add optional smuggler provided components that enhance but not unbalance the CMs ability.





Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP

JTGAlpha
Tue Jul 06, 2004 6:30 pm
#9

Too true.



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

Jandel-Har
Tue Jul 06, 2004 6:37 pm
#10






SBRD0C wrote:

Well I am for anything that gives the game more Star Warsy Content.. but at the same time I have to ask.. Aren't Combat Medics powerfull enough already?


To make them more so would only unbalance the game further, this Idea would have to wait until after the fabled 'combat balance' so thier current abilities may be measured and balanced to the system, and then add optional smuggler provided components that enhance but not unbalance the CMs ability.








I say just give them a chance to fail. If they either have a critical failure during manufacturing they would unleash the toxin on themselves and those around. Or during combat give them a "critical miss" type thing where they would drop the pack and inflict damage on themselves and those around.



Just Dak - Flurry
Whiteness
Wed Jul 07, 2004 12:14 pm
#11






SBRD0C wrote:

Well I am for anything that gives the game more Star Warsy Content.. but at the same time I have to ask.. Aren't Combat Medics powerfull enough already?


To make them more so would only unbalance the game further, this Idea would have to wait until after the fabled 'combat balance' so thier current abilities may be measured and balanced to the system, and then add optional smuggler provided components that enhance but not unbalance the CMs ability.






yes, but they will eventually be "balanced" somehow, probably before smugglers get revamped, but they will still have high end poisons and diseases, so smugglers couldprovide componentsfor them without giving an "unfair" advantage to CM's





Whiteness
MASTER SMUGGLER - Who never smuggled

See How the Devs Have Lied to Smugglers

3Echo7
Wed Jul 07, 2004 12:24 pm
#12

On the topic of CM's. Cm's can use other products than the ones they can make themselves to use in their poisons and diseases. Make those special items only available by having a smuggler deliver them. The self made stuff Cm's make tops out at a certain %, but have the stuff they can only make via smuggler's Goods be the ones PvP's fear.
Salacious_JR_
Wed Jul 07, 2004 3:11 pm
#13

About CMs being already too powerful.

Well, seems nobody cared to see my main post in the CM forum but i'll explain it there:

Poisons are TOO powerful. Almost every non-CM sees this, and i was a CM and i think its true.

BIG PROBLEM: You nerf the poisons and there is nothing left to combat medics

THE IDEA: Ok, make more content to combat medics so they dont need to rely purely on poisons, and THEN nerf a bit the poisons.

What kind of content? CLICK HERE, this is what i thought

Problem with this idea is that maybe its almost asking for a CM revamp...but well, its just an idea.
Besides revamping CM like that would allow for this kind of interactivity with smugglers.

I still think that CM toxines and venoms qualify as HIGHLY ILLEGAL and could give some content to smuggling...
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