Smuggler Archive

Thread: Down With the Jedi! Smuggler Alpha Class Idea

SwenLaransa
Sun Jun 12, 2005 11:28 am
#1

Why a smuggler alpha class? Simply because we kick ass and the game would benefit highly from multiple end game paths. This method could easily be adapted to any other profession with focus on their area of expertise.

Goal:
Create an alternate end game path to jedi with similar time sinks, difficulty, and rewards without throwing away the framework that exists.

Part 1: The Path of the Legendary Smuggler
Being a programmer myself, it pays to reuse things and there is already a decent framework in place to weed out the weak and with lives from the rest of us, the true players. That would be the village and the jedi exit quest.

The roleplaying idea behind this is simple. To be great you probably have some connection to the force. To become a legend you know how to use that connection. Legends forsake the use of a saber, lighting, or other hokey religion stuff and instead turn the force to the practical. The force guides your blaster not some light sword.

Once a master smuggler is a padawan they may attempt the smuggler entrance quest. In the same vein as the padawan trials, except less buggy and more fun, it would test the candidate to see if they were right. Things like stealing a package for Jabba, gathering information, and lying to imperial patrols. Once successful they gain the right to train novice legendary smuggler.

Part 2: The Grind
Life wouldn't be fair without putting smugglers through the same horrid xp requirements as Jedi, so we will. And we'll like it damn it! At Novice, a schematic is granted for an 'iconic weapon'. At this level, it's really easy. You take any pistol you have and it turns into an iconic pistol with the exact same stats, plus a force cost, that now gives Legendary XP instead of pistol xp. XP per box would be the same as Jedi XP requirements, and XP gained would be the same as Jedi XP. We would only have one tree to fill up and master however instead of 2.5.

Part 3: Drawbacks
All new legendary specials require force to use. Force used = BH's a knocking. Since we would never be more than 89k on the terms, we can expect to have a lot more BH coming for us than fully templated Jedi. We'll spin it as the Lady getting her knickers in a twist instead of Order 66. In any event, BH death = lost legendary xp. Also, after all is said and done, a Master Legendary Smuggler has only 16 skill points left. So much for diversity. Lack of healing.




Swen Laransa
Fish of the Force & Smuggler at Heart

Anoron
Master Shipwright & Smuggler
Ships and Jedi Resources at -387 2901 Dantooine

SwenLaransa
Sun Jun 12, 2005 11:29 am
#2

Requirements: Jedi Padawan, Master Smuggler

End Result:
89 Skillpoints Used
2800 Force
29 Force Regen
50 Innate Legendary Armor
+50 general ranged speed
+50 general melee speed
+100 general ranged accuracy
+100 general melee accuracy
+100 melee defense
+100 ranged defense
+75 state defense
+50 force defense


Tree List:

Novice Legendary Smuggler

Style
1) Glib
2) Lady Luck
3) Against the Odds
4) Free Spirit

Dirty Fighting
1) Bar Fighter
2) Wild Shot
3) Quick Learner
4) Fearless Charge

Evasion
1) Dodge
2) Offensive Roll
3) Stealth
4) Look Over There!

Tinkering
1) Advanced Terminals
2) Advanced Iconic Weapon
3) Advanced Spice
4) Advanced Slicing

Master Legendary Smuggler




Swen Laransa
Fish of the Force & Smuggler at Heart

Anoron
Master Shipwright & Smuggler
Ships and Jedi Resources at -387 2901 Dantooine

SwenLaransa
Sun Jun 12, 2005 11:31 am
#3

I don't have a hard drive that's not screwed in my windows box at the moment, so I gotta ammuse myself somehow




Swen Laransa
Fish of the Force & Smuggler at Heart

Anoron
Master Shipwright & Smuggler
Ships and Jedi Resources at -387 2901 Dantooine

Akiram_Glockem
Sun Jun 12, 2005 11:42 am
#4

I'd say dump the whole force sensitive part and give us an underworld themepark type thing similar to the village. Instead of a force bar give us an "adrenaline bar" for our legendary specials. Then make a lot of it time consuming quests in adition to the xp to make the powergamers choose a path that requires less patience. Aside from those things I like the concept.



Akiram "The Glock" Glockem
Master SmugglerXCommandoXPistoleerXAlliance Pilot
Grand de facto leader of DLW and bringer of DOOOOOM
"Old Jedi never die, they just end up on eBay"
I am Jack's ignored profession.
maxtheusher
Sun Jun 12, 2005 11:46 am
#5

Actually I've thought of the very same thing... EXCEPT:

No normal Smuggler. Smuggler is ONLY this kind of profession, like jedi. and BH should be the same way.

They could grandfather all us existing smugglers in, but I would GLADLY grind away if they did this.

when you think about it, it's the only way Smuggler would really EVER be what it should be.



大胆框
赏金猎人

动 性交 你 SOE
Ternque01
Sun Jun 12, 2005 11:52 am
#6

The problem of an overpowered alpha class is not best delt with by the inclusion of other alpha classes.


I would not grind to get an alpha class because grinding is not fun. If I had to grind in order to play this game well, I'd dump this game faster than you could do the Kessel run. At least Jedi are supposed to have mechanics to keep them rare so that this game is even playable. Imagine what this game would be like with 75% alpha class and 25% normal. That 25% might as well not even play the game.





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Ternque01
Sun Jun 12, 2005 1:03 pm
#7






SwenLaransa wrote:





Ternque01 wrote:

The problem of an overpowered alpha class is not best delt with by the inclusion of other alpha classes.


I would not grind to get an alpha class because grinding is not fun. If I had to grind in order to play this game well, I'd dump this game faster than you could do the Kessel run. At least Jedi are supposed to have mechanics to keep them rare so that this game is even playable. Imagine what this game would be like with 75% alpha class and 25% normal. That 25% might as well not even play the game.









