Smuggler Archive

Thread: Smugglers are not Chemists. So who then makes spice?

jbezorg
Tue Aug 10, 2004 3:42 pm
#1



Common argument heard in this forum, "Smugglers and not chemists, Smugglers smuggle. Chemists make spice". So who are the chemists? If we get spice crafting dropped from Smuggler, who then is going to make the spice that we smuggle? We can break it down into 2 groups. NPCs or Another Player Profession. However, The don't have to be exclusive. For example, a player profession could make the more mundane spices however a smuggler canquest for an exceptional spice such asRyl.


NPCs

At this point, I'm opposed to making NPCsthe onlysource of spice. This contradicts the original concept of the game where the players make all the consumables and does not promote interaction between professions.But, it could be used to siphon off all that excess cash floating around and bring down the inflation within the game. NPCs being the only source of spice will make it easier to add smuggling content as well. However, The question I have is the level of quality of the smuggling experience the NPC spice dealers will bring. If it is anything like artisan survey missions ( go out, survey, come back.... repeat ) then no thank you.


Other Professions

Common ones mentioned are Chef and Bio Engineers. However, as much as I hate to admit it, Doctors are the closest thing to chemists in the game. At this point I lean towards this solution since it does what the NPC solution does not, promote interaction between professions. I feel that interaction with other players will generate a better smuggling experience.It also follows the game concept of the players making all the consumables. Problem is, it's not like any of these professions needsanother source of income. Also the player cash pool will just get larger.



I would like to open the discussion on what option you support and more importantly, Why. please don't just make a post along the lines of "I like NPCs" without even a supporting statement. What qualifies as a supporting statement? "I like players making spice because I agree with 90% of what so-and-so said." works or even quoting and /agree.

Message Edited by jbezorg on 08-10-2004 03:48 PM




"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"

Smuggler_Caylin
Tue Aug 10, 2004 3:47 pm
#2

I'd rather see NPC's make raw, unprocessed spice, and through our smuggling ability, get it through the refinement process.


Not the ability of some other profession.



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

Ragnaat
Tue Aug 10, 2004 3:53 pm
#3

if I may be allowed to pose another queston given that response by Caylin:

"Smugglers are not Street Dealers. So who then sells spice?"



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
Smuggler_Caylin
Tue Aug 10, 2004 4:02 pm
#4

Merchants willing to take the risk, or my personal favorite, that crime lord profession.



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

jbezorg
Tue Aug 10, 2004 4:29 pm
#5






Smuggler_Caylin wrote:

I'd rather see NPC's make raw, unprocessed spice, and through our smuggling ability, get it through the refinement process.


Not the ability of some other profession.





Okay, Add Option C:


Smugglers keep making spice. Makes content like the Kessel Runand the Korbal Spice Mine into a real spice mine.Not having to hunt for resources is good ( This is just mining a known resource from a knownlocation. Ha! the other crafters are going to be SO jealous if this happens. ). Keeping the crafting of spice within the professionand another source of income for smugglers is always good but the argument still remains that Smugglers still wind up as the chemist.


Caylin, would you think that this would justify the dropping of unarmed 4 and the requirement of Organic Chem 4? Do you go up to this NPC and buy X amount of Krobal Spice or do you have to wait for a spice drop? ( or do you drop a spice harvester on his head? ). I just don't want to see a 'buff line' to my supplier. I also don't want to walk up to the supplier and be told that they're out and'try again tomorrow'.






"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"

Smuggler_Caylin
Tue Aug 10, 2004 5:16 pm
#6






jbezorg wrote:





Smuggler_Caylin wrote:

I'd rather see NPC's make raw, unprocessed spice, and through our smuggling ability, get it through the refinement process.


Not the ability of some other profession.





Okay, Add Option C:


Smugglers keep making spice. Makes content like the Kessel Runand the Korbal Spice Mine into a real spice mine.Not having to hunt for resources is good ( This is just mining a known resource from a knownlocation. Ha! the other crafters are going to be SO jealous if this happens. ). Keeping the crafting of spice within the professionand another source of income for smugglers is always good but the argument still remains that Smugglers still wind up as the chemist.


Caylin, would you think that this would justify the dropping of unarmed 4 and the requirement of Organic Chem 4? Do you go up to this NPC and buy X amount of Krobal Spice or do you have to wait for a spice drop? ( or do you drop a spice harvester on his head? ). I just don't want to see a 'buff line' to my supplier. I also don't want to walk up to the supplier and be told that they're out and'try again tomorrow'.




To be honest, I don't see smugglers harvesting. It is however difficult to have something started by NPC yet remain part of a player driven economy.


