Smuggler Archive

Thread: Smuggler Revamp Community Vision Doc

Geevo
Wed May 05, 2004 5:33 pm
#1


Vampirerobot wrote:

So is this thread for suggestions for the Community Vision? If so, I'll contribute a suggestion for the Overview, as I'd like to see it:


Overview


The goal of the Smuggler Revamp is to bring Smugglers in the game in line with the iconic conception of Smugglers in the Star Wars Universe. Our mission is to create a profession that has both utility to other players (Interactivity) and fun and challenge for the Smugglers themselves (Content). In addition we want Smugglers to fill a unique role in the game because of their iconic nature: That of gatekeeper to the illicit and illegal.


Thus the final Smuggler "vision" isa profession which has two components: First, the ability to acquire highly desirable but illegal goods and services for other players. Second, drawbacks to the acquisition of those goods and services (representing their illegal nature) andabilities to help overcomeand survive those drawbacks. Smuggler Interactivity is in their utility to other players via the first part, and SmugglerContent is in the challenges presented by the second part. What will make Smugglers useful is the first part. What will make them unique and fun is the second part.

Message Edited by Geevo on 05-06-2004 02:36 PM



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Geevo
Wed May 05, 2004 5:34 pm
#2





Skill Tree Changes:



  1. Underworld:

    This skill tree represents the underhanded dealings, contacts, the criminal environment the smuggler exists and flourishes within and should assist the smuggler with lining up his next mission, while interacting with various factions that are not solely based on the GCW.



    • Language Comprehension:


      • Give smugglers the ability to communicate and understand a new language known as either Traders Argot or Smuggler’s Cant.


        • Allows for smugglers to discuss illegal dealings with NPCs or other Smugglers in more public areas for potential missions.



    • Stealth Skill:


      • An ability that will allow smugglers to help conceal themselves and/or their group members in hostile situations in various hostile situations that can include the GCW.


        • Perhaps allow them to travel safely through areas with covert detectors undetected, and disable them.



    • Contraband Concealment Ability:


      • Move the contraband concealment ability to what is currently known as the spice tree for reasons revealed there



    • PVE Smuggler Missions:


      • Extensive NPC driven missions that generate PVE encounters during the travel portion.


        • Difficulty is adjusted based on the origin of the missions.

      • GCW faction missions could encourage the smuggler to group with other people, as they could be difficult missions with good rewards. Act 3 for Rebels for Dead-eye is a good example.

      • These encounters can come in the form of direct combat, encountering law enforcement, threatened combat in exchange for the smuggled item, or non-combat encounters seeking to bribe or convince the PC to give up the item.

      • Can include ethical decisions that effect the smugglers reputation and if he warrants a bounty placed on his head available to Master Bounty Hunters or possibly Bounty Hunters with Investigation IV.

      • City and travel combat.



        • Rewards:


          • Equipment buff programs.

          • Datadiscs to further adventure.

          • Rare Artwork.

          • Rare Components.

          • Rare Schematics.

          • Credits.

          • ‘Magic’ items.

          • Rare Spice.

          • Faction (If mission is granted by a GCW or Criminal faction)

          • Skill tapes with suitable bonuses for the missions’ difficulty.



    • Player based smuggling:


      • When a player can contract a smuggler player to take a shipment from point 'a' to point 'b'.



        • The use of NPC intermediaries who can ‘set things up’ and generate a mission and a flagged item to for the smuggler to take in order to copy the items to the new location so the client can pick them up.

          Or


        • Have the client interact with an NPC, pay the bill, and have the items copied to their destination immediately. A suitably difficult smuggler mission should be generated at that location for a smuggler to attempt at that time with a good reward to encourage using player-based missions.

          Or


        • Simply have smugglers take the items themselves from one point to another.



    • Improved State resists:


      • Through underworld dealings, the smuggler has learned to build immunities against various diseases and poisons, as well as a better understanding of tricks designed to inhibit him.


        • Poison/Disease/State resists that are all-inclusive, and allows smugglers to better resist and recover from the various negative effects in the game.



    • Fast Talking


      • The ability to bribe, convince and otherwise schmooze NPC from either letting you go for a price, giving you a discount on services or otherwise letting you know things you shouldn’t.

      • GCW: A Smuggler can bribe an NPC at a base to get the Vulnerability time ... will also need a method to avoid the Covert Faction Scanner.



    • Sell Out:


      • Raise the value per faction point sold to a more reasonable level.

