Smuggler Archive

Thread: Smuggler Dreams and Criminal Aspirations

Mackle
Fri Jul 18, 2003 9:52 pm
#1

Bounty Hunters have their own specific missions, we should too. As fitting (and vital) as it is for their profession, Smuggler mission terminals are just as necessary for us. Here is what I was thinking of:


Imagine a Smuggler delivery mission (of illegal goods of course.) It's on a timer, so you better move quickly. Don't want to let the law catch up to you, and speed is of the essence.


It is going to require travel,from starport to starport, but alsoon foot (although vehicles and, God love em, ships, will truly bring our profession to a whole new level.) Be prepared, you will find yourself wandering into a dangerous area at some point, including places you have long thought of as "safe zones."


Why?


Because you are in the act of committing a crime, and you will be shoot on sight to city guards and law enforcement personel.


Don't delay, late arrival to your drop area/contact can result in lower payout, or mission failure. You don't want that,because mission failure can result in bounty on you head (in my dreams, at least).


Wouldn't that help spark the Smuggler profession, or am I still dreaming the impossible?


Additional Smuggler stuff I'd like to see:


1.) Factional delivery missions with TEF's- i.e. running weapons schematics for Rebels during which time you are TEF to Imps, or delivering Rebel sympathizer names to Imperial location, during which time you are TEF to Rebels


2.) Random NPC checks on illegal items - can result in anything from fines to shoot-on-site status for being caught with illegal spice by city guard or Stormtrooper NPCs


3.) The ability to sell factional weapons to opposite faction - The idea of running Imp missions to get enough FP's to purchase an Imperial-only gun sounds fun as hell to me. Make it so that a Rebel would be able to use an Imperial weapon (with a dramatic item decay speed hit) if it is purchased from a Smuggler. This is what smugglers do, play both sides.


4.) Jabba smuggler missions - come on, this one is a gimme. And also, if you fail enough missions, you become persona non grata to all Hutt NPC's (KOS).


After trying my hand at many different professions in beta, I knew the second I began the path down the Smuggler road I had found my place in SWG. I knew this is what I wanted to do. But let's face it, there is a lot of room for improvement of the Smuggler profession from it's current state. I don't look at this as a bad thing, because I like it as is a good bit, but it just doesn't quite fit the title of Smuggler right now. Sure, we'll have more to gain in the upcoming expansions (I have to believe) than most other professions, but there is still a lot that can be done right now to make this a better, more fun, more exciting, more Star Wars, more criminal... more all-around Smuggler, than it currently is. I have faith the devs have big plans for us, but we have to make sure they know exactly what it means to us to be a Smuggler in Star Wars.


What's it mean to you?






_________________________________________________________________

Gabok Aikido, Unconventional Businessman v Master Smuggler - Nabubu City, Naboo
"Hokey patches and broken promises are no match for a trusty Smuggler Revamp at your side, kid."




Crazy-Wookie
Fri Jul 18, 2003 11:48 pm
#2

HEAR HEAR! and a HELL YA ta boot!


I think you got some great ideas and I personally would love to see them come to life! the type ofthings you are listing are the exact reason i want to be a smuggler! That, and Han Solo was is my hero.


~Alpha




------------------------------------------------------------------------------------
~Alpha

Well as a Teras Kasi, I decided to duel a Smuggler. Well, I thought I had an easy fight. I was wrong...~Metteec
slugeater
Sat Jul 19, 2003 2:03 am
#3

Here's what I made for smuggling missions suggestions a week or so ago. And I enclose all other problems as well.

Prerequisites

-Pistol specialist

This ensures all smugglers will use a Pistol, moreso because the smuggler trees use pistol XP themselves. That's a design choice and pistol is a good weapon, but this has the result of having all smugglers having a tendency to have cookiee cutter templates, often going with pistoleer as a second profession.

The smuggler MUST use a Pistol to achieve Master SMuggler title, no carbines or rifles. Maybe allowing a choice there would be good, but switching to another kind of weapon XP has problems in itself. Mainly, we were explained in beta things like [pistol OR carbine] couldn't be done for skill requirements.
Finding a way to allow for different weapons is not high priotity but would add flavor to the individual characters.

