Smuggler Archive

Thread: Your Dream Smuggler Profession

BailorJayssek
Sun Aug 07, 2005 1:39 am
#1


I don't see the inclusion of three melee attacks in Smuggler as requiring Brawler, really. ANYONE can kick someone in the groin or poke them in the eye without any special training or experience. It's just a few dirty fighting techniques, not anything reflective of unarmed combat prowess.


On the subject of missions, I should note that no crate would contain more than5 of any slicing component or 10 units of any spice. Otherwise, the players might be tempted to just keep every shipment. Furthermore, missions should also have the chance that the cargo is NOT a spicing/slicing item. Maybe you slice the container to find it's full of carbosyrup or broken datapads. Care should be taken on many angles that the missions do not cause the market to be flooded with spice or slicing components. Better yet, strike the idea of keeping the whole crate--that causes a mission failure AND the crate vanishes from the inventory. Either skim them off the top and risk detectionor just deliver it whole.

ELAzalin
Sun Aug 07, 2005 3:05 am
#2






BailorJayssek wrote:


I don't see the inclusion of three melee attacks in Smuggler as requiring Brawler, really. ANYONE can kick someone in the groin or poke them in the eye without any special training or experience. It's just a few dirty fighting techniques, not anything reflective of unarmed combat prowess.


On the subject of missions, I should note that no crate would contain more than5 of any slicing component or 10 units of any spice. Otherwise, the players might be tempted to just keep every shipment. Furthermore, missions should also have the chance that the cargo is NOT a spicing/slicing item. Maybe you slice the container to find it's full of carbosyrup or broken datapads. Care should be taken on many angles that the missions do not cause the market to be flooded with spice or slicing components. Better yet, strike the idea of keeping the whole crate--that causes a mission failure AND the crate vanishes from the inventory. Either skim them off the top and risk detectionor just deliver it whole.






what other range profession can do melee attacks without the inclusion of a brawler profession... HellTK needs swords iv and that one still amazes me..




Vendor -5287 -819 in the Valley of Darkness on Dantooine
Look for Needful Things Mini Mall
Asmodeus

Vegos
Mortimor
WookiesandCream
Other Location is on Naboo - Theed -5283 3419
Please drop vendor is on Dant store use the Construction Company Vendor
To get rich in the NGE era you must understand Asmonomics

Iawo
Sun Aug 07, 2005 4:23 am
#3

Making smuggler ideal for me: The pre-CU system (combat) with more +general ranged acc, defense, speed mods, same + unarmed mods and more + general ranged defense as what we have now. Replace spices with smuggling missions, give us the old slicing system back but allow us to pick the type of slice.


What I can live with: More +general ranged acc, defense, speed mods, same + unarmed mods and more + general ranged defense. Add in one or two unarmed specials that are unique. Replace spices with smuggling missions. Make it much easier for everybody (not just BH's) to come by slicing comps, and allow slicing comps to stack.Please, don't ask for the merchant line as a pre-req... just be happy we don't have to pick up something in scout. The smuggler missions proposal that's been posted in other places sounded pretty fun to me.They wont' be able to perfect it at first, they'll eventually just have to bring it live and make tweaks from there.





Iawo Eatevai
Zabrak Rebel Smuggler
Crimson Phoenix Ace

I thought the NGE couldn't be any worse than the CU, but I was wrong.

PlanetSide names: Reeb - Emerald TR, Reebx - Emerald NC
Skysco
Sun Aug 07, 2005 5:09 am
#4






BailorJayssek wrote:


PREREQS:


Marksman (Pistols) and Artisan (Business)






Now there's a plan!




"I have tried to design so people who wouldn't normally hang out together
come to realize each other's importance in the world,
the value of their roles in the society, that sort of thing.
So I try to have interdependence as a key feature
- people relying on each other"
Raph Koster

BailorJayssek
Sun Aug 07, 2005 12:32 pm
#5

Here's a little room to vent in. If YOU were able to design the Smuggler Profession for SWG, what would you put in there? Be as vague or as detailed as you like, let it all out, cry and hug, it's okay!


As for me:


PREREQS:


Marksman (Pistols) and Artisan (Business)


TREES:


Underworld (based on Smuggler XP)-Largely as-is (faction point stuff), but our skills would include boosts in Persuasion and Luck (+1 in each at every other level, for a total of +2 in both at 4th box).


Slicing (based on Slicing XP) - reintroducing chance of failure with consequences to match (item stat reduction, authorities called, etc), but moving up the tree increases success rate and effectiveness of the slice.


Dirty Fighting (based on Pistol XP)- would include three Melee Skills: Groin Kick (movement speed + accuracyreduced for 15 seconds), Eye Gouge (causes blind), and Sucker Punch (increased damage output, but causes that anger state that prevents dazing).


Contraband/Scoundreling/Whatever you want to call it(based on Slicing XP) - Spice crafting would be replaced with the ability to EXPERIMENT on spice to slightly increase its stats, with certain types of spice only experimented at higher levels in the tree. Greater diversity in the TYPES of things we can slice (ship parts, droids, vehicles, and ticket terminals, etc) as we move up the tree.


Master Smuggler (Smuggling XP): 25% faction perk reduc (as is), boost in Luck/Persuasion


GAMEPLAY:


Smuggler missions would involve the transporting of contraband materials (spice or slicing materials, but not revealed until a slice is attempted on the cargo)OR people wishing to avoid detection. Some would involve travelling through GCW-patrolled cities OR passing between two waypoints interrupted by a military blockade in Space. The smuggler would have the option, in the case of goods, for slicing into the container. Failure marks the case as tampered. Success reveals the cargo type and allows the smuggler to take "just a bit," "a handful," or "quite a lot" out of the container(luck would determinethe numeric amounts of the spice/components taken at each level). Taking more would create a greater risk of the receiver discovering the tampering (but always at least a 20% chance). The Smuggler could also keep the crate and forfeit