      • Allow smugglers to choose exactly how much they want to sell instead of in fixed amounts.

      • Allow smugglers to sell their faction to the opposing faction's recruiters without resigning.



    • Opportunist:


      • Essentially an ability that will allow smugglers to trade freely with opposing factions, regardless of affiliation or Overt status.



    • Purchasing Faction:


      • Allow us to purchase faction for nearly all factions regardless of current faction standing, especially those like Hutt/Nyam/Jabba/Corsec/Rogue Corsec/Borvo, etc.

      • Allow smugglers to set exactly how much faction they want to buy, at a fixed rate per faction unit.

      • Eliminatethe 500-faction cap to purchase more faction points. We have worked around this cap easily and the elimination of the cap would result in more enjoyable time within the game.

      • When purchasing faction from a criminally oriented NPC, the player should be able to purchase as much faction as they wish, as it is not GCW related and no real perks are involved. The criminals could perceive you as a business partner with a lot of money, so they will gladly take it from you in whatever degree you wish to spend it.


        • Opportunist:


          • Essentially an ability that will allow smugglers to trade freely with opposing factions, regardless of affiliation or Overt status.

    • Connections:


      • Allow smugglers through their connections and various factions, gain knowledge of when a Bounty Hunter has accepted a mission to take them out. (Such as...e-mails form factions we are friendly with IE Jabba or Borvo depending on planet and depending on how much faction we have with them telling us when we get a bounty placed on us...IE Jabba sends an email via someone saying "I hear someone's picked up a bounty on you from Bestine" or some rogue Corsecs say "Now we normaly don't talk to your kind but because you've helped us out before we'd like to tell you someone just landed in Tyrena and they are looking for you...good luck he looks dangerous").



    • Pilot’s Empathy:


      • Proper use of this skill would allow smugglers to find a transport for themselves and their group members without having to wait for the normal starport shuttle by appealing to the Ticket Collector to find them another pilot with a ship, who would be willing to take them for a fee.

      • Depending on how much time is left till the shuttle arrives, the droid will deny the request.

      • Party members should be prompted if they wish to travel at that time.




      • Change Title:


        • Change the title Fixer to Scoundrel.



    Message Edited by Geevo on 05-29-2004 09:31 PM


    Message Edited by Geevo on 05-30-2004 07:39 PM

    Message Edited by Geevo on 05-31-2004 01:44 PM



    Col. Weiss, Knight of the Old Republic
    Ace Pilot of the starship Errant Venture

    Light Jedi Elder
    Col. Geevo Deem, The most elder Smuggler on Intrepid
    Founding Mayor: Veteran's Retreat on Lok
    Geevo
    Wed May 05, 2004 5:35 pm
    #3



    Pool of Wish List Items



    • A way to assist another player in ridding themselves of their Overt status or TEF. We should be able to help others 'go to ground'
    • Special abilities that will involve ship maneuvers to give us an edge in space combat. We may not be great pilots, but we can probably do some unorthodox things.
    • For the game to feel like star wars.

    • To have interactive player based gambling with Sabacc, Pazaak or another card game.


    • If a personal weapon is not allowed, a weapon certification useable only by smugglers, such as a DL-44a.

    • Providing a form of slicing experimentation is not possible, perhaps make material quality affect the slices.


      • Or allow smugglers to pick-a-slice, perhaps at mastery.

      • Or adjust the range on slices so masters at least do not suffer from hideously low slices.

    • Smuggler run Casino for player cities.

    • Smugglers get the ability to have criminally oriented thugs working for them as pets.

    Message Edited by Geevo on 05-29-2004 01:19 PM



    Col. Weiss, Knight of the Old Republic
    Ace Pilot of the starship Errant Venture

    Light Jedi Elder
    Col. Geevo Deem, The most elder Smuggler on Intrepid
    Founding Mayor: Veteran's Retreat on Lok
    Star_Ranger
    Fri May 07, 2004 8:27 pm
    #4


    I'd like to present this under the wishlist section I think Caylin summed it up prefectly:





    Smuggler_Caylin wrote:


    • Either a new weapon or a specialised slice for that smuggler alone.
    • Smuggling items that would require interaction with other people in order to accomplish the mission
    • Smuggling for players themselves.
    • A more robust slicing system.
    • Taking other players to new and exciting locations for further adventures. Many places smugglers went, were not part of normal traffic.
    • New and enhanced spices that we smuggle into the game, instead of create.
    • Items that we smuggle into the game, that others will want.
    • A way to assist another player in ridding themselves of their Overt status or TEF. We should be able to help others 'go to ground'
    • The ability to trade freely with other factions
    • Be hunted down by bounty hunters for my criminal nature or faction alignment.
    • Special abilities that will involve ship maneuvers to give us an edge in space combat. We may not be great pilots, but we can probably do some unorthodox things.
    • Languages for smugglers meaning something to other players that we might be called to assist with.
    • New titles to replace fixer/fence
    • Better method for faction pointacquirement/selling.
    • Factions in game meaning something to players, particularly smugglers...
    • A form of confiscation for contraband holding penalties...
    • For the game to feel like star wars.

