Smuggler Archive

Thread: Smuggler Revamp? My 2cents

Ifisa
Mon Nov 08, 2004 2:04 pm
#1

Sounds too much like crafting to me I also dislike the idea of needing to be in a specific building (smuggler's are all about doing stuff quick, dirty, and sweet ) I think it would be best if they changed the slicing process. Like you'd remove/alter different parts, and the more you modified the max condition would lower. Well, just some way thats more fun and allows to choose which types of slices you do (I think its rediculous a master smuggler can't tell what hes doing)
DarkCyric666
Mon Nov 08, 2004 4:48 pm
#2

I think i've already done too much crafting in my toons life, but i actually quite enjoy it..


Sorry, i spose i wasnt all that clear though, i meant that the smuggler can still slice as it currently is, with the same percentages etc when they are "out and about" but can only experiment with their slicing when at the station. Whether it be their own one, or they can use any "smugglers den" to do so, all possibilities that could be explored.. when experimenting they could have the "ingredients" boxes so you still use the WUKs, Clamps, and Knives, and also include the weapon / armour that you want to slice as well...


This way, if you're in the middle of no-where, you can still slice, but then it really would be a quick n dirty slice, not guaranteed to get a effect like you would sitting in a building at a desk with all your tools etc...
Ifisa
Mon Nov 08, 2004 4:56 pm
#3

Yeah, I got that part. But nobody will go to the "quick 'n dirty" slices in the street. This actually makes some sense (You tell them to show up at your place, where you'll slice their gear). I think that would be very viable, if they added appartments and houses INSIDE the main npc cities (cnet, theed, eisley). For now, I think redoing the normal slicing deal would be better, I hate how everything I slice, even a WOODEN STICK has a high tech imperial anti-tampering device. You should just modify the stuff, I doubt everything (especially player made rebel items!) would have imperial devices installed. So if you had options on parts to remove/modify that would change the speed/damage/condition/ham costs/whatever else there is, that would be better IMHO.
DarkCyric666
Mon Nov 08, 2004 5:52 pm
#4

I think no matter what they do they wont be able to please everyone.. poor devs, they certainley have their jobs cut out for them


Realistically, i think the idea of slicing a wooden staff to be kinda.. absurd to begin with.. unless you increase the damage by hammering some nails through it, or increasing the speed by carving it to increase its aerodynamic efficiency But yeah, i get what you mean about the imperial tampering devices etc.. i would be very interested in the whole crafting station, and being able to experiment on my slices, but when it comes to it, i will be happy with just being able to choose, or even selecting what you would like to get, and having a 75/25 chance of getting it..


Maybe they could change the WUKs and AUKs to specify the type of slice? so you have Damage WUKs, and Speed WUKs? meh, i pass.. all this thinking is damaging my head
EmpireEntrepeneur
Mon Nov 08, 2004 8:26 pm
#5

Instead of a crafting approach why not make it so that two smugglers can slice an item at the same time, *teamwork*, to gain bonuses such as selecting which mod is increased. Thus it would be ideal for us to stick together and help one another out. Then again I could be ranting because I have so few smuggler friends.



Nanaa Essex
.:: Bria::.
Master Smuggler

Novice Pistoleer (2002)
Novice TK (0011)
Freelance Pilot (1111)

DarkCyric666
Tue Nov 09, 2004 1:30 am
#6

Ok, heres my 2 cents on what i think would be cool, let me know what you all think..


Seems that one of the most requested / demanded / begged for changes with the revamp, is to allow smugglers to chose what they get when they slice.. To incorporate this, how about a "Smuggler / Slicing Crafting Station" ? Only placeable in the smugglers house (main residence for those with more than one house, or maybe in a specific "smugglers den" that a master smuggler can place like the cantina, merchant tent etc...) perhaps, and when the smuggler is at the station, it allows them to chose the slice (percentage still random).. or more interestingly, how about slicing experimentation points? so a smuggler slicing a weapon gets experimentation points to spend on the area they want (so they can spend 50% of their points on speed, and 50% on damage for example), the complexity of the slice changing depending on the speed / damage of the weapon at the time, so a CDEF pistol is going to be easier to get a good slice than an acklay stun baton...


i have NO idea at all how hard this would be to code for the devs, but im sure they are more than competent enough to manage it


How does that sound to everyone else? opinions, potential problems with this plan?
imodi
Tue Nov 09, 2004 4:13 am
#7

5 stars for your thoughts.


I think the idea of a station could be a good one, you could have one at your house for if u had bulk orders etc, or in cantina's (in a quiet corner obviously) for general public slicing. Also maybe a droid module cuold be used.


But i can't help but worry about a couple of things:


Having full control of the slice would also result in quality of the resources on the tools playing a part. this would obviously drive our costs through the roof, and thus the cost of a customer getting a slice would follow. This approach is most likely following other revamps, (docs and chefs for example).


So if u could choose the type, and quality then most people that haev been playing more than a couple of weeks will be running around with a 35% damage sliced weapon, thus upsetting the combat balance (in the PvE sence) never mind that sliced weapons are illegal according to imperial rule.


