Smuggler Archive

Thread: How many would actually oppose dropping the spice tree for something better?

Iawo
Tue Aug 10, 2004 4:55 am
#1

It's been said before that the devs can't decide on what to do with smuggler because they can't find a balance between the crafting side and the fighting side. So I ask: Would you really be upset if the spice tree was traded out for something else, and the ability to actually SMUGGLE?


Here's what I'm thinking, remove the ability to craft spices. Don't take them out of the game, make them a 'cargo' that we must smuggle for our customers. Beef it up quite a bit too.Make it so we can get some of the cargo itself as a payment along with the credits, or we could just steal the whole cargo for ourselves. Doing that would have a high chance of putting us on the BH terminals. Make it something worth stealing though, something we could actually make a profit on if we decided to sell it ourselves.


What to put in the place of the spice tree though? More combat moves? Combat enchancements (speed / accuracy)? Defenses? The ability to "tweak" parts of the JTL ships? Other unique ablities for JTL?


Personally I think something unique to smugglers for JTL would be nice. Along with some combat defenses, a few speed/accuracy bonuses, and a few more moves. Give us something worth other combat classes' time to dabble in OUR proffession for once. Han didn't feign every time he got into trouble, he fought his way out.


I still can't believe that entertainer missions where added before real smuggling missions. I don't mean normal deliver mission, I mean dangerous, high paying smuggling missions with stuff we'd be tempted to take ourselves. Sigh.



Iawo Eatevai
Zabrak Rebel Smuggler
Crimson Phoenix Ace

I thought the NGE couldn't be any worse than the CU, but I was wrong.

PlanetSide names: Reeb - Emerald TR, Reebx - Emerald NC
Iawo
Tue Aug 10, 2004 4:58 am
#2

And yes, I decided not to master Smuggler yet until there's a revamp. I'm going to keep the slicing and get the dirty fighting, but the rest can wait until it's actually worth it. For now I'm just going to be another defense stacker like every other person out there. =/



Iawo Eatevai
Zabrak Rebel Smuggler
Crimson Phoenix Ace

I thought the NGE couldn't be any worse than the CU, but I was wrong.

PlanetSide names: Reeb - Emerald TR, Reebx - Emerald NC
Bajonett
Tue Aug 10, 2004 5:18 am
#3

Hmm.. i always wondered, why smugglers created the spices they smuggle themself.

Han Solo did not create himself the spices he had to dump. The spice came from Jabba.


If rather have someone else, Crimelords or, most fitting considering current professions,

why not, Combat Medics create Spices, the smugglers only transport the stuff.


YES, i wouldnt mind getting aDirty Fighting Pistol and Dirty Fighting Hand-To-Hand Tree.





-----Avallyn Moonrider of the Dragon Pearls - Proud Imperial Roleplayer-----
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Velneth
Tue Aug 10, 2004 5:47 am
#4

You know, the best way to deal with spices would be to tie it in with underworld, and give smugglers 3 factions to be a part of Neutral (no benifits,) Jabba's (ability to requisition more spice cheaper) and Karrde's (Better factional support pets than Jabba?)

In doing that, they should also limit one's involvement with the GCW factions when you declair for Jabba or Karrde (say a cap on your rank)

Make dealing with spice more opional...

Of course, I'd like to see the slicing tree gutted as well...





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gomi321
Tue Aug 10, 2004 6:09 am
#5

i have no problem with the removal of spices. since the chef revamp they are pretty much useless anyway.




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I got the pistols so I'll keep the pesos, Yeah that seems fair
PhoenixOrion
Tue Aug 10, 2004 6:17 am
#6

I always thought that the spice line should be replaced with another combat tree of unarmed moves and defenses.



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KaiRan
Tue Aug 10, 2004 6:36 am
#7


I'd prefer to keep spice in some form or another, as their sales, though meager, pay the maint onmy houses. Beyond that we are smugglers, and need at least something with a contraban feel to smuggle (someday). I always looked at that particular branch as keeping with the age old tradition of bootleggers and rum runners, a variation on the stock smuggler theme, but certianly part of what it encompases. Would be nice to see them add in a few more contraban, imo, white lightning is said to be a powerfull elixer that'll cure what ails ya.

Message Edited by KaiRan on 08-10-2004 09:41 AM



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jbezorg
Tue Aug 10, 2004 7:02 am
#8






Iawo wrote:

It's been said before that the devs can't decide on what to do with smuggler because they can't find a balance between the crafting side and the fighting side. So I ask: Would you really be upset if the spice tree was traded out for something else, and the ability to actually SMUGGLE?