    These are a few of my favorite things...








    Message Edited by Star_Ranger on 05-07-2004 11:31 PM




    }=T==[)

    -Corbin Lancer (Engineer / Scoundrel)


    }=T==[)
    SBRD0C
    Sat May 08, 2004 10:22 am
    #5






    Star_Ranger wrote:


    I'd like to present this under the wishlist section I think Caylin summed it up prefectly:





    Smuggler_Caylin wrote:


    • Either a new weapon or a specialised slice for that smuggler alone.
    • Smuggling items that would require interaction with other people in order to accomplish the mission
    • Smuggling for players themselves.
    • A more robust slicing system.
    • Taking other players to new and exciting locations for further adventures. Many places smugglers went, were not part of normal traffic.
    • New and enhanced spices that we smuggle into the game, instead of create.
    • Items that we smuggle into the game, that others will want.
    • A way to assist another player in ridding themselves of their Overt status or TEF. We should be able to help others 'go to ground'
    • The ability to trade freely with other factions
    • Be hunted down by bounty hunters for my criminal nature or faction alignment.
    • Special abilities that will involve ship maneuvers to give us an edge in space combat. We may not be great pilots, but we can probably do some unorthodox things.
    • Languages for smugglers meaning something to other players that we might be called to assist with.
    • New titles to replace fixer/fence
    • Better method for faction pointacquirement/selling.
    • Factions in game meaning something to players, particularly smugglers...
    • A form of confiscation for contraband holding penalties...
    • For the game to feel like star wars.

    These are a few of my favorite things...









    Message Edited by Star_Ranger on 05-07-2004 11:31 PM





    That is a great 'Wishlist' But remember guys.. by THs Description the Wishlist is meant as a pool of Items for the devs to choose extras from in case they can't include something in the main body.. most of these would be main document content...



    Colonel Emitt 'Doc' Brown (Starsider)
    Master Smuggler | Master Pistoleer | Commando
    Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
    Vendors Deal in Weapon, Droid, and 'Special Shipments'


    /Target SOE; /CLAP

    Geevo
    Sun May 09, 2004 12:23 pm
    #6

    I will take items off the wishlist as they are included in the main document.



    Col. Weiss, Knight of the Old Republic
    Ace Pilot of the starship Errant Venture

    Light Jedi Elder
    Col. Geevo Deem, The most elder Smuggler on Intrepid
    Founding Mayor: Veteran's Retreat on Lok
    Vicu
    Mon May 10, 2004 12:00 pm
    #7

    Eliminate crafting from the proff, save for slicing tools.


    Crafting is tedious enough for the medics and merchants. We don't need more in the game.



    ___________________
    Violence for the people!

    Vicu Bro'lya - Master Pistoleer, Master Fencer, Master Explorer, Rebel Colonel and Ace Pilot
    Geevo
    Mon May 10, 2004 12:02 pm
    #8






    Vicu wrote:

    Eliminate crafting from the proff, save for slicing tools.


    Crafting is tedious enough for the medics and merchants. We don't need more in the game.






    So who would make Spice then? What profession (that exists) should make it?



    Col. Weiss, Knight of the Old Republic
    Ace Pilot of the starship Errant Venture

    Light Jedi Elder
    Col. Geevo Deem, The most elder Smuggler on Intrepid
    Founding Mayor: Veteran's Retreat on Lok
    Mkappus
    Mon May 10, 2004 1:13 pm
    #9

    I think this is an excellent start. My ideas aren't really new, but an affirmation of what you have stated:


    1. Special attack or weapon for smugglers. Maybe the ability to use a laserknife in combat as a special move for high dmg or high delay? Maybe use the laser knife to disable opponents weapon, create a vulnerability in the armor?


    2. I have never thought smugglers created drugs, they just move them. Create missions from Jabba, Borvo, Valeria that require us to deliver components of drugs, and as our payment we get a cut. These components can be given to chefs, Drs, BEs to make illegal drugs. They can sell them if they wish, or we can distribute them.


