Smuggler Archive
Thread: Well Han had Chewy.... A Smuggler buddy discussion 2.0
I have never been a fan of the NPC idea, simply because I would rather have a meaninful and lasting partnership with another player to enhance and increase my skills as a Smuggler.
Smuggler_Caylin wrote:
In an MMORPG I find it important to not seek a way to replace an active, living and breathing player with a lifeless automaton.
I have never been a fan of the NPC idea, simply because I would rather have a meaninful and lasting partnership with another player to enhance and increase my skills as a Smuggler.
I agree Caylin, and I would never replace my buds with an NPC but I do like the possibilities that JTL has brought to this idea. My best friend really wanted an X-Wing. I wanted a YT. Unfortunately it's hard for us to get together on our MP ships because of the way we interact with them. Even if it was only something that applied to the space side of things, I'd love to have this.
So, while I can appreciate how good your suggestion is yimaz, I'm still skeptical of the NPC "buddy" idea as a whole.
But you still get 5 stars
Recruit Thug
As a Smugglers Underworld contacts grow, so does his organization.
Underworld2: Recruit Thug-Allows the /taming of meatlumps-swooper-desertdeamon-Sleemo basically all "ganger" types up to CL8
Underworld4: Recruit Henchman-Allows the taming of up to CL10 "ganger" NPC's
Master Smuggler: Recruit Sidekick-Allows taming of up to CL15 "ganger" NPC's
You can only have one "ganger" tamed at anytime.
Not sellable/transferable to anyone else, even other smugglers.
These would not be “pets” per se. One suggestion that may help remove that line of thought would be to only have the Henchman “hired” for a limited time. Not be a perpetual pet in our data pad. Though they would count against that total.
the /recruit thug skill could work as follows:
you get within a few meters of a non-hostile ganger.
issue command /bribe [insert credits].
the amount of credits is added to the faction you have with the gang.
if the total is [some number SOE likes] you hire/bribe the ganger.
This would make me feel more "underworldy" to have a crime syndicate kinda feel, instead of a rock-beetle.
Yes we are not CH, but this isn’t asking to be, no +pets in pad, no significant increase to pet level. This is nothing we could not easily get by using faction pets, just a different flavor. This is a pale substitute for our missing Hutt faction that had to be pulled out in beta.
This would also mean allot of us would have to repair our "gang" faction by trashing our cop faction. Such as killing Cor-Sec to get in with the swoops.
While this would be a pain to some, it would be more fitting to have cops auto aggro ya instead of Swoops and Monumenters.
Message Edited by Whiteness on 02-28-2005 01:03 AM
Message Edited by yimaz on 03-02-2005 08:09 PM
NickHeel wrote:
Hmm...wasn't this Kav or EN's revamp idea? Makes me want to go back and read that stuff.
But if I did, I'd just get sucked backwards about 14 months and I'd be even more pissed off
Yeah, I knew that...(so did Yim most likely) that is why I mentioned that it was a good upgrade to what was currently on the table. With the JTL additions Ithink it makes the whole thing more viable. As 'Zane said, even though most of us will agree with Caylin's sentiment, the use in a MP ship sometimes can be vital to the enjoyment of the game.
As I mentioned before, I would be concerned about leaving solo smugglers in the dust. I;m still thinking that this could be something to add as a "perk" to any sort of new endgame enhancements that may come down the line someday. There's always been talk of a way to upgrade your character post-master, and I think this could be a good candidate if combined with other similarly powerful options so that it is not a "must have".
There are wonderful possibilities for this though that have yet to be explored methinks.