I'd not want to see our prereqs change after all this time.


I'd not want to see a buff line either, but I'm not above wanting to want people to wait for the next 'shipment'.


Lets take a look at spice as we know it in the novels. Glitterstim has the most examples so I'll be working with that.






We had set factories, criminally oriented. Slave workers and such who worked with, processed and refined the spice as it was.



  • Leaving me to believe there should be hidden, faction based NPC factories on several planets, making various spices. If you aren't friendly with them, you don't get their spice.

Spice seemed to be spice, save in the rare case of the raw glitterstim from the giant spider things in Jedi Search. Leaving me to believe quality did not matter much, it was pretty standard throughout.


However, in one of the boba fett novels, you see Fett pretending to be a spice client and the supplier has tightly sealed containers to protect the spice, otherwise it apparently would have lost it's potency.



  • Apparentlystoring the spice is just as important to the viability of the end product.

Smugglers were used to transport spice, in those containers, to get to their respective dealers. Not dealers themselves, but as shown by Solo in the trilogy, they could at times see what they could sell by themselves to one who is more connected to the market.



  • So we could possibly open a container for our useor find (or be)a crooked merchant for large scale dealing.

So to my knowledge I could easily see spice affected through our packaging of it for transportation, or requesting certain differences to how the spice is refined while procuring it. This could lead to factory use and schematic, but not make us feel as if we are directly crafting the silly spice from a bit of meat and some bad cheese.



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

Smuggler_Caylin
Tue Aug 10, 2004 5:28 pm
#7

I mean heck, we could play off the storage bit easily enough.


Protect against air for say... added duration.

Light for potency

Radiation for downers

etc


Lots of possibilities and the process of containing it could take various components from artisan,droid engineer or whatever else you need for profession interdependability and that process could be required to just get the spice out of that factory.


Don't mind me, we have tons of ideas. I just can't seem to keep playing with them.


Do you really want to 'harvest' spice though?



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

ValiantHalibut
Tue Aug 10, 2004 5:29 pm
#8

When you think about drugs in real life, well there are some that nearly anybody can produce. For example, marijuana grows just about anywhere. So maybe smugglers can craft certain low level spices and other spices are crafted by combing innocous ingrediants crafted by other proffesions.

But if you go with the whole idea that smugglers don't craft at all, then what about making smugglers the only proffesion that can trade spices? If someone else could craft them then someone else could sell them - although while running the risk of being scanned. Considering that smugglers are the all around "low-lifes" of SWG we should be the only proffesion who can provide spices to players.



--
Wise man say, "forgiveness is divine, but never pay full price for late pizza."
Bzzzz
Tue Aug 10, 2004 10:12 pm
#9






ValiantHalibut wrote:
When you think about drugs in real life, well there are some that nearly anybody can produce. For example, marijuana grows just about anywhere. So maybe smugglers can craft certain low level spices and other spices are crafted by combing innocous ingrediants crafted by other proffesions.




You're REALLY suggesting that we grow marij.. er, Pixie gardens in the holds of our starships, aren't you? AREN'T YOU!!??!


Then again, Solo *did* spend a lot of timetinkering around in the so-called Engine Compartment.


"Yeah, um.. Chewie.. we're totally gonna need another power.. converterish. Something. Oh, and some wheat-thins. Like, 20 boxes of wheat-thins."





Zz (Yes, my food/chemical factory is called "Zz's Spice Lab." Call the internet police!)
jbezorg
Tue Aug 10, 2004 11:32 pm
#10








I mean heck, we could play off the storage bit easily enough.


Protect against air for say... added duration.

Light for potency

Radiation for downers

etc


Lots of possibilities and the process of containing it could take various components from artisan,droid engineer or whatever else you need for profession interdependability and that process could be required to just get the spice out of that factory.


Don't mind me, we have tons of ideas. I just can't seem to keep playing with them.


Do you really want to 'harvest' spice though?






Hell no,master artisan and miner for a while and I don't want to go back to it. It was a rough analogy for the gathering of the raw materials, processing and producing a final product.


The containment process is a unique twist and I'm growing fond of iy the more I think about it. I could also be a good way of desposing of all those unlocked containers too... My house looks like a radioactive storage facility right now with stacks of the damn things.




"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"

jbezorg
Tue Aug 10, 2004 11:36 pm
#11






Bzzzz wrote:



Then again, Solo *did* spend a lot of timetinkering around in the so-called Engine Compartment.







So that's what Hydrospanners are.... a watering tool for his .... er...fern garden.




"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"

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