I would disagree. You already had to grind to play this game well. You had to grind to get master smuggler and whatever else you have. This would give you another option and avenue to go. If you want to be a better smuggler, and be better at things smugglers already do, you can take that path. Right now to 'play the game well' you need to grind Jedi to get the strongest profession, which is exactly the same.

I would rather have the option of doing something different with the same costs and mechanics for rarity. Your sig says it well enough. There's too many Jedi. Pandoras box is open and they are not going away. As for what would the game be like with 75% alpha and 25% normal... What would the game be like with 75% double elite masters and 25% hybrid combat/crafter or combat/entertainers? Pretty much the same as it is now. There'd just be less glowsticks.





Listen dude. I don't want options. I don't want to think outside of pandora's box. I want a balanced game where players do not have to devote a lifetime in grinding time just to play their characters at a fun level. I do not want and I do not support MORE alpha classes to f*ck this game up more than it already is.


Remember where the devs said that this game would be accessible to casual players??? Making this game like everquest where you have to be in a process of continually leveling your character is bullsh*t.





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Balzan
Sun Jun 12, 2005 1:13 pm
#8

Yeah I'd have to agree with those of us who want balance not alpha classes. You want alpha classes go play a FRS, you want a balanced fun/fair game? Play Star Wars Galaxies.



Taerl Setran | Churen Tek-Den
Smuggler 90 | Elder Jedi 90----|

Crew for the Undermyth/ideas for your own crew.
Underworld
How I see NGE smuggler working
DISCLAIMER: By reading the above post you waver all rights to take my post as offensive and completely understand that whatever said that could be misconstrued as offensive was instead offered as humour, unless stated otherwise.
Tasomo
Sun Jun 12, 2005 1:19 pm
#9

The problem with the introduction of more alpha classes is that after a while, a new Zeta class is eventually formed. Imagine an alpha class for every profession...great. Now we have Ragnarok Wars Online. Every job has an alpha class...and now, someone gets an even more powerful class. A near deific class that we shall dub Zeta. It will just get worse from there. Best to just remove the alpha class or keep it at one and figure out a way to balance it all out.
Alpha_Bits
Sun Jun 12, 2005 7:42 pm
#10

I'd have to agree... all adding alpha classes does is make the disparity between the power grinders and the casual players worse. In all things, one should strive for balance... and pie.





========
Gith - Professional Scoundrel

"If I kill one of you, will the other two shut up?"

"It don't matter. None of this matters."
- Carl
SwenLaransa
Mon Jun 13, 2005 12:06 am
#11



Akiram_Glockem wrote:
I'd say dump the whole force sensitive part and give us an underworld themepark type thing similar to the village. Instead of a force bar give us an "adrenaline bar" for our legendary specials. Then make a lot of it time consuming quests in adition to the xp to make the powergamers choose a path that requires less patience. Aside from those things I like the concept.




Dev 1: I've got this great idea for the entire smuggler alpha class path! It will take place ranging all over space and land and involve smuggling tasks for Jabba, the Lady, rebels, imperials, anybody! It will simply be based on reputation points you gain doing smuggling tasks. And if you fail the mission you lose points and are set back. It will be awesome!

Dev Manager: Intresting. How do you plan to get it in? After all the Village took an entire publish team several months to do and we still have some bugs in it. What sort of resourses are we talking here?

Deve 1: Well, if you give me Phillips team I'm confident we can have it set up in 3 months. Less time with more assets.

Dev 2: You.. you can't have my team! We're doing vital work to improve the game!

Dev 1: Phillip, getting the physics of making Twilek dancers breasts jiggle realisticly is not as imp....

Dev 2: I beg to differ! You know our demographic!

Dev Manager: He's right. We can't take his team away from something so important that will help us retain the 12 to dead male demographic that is attracted by jiggling jubblies. In fact, you should help them. Yes. You should all help them. I'm placing this at a code red priority!




It's easier to get things the less work those doing it have to put in. The framework is already in place for this and it would take minimal code and effort to get it in place. I too would much rather have long and involved quests related to smuggling. I'd rather we have our own basis for everything. But I don't think that is currently a realistic goal.




Swen Laransa
Fish of the Force & Smuggler at Heart

Anoron
Master Shipwright & Smuggler
Ships and Jedi Resources at -387 2901 Dantooine

SwenLaransa
Mon Jun 13, 2005 12:21 am
#12



Ternque01 wrote:

The problem of an overpowered alpha class is not best delt with by the inclusion of other alpha classes.

I would not grind to get an alpha class because grinding is not fun. If I had to grind in order to play this game well, I'd dump this game faster than you could do the Kessel run. At least Jedi are supposed to have mechanics to keep them rare so that this game is even playable. Imagine what this game would be like with 75% alpha class and 25% normal. That 25% might as well not even play the game.






I would disagree. You already had to grind to play this game well. You had to grind to get master smuggler and whatever else you have. This would give you another option and avenue to go. If you want to be a better smuggler, and be better at things smugglers already do, you can take that path. Right now to 'play the game well' you need to grind Jedi to get the strongest profession, which is exactly the same.

I would rather have the option of doing something different with the same costs and mechanics for rarity. Your sig says it well enough. There's too many Jedi. Pandoras box is open and they are not going away. As for what would the game be like with 75% alpha and 25% normal... What would the game be like with 75% double elite masters and 25% hybrid combat/crafter or combat/entertainers? Pretty much the same as it is now. There'd just be less glowsticks.




Swen Laransa
Fish of the Force & Smuggler at Heart

Anoron
Master Shipwright & Smuggler
Ships and Jedi Resources at -387 2901 Dantooine

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