-Unarmed Melee Master

It makes sense that a smuggler should hold his own in a cantina brawl. However, there's a problem imho in that once a smuggler, you will very rarely if not never use your brawling skills: you want pistol XP, and at Master unarmed level you will be better with a blaster even against a TK meleeing you.

Melee XP is useless once you get the Suggler profession, except of course if you want to do TK as a second profession.
What we often end up with with this XP setting is a lot of Smuggler/TK/Pistoleer, because it's the rational thing to do.

Back in beta, smuggler required Engineering IV, and I think it would make sense to substitute it to Unarmed Master:

-A Smuggler will have to craft, therefore getting the hang of it would be a good idea before committing to the profession.
-A smuggler will tinker with weapons, and being able to tinker with not too bad CDEFs would be nice. Remember all non combat professions can use CDEF only.
-When the SE comes out, Smugglers will likely gain the ability to tinker with ships/vehicles. Being an engineer then makes sense.

Smuggler skill trees

Underworld negotiator and up
-This skill tree is unique in the game in that it offers PvP bonuses, ie, advantages with faction points. That skill tree is useless to a neutral smuggler.

Smugglers in StarWars mostly are neutral. Criminal organisations hiring their services play both ends against the middle and smugglers choosing a side are very rare. Han Solo is one of them.

That skill tree would be better put as a bonus tree you can spend fazction points in instead of XP, for all Covert and Overt factioned people.

Slicing
This tree is very useful as it allows you to tinker with items, and potentially make the best weapons of the game, at the cost of longevity. It also allows you to slice terminals for better mission payout, slice open various containers found as loot, and the containers in the dungeons.
Slicing effectiveness will likely have to be balanced overtime, but we for now lack hard data on this. People haing info, please tell.
Very good skill tree imho.

Dirty fighting
Good thematic skill, for smugglers who don't play nice. Feign death can be a very useful tool, although it can be abused in certain conditions. (Mainly, when you have pets)
More data and experience from smugglers is welcome.
The special moves aren't overpowered, and last ditch assault could use a small boost.

Spices
Spices are VERY potent buffs.
However, their duration is not adapted to the combat in SWG. Some more testing over time will be needed, but a longer duration would be nice.

Smuggler problems

-The smuggler does not gain pistol bonuses if he doesn't take pistoleer too, although he uses a lot of pistol XP. The result is that the smuggler is not a very good fighter, compared to weapon specialists.

I agree a smuggler should not compete with a pistoleer, but a middle ground must be found here. From experience, a spiced smuggler will lose a duel against an unspiced pistoleer. (Both Masters)
A spiced smuggler should be able to compete equally against a non spiced pistoleer.
Of curse, a spiced pistoleer should win, being the best fighter of the two.

When used for soloing, spice should be the equaliser.

-Spice in itself.
In SWG, smugglers are not drug runners, but drug makers and dealers. This isn't very faithful to the starwars lore.
Spice being the byproduct of living beings, I would see it better in the bio engineering trees, which then would have something else than pets to work with.

I propose to change it with a "smuggling" skill tree. (see below)

-Smuggling.
The Smuggler does everything except smuggle. I propose to change the spice tree with a "smuggling" tree, that will be useful in smuggling missions: mainly, a variant of /maskscent of the scout.

Proposal for smuggling missions

Object: deliver [good] to [NPC]

The target NPC will belong to a faction, opposite to the faction most commonly seen at the place he is in.
You will get smuggling missions to a rebel in Bestine, to a Lady Valarian representative in Wayfar, to an imp agent in Anchorhead.
Accepting the mission will give you a NPC TEF for the duration of the mission.
The goal will be for the smuggler to:
-Sneak in using his /maskscent variant
-Blast his way through (or out ) if he is discovered.

Of course, if the factions involved are either Rebel or Imp, the TEF will be enabled for PvP too. But full PvE missions will be accessed by using all the NPC factions of the game.