Here's what I'm thinking, remove the ability to craft spices. Don't take them out of the game, make them a 'cargo' that we must smuggle for our customers. Beef it up quite a bit too.Make it so we can get some of the cargo itself as a payment along with the credits, or we could just steal the whole cargo for ourselves. Doing that would have a high chance of putting us on the BH terminals. Make it something worth stealing though, something we could actually make a profit on if we decided to sell it ourselves.


What to put in the place of the spice tree though? More combat moves? Combat enchancements (speed / accuracy)? Defenses? The ability to "tweak" parts of the JTL ships? Other unique ablities for JTL?


Personally I think something unique to smugglers for JTL would be nice. Along with some combat defenses, a few speed/accuracy bonuses, and a few more moves. Give us something worth other combat classes' time to dabble in OUR proffession for once. Han didn't feign every time he got into trouble, he fought his way out.


I still can't believe that entertainer missions where added before real smuggling missions. I don't mean normal deliver mission, I mean dangerous, high paying smuggling missions with stuff we'd be tempted to take ourselves. Sigh.






Move it to Chef or Bio Eng. it'stheir job, not a smugglers. I could never see Han in a muon lab cooking up a batch. That's what's nice about a skill point system. If you want to be a smuggler that made their own, take smuggler and chef (or BE).


Err.... how about a smuggling tree? Maybe with something like terrain negoation and a top speed boostfor vehicles? Move the scan resistance to the tree?




"There's one, frag her ass" - What the Storm Trooper who spotted Leia should have said
/panicshot - "You have succefully delayed the smuggler revamp 10 seconds"

JamesHighwest
Tue Aug 10, 2004 7:20 am
#9

No, don't move spices to Chef. Chef's don't run meth-labs. Just get rid of the crafting of spices. Make them worth using and make them hard to get through quests, missions, whatever.



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Tuyen Highwest
Server: Kettemoor
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Albve
Tue Aug 10, 2004 10:19 am
#10

I have wanted to get rid of spicing ever since the chef revamp. Honestly it didn't do much for me before. I could make money from spicing, but it didn't add much to the game as far as I'm concerned.


Don't expect them to get rid of it any time soon though, if ever. They'll just change it up a bit. They'lltweak the duration times, downer times, and stat boosts just enough to make it look like spices are good. They'll still suck, but we might be able to con some n00b into thinking they are good.(see... smuggler content. we'll be able to rip people off, just like smugglers) They'll also make it so quality of resources effect the quality of spice, which I think is a horrible idea. That means instead of having fun playing our characters, smugglers will have to spend all their time looking for that 1000 OQ radioactive to make muon. I don't want to join the resource rat race with the crafters.



Albve Co'chi
Master Smuggler (since 8/22/2003)
Master Pistoleer (nerfed 11/15/2005)
Master TKA (nerfed 04/27/2005)
Smuggle-free (Since 06/29/2003)
jbezorg
Tue Aug 10, 2004 10:54 am
#11






JamesHighwest wrote:

No, don't move spices to Chef. Chef's don't run meth-labs. Just get rid of the crafting of spices. Make them worth using and make them hard to get through quests, missions, whatever.





No No No No.


I don't want to have to go to something like the Deathwatch Bunker or run inane quest after inane quest just so I can smuggle.



  1. Spice is a consumable

  2. Players make all the consumables.

  3. Exceptional items come from quests, missions, whatever.

If you want a very exceptional spice like Ryl to be a quest, very cool....


I say Chef because the Spice=Drug & Spice=Food thing works will with how the term 'spice' came into use and Chef food is the closet analogy to spice.Chefs are not chemists though. I realize this. The closest profession that would be a chemist is a Doctor or Combat Medic (but I'm not willing to give those professions spice production... they make enough money... but now that I'm thinking about it....what if spice acted like a doctor buff that anybody can apply... the only problem is that there is an big downer.... )





"There's one, frag her ass" - What the Storm Trooper who spotted Leia should have said
/panicshot - "You have succefully delayed the smuggler revamp 10 seconds"

HOTDOG
Tue Aug 10, 2004 1:02 pm
#12

I like the idea of Refining Spice over not crafting it but the best compromise would be to have a little from column "A" and a little from column "B".

I say we gain the ability to refine spice to make them two of these three choices:

Stronger

Last Longer

Have fewer drawbacks.

I got a lot of thoughts on this but spilling ideas lately seems a lot like masturbation.






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Smuggler_Caylin
Tue Aug 10, 2004 1:07 pm
#13

I know I agree with changing the spice tree to something different, but not with the removal of spices itself.


What I personally find to be the problem is that we are not moving spice or at least having the illusion that we are.


In short, the method to bring in spices of varying quality.


Then change other parts of the tree to something more flexible. Sort of how I've outlined it in my revamp proposal.



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