    3. Have missions for Jabba, Borvo Valeria that require us to pick up goods from one location, use some concealment skills, deliver them to another NPC that requires us to go near an Imperial checkpoint. For instance, pick up illegal gems for weapons production on Dantooine. Deliver to NPC at imperial outpost for transport back to Tatooine. Again, we get special schematic or component that we can give to weaponsmiths for new illegal weapons.


    4. Have NPC warehouses that we can break into and "acquire/steal" things from. Similar to the sword quest for Jabba, or the Alderaan flora quest from act 3. Make the warehouses tougher and more in depth. Almost mini dungeons. Have these components be for drug production or weapons components.


    5. There has to be a space portion to our profession. The main reason I wanted to be a smuggler was for when the space expansion came out. The ability to have unique ships, and special abilities in space. Cloaking, feign death (space version), ability to acquire access codes to use to avoid combat, ability to bribe imperials to look the other way....





    Goliath
    Master Shipwright, Master Architect, Master Artisan
    -=V=- Shipworks 3 Locations Theed, Coronet and
    Tatooine by Krayt Graveyard 5909, 4373

    3 vendors at GF6 11/11 - Shipwright, Architect, Resources
    Geevo
    Mon May 10, 2004 2:48 pm
    #10






    SBRD0C wrote:





    Geevo wrote:





    Vicu wrote:

    Eliminate crafting from the proff, save for slicing tools.


    Crafting is tedious enough for the medics and merchants. We don't need more in the game.






    So who would make Spice then? What profession (that exists) should make it?




    How about Chefs get all the 'Natural' Spices and doctors get all the 'Medical'? Also possibly a good Idea to add a component to spice crafting that could only be acquired by smugglers (via missions or other such content)











    I must disagree ... think 'real world' (or Star Wars) ... how many legitimate doctors (Pharmicists) do you know that make illegal drugs? They make legal ones no problem, but SWG does not have a profession that makes illegal drugs.

    Would you also be inclined to give them the Smuggler ability to avoid contraband scans because they would have to carry the items to the smugglers?


    Please don't take this wrong ... I am just trying to point out some of the issues ... SWG does not have a drug-maker profession, they have included Smuggler in the 'all things illegal' catagory ...and that is why we make it.




    Col. Weiss, Knight of the Old Republic
    Ace Pilot of the starship Errant Venture

    Light Jedi Elder
    Col. Geevo Deem, The most elder Smuggler on Intrepid
    Founding Mayor: Veteran's Retreat on Lok
    SBRD0C
    Tue May 11, 2004 12:20 am
    #11






    Geevo wrote:





    Vicu wrote:

    Eliminate crafting from the proff, save for slicing tools.


    Crafting is tedious enough for the medics and merchants. We don't need more in the game.






    So who would make Spice then? What profession (that exists) should make it?




    How about Chefs get all the 'Natural' Spices and doctors get all the 'Medical'? Also possibly a good Idea to add a component to spice crafting that could only be acquired by smugglers (via missions or other such content)







    Colonel Emitt 'Doc' Brown (Starsider)
    Master Smuggler | Master Pistoleer | Commando
    Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
    Vendors Deal in Weapon, Droid, and 'Special Shipments'


    /Target SOE; /CLAP

    KaiRan
    Tue May 11, 2004 11:57 am
    #12

    View the spice manufacture aspect of smuggling in comparison to the American smuggling tradition of Bootlegging and it doesn't seem as out of place. Make shine, load it in a car modified to run faster than even the fastest police cars, and run like mad. Or if you prefer, compare it to Rumrunning, making illegal alchohol and quietly loading it into boats in some abandoned cove in the middle of the night. Either way, it fits that tradition of smuggling to craft your own contraband.



    jnoh | master smuggler + master pilot | starsider
    If you don't want me to "play the forums," then I suggest you make time playing the game more rewarding and less repetitive than "playing" here!
    READ THIS before telling me I cannot complain about Smuggler
    GOT SMUGGLING? - I AM STILL NOT A SMUGGLER - GOT SPICE?
    JamminJavaJoshua
    Tue May 11, 2004 5:00 pm
    #13

    I think it would be cool to replace the creating/crafting of spices, with a way to smuggle spices into the game. For example, We do special missions that smuggle spice into the game, when we completel the mission successfully, a crate(s) of spice is our reward that we can use or sell.



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