Sluggy Devlya
Master Smuggler-Politician
Avian City-Talus-Chilastra

Best way to deal with the tall guys is to give them incentives to lick the ground. And dont look down on me that way youre not THAT taller.

slugeater
Sat Jul 19, 2003 2:06 am
#4

Note; the above post was written some time ago, so nowaday issues (lack of containers, spices experimentation being useless, nerf of knockdown rendering the skill tree quite bad...) did not make it in.



Sluggy Devlya
Master Smuggler-Politician
Avian City-Talus-Chilastra

Best way to deal with the tall guys is to give them incentives to lick the ground. And dont look down on me that way youre not THAT taller.

Mackle
Sat Jul 19, 2003 12:41 pm
#5

Thanks Crazy-Wookiee.


Oh, and I forgot a couple...


1.) If we are ever given smuggler missions, the place to find them should be in cantinas.


2.)I would love to seea Smuggler trainer put behind the waterfall in Theed. There is a ledge back there, just waiting for him to inhabit.






_________________________________________________________________

Gabok Aikido, Unconventional Businessman v Master Smuggler - Nabubu City, Naboo
"Hokey patches and broken promises are no match for a trusty Smuggler Revamp at your side, kid."




Mackle
Sat Jul 19, 2003 9:14 pm
#6

Some great ideas there, sluggy.


I especially like this part"






The Smuggler does everything except smuggle. I propose to change the spice tree with a "smuggling" tree, that will be useful in smuggling missions: mainly, a variant of /maskscent of the scout.

Proposal for smuggling missions

Object: deliver [good] to [NPC]

The target NPC will belong to a faction, opposite to the faction most commonly seen at the place he is in.
You will get smuggling missions to a rebel in Bestine, to a Lady Valarian representative in Wayfar, to an imp agent in Anchorhead.
Accepting the mission will give you a NPC TEF for the duration of the mission.
The goal will be for the smuggler to:
-Sneak in using his /maskscent variant
-Blast his way through (or out ) if he is discovered.

Of course, if the factions involved are either Rebel or Imp, the TEF will be enabled for PvP too. But full PvE missions will be accessed by using all the NPC factions of the game.



It would be fantastic to see some of these suggestions make it into the game. Smugglers need to actually smuggle things, or SOE needs to change the name of the profession to Crimelord or something, and save the Smuggler for the Space Expansion.





_________________________________________________________________

Gabok Aikido, Unconventional Businessman v Master Smuggler - Nabubu City, Naboo
"Hokey patches and broken promises are no match for a trusty Smuggler Revamp at your side, kid."




imperialassasian
Sun Jul 20, 2003 1:21 am
#7

another idea to add to yours is smuggling races 2 smugglers race to get the goods to the person the winner gets all the credits the loser gets notin so the loser probly lost a lot of money an time to go from planet to planet



Atec Sunrunner Smuggler/Commando

Now You See Evil Will Always Triumph Over Good Because Good is Stupid - Spaceballs
WillburWright
Wed Jul 20, 2005 10:06 am
#8

AngusMacGregor
Wed Jul 20, 2005 10:07 am
#9

Necromonger 2




"C O L O N E L A N G U S" M A C G R E G O R
DEAD SMUGGLER - KILLED BY LACK OF CONTENT AND COMMUNICATION
I am Jack's ignored profession.
My account payment has been moved to a long term implementation.
Thomen
Wed Jul 20, 2005 10:07 am
#10

Wow... Necro,.. but a nice one



Lawho Iwon
Master Smuggler
Smugglers Alliance Ace

Coalition of the Lost Smugglers
WillburWright
Wed Jul 20, 2005 10:08 am
#11






AngusMacGregor wrote:

Necromonger 2






You're on the ball today.





AngusMacGregor
Wed Jul 20, 2005 10:10 am
#12

I'm on the ball every day. My boss thinks I'm a trained seal.




"C O L O N E L A N G U S" M A C G R E G O R
DEAD SMUGGLER - KILLED BY LACK OF CONTENT AND COMMUNICATION
I am Jack's ignored profession.
My account payment has been moved to a long term implementation.
WillburWright
Wed Jul 20, 2005 10:11 am
#13

Heh.



So I guess you have motion-sensors to warn you?



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