Personally i would like to see something like a station introduced that will allow the type of slice to be determined, but the % increase would still be random, maybe adjust the minimum %'s for different skill levels (eg master smuggler has a minimum of 20%). and to be honest i prefer a droid module for the choice, purely for the RP element, slicing is illegal and a fixed public station would obviously be closed down by the empire, but a personal droid could be different.


anyway thats my thoughts. i do strongly think full control of slicing, both type and percentage, would damage both the game and our profession.


Optimistically smiling as always, even if it is Tuesday.


imodi
KloudRunner
Tue Nov 09, 2004 5:15 am
#8

for slicing id like to see some sort of graphical interface. Perhaps an image of the weapon and inside are all the different components one could slice. Each component would increase either speed or damage or ecumbrance or effectiveness. Now you could only slice say 2 of these components (keep it total components to 5 or 6). You could still use clamps and nodes but youd actually have more choice over what you sliced as each component would have a max % increase. kinda just thought about it off the top of my head so its not planned out at all. any thoughts ?




Kloudrunner


Smuggler

Scoundral

Pirate


"The only rules that really matter are these: what a man can do and what a man can't do"
SigmaXIII
Tue Nov 09, 2004 5:25 am
#9






EmpireEntrepeneur wrote:
Instead of a crafting approach why not make it so that two smugglers can slice an item at the same time, *teamwork*, to gain bonuses such as selecting which mod is increased. Thus it would be ideal for us to stick together and help one another out. Then again I could be ranting because I have so few smuggler friends.





now

thats an idea.....or a chop shop that has a chance of being raided that increases the % chance



say gauranteed a 30% or above but if raded that weapon gets perma confiscated (if same faction perhaps a dificult mision could see you getting it back from a sympathetic officer)







(_-·._.)¯._-V- Ralyias -V-·._.·´¯(._-·._)

)¯`·.__.·-·._.* Anti Smuggler/pirate hero*._-·._·._.·´¯(

~Vengeance Imperium~
Achilean
Tue Nov 09, 2004 2:01 pm
#10

I would rather have it so the upgrade kits can be made by Smugglers instead of Armor/Weapon crafters using raw materials and smuggler tools to make. These kits then would produce at random a Speed/Damage or Effectiveness/Encumbrence result with a random bonus percentage (with some sort of benefit for using good materials and having high experimentation) and cannot be factory produced. Then Smugglers would be able to sell slices at specific percentages for specific types of slices. The drawback being that we have to sit there and crank out the kits untill we get the slices we want to sell. This would create a market much like the one Doc's have for buffs while still limiting mass production slicing.



"You said you wanted to be around when I made a mistake, well, this could be it, sweetheart." -Han Solo

F'lahtoo Lentce
Master Smuggler/TKM/Master Pistoleer/Privateer
Tarquinas, Tatooine, Mos Springfield, Steel Legion
"Backing the Play of Whoever WIll Pay."
DarkCyric666
Wed Nov 10, 2004 1:05 am
#11

imodi- 5 stars? ty kind sir /bow


I agree that full control would be damaging, but at the same time, adding the complexity into it would alter the chance of you getting that high damage slice.. I mean, complexity of 5 on a CDEF pistol, sure, you're most likely to get a 35% damage slice if you want one.. not terribly unbalancing, but then a complexity of 35 or so on a acklay stun baton, or power hammer? thats when you start getting more fails, so even if you have 10 experimentation points, you may still only end up with 20% (or less) due to fails, or lesser "success" by the time you have finished. I think the best way for the devs to determine the complexity would be for you to choose what aspect you wanted to slice, then it works off that, so attempting a damage slice on that 1000+ dam power hammer would havea high complexity, but attempting a speed slice on it with its 5 or 6 speed rating comes at a lower complexity, thus a higher chance of getting a decent slice.. Also, i guess they could allow the FS crafting trees to have effect on this, as theoretically, a FS smuggler would be able to "feel" what they are doing is correct..


As for the legality of it, maybe have a different type of (non player visable) "flag" on the weapon, for the bigger slices, so if you're running around with a 35% damage sliced weapon, its going to be more noticeable than if you have a 5% damage slice (ewww!!!)


I guess this is all stuff that the devs will be looking at, and every post that is bought to their attention helps in some way, shape, or form. I think however, if i had to choose between being able to control one factor (% or type), i would choose type every time..


I think a droid module could be cool too, but i do still like the idea of a "smugglers den"... maybe have it small, like a merchants tent, with stairs down to a basement type area, just to make it that much more shady looking
Bzzzz
Wed Nov 10, 2004 1:34 am
#12

I dunno.. I don't remember seeing a lot of peaceful cooperation between smugglers (unless you consider a wookiee life-debt as a standard smuggler relationship). Hell, the only one I recall involved some attempted head-punching and betrayal, didn't?




-Zz (now if I could rat out some of my competition to the Empire, I'd be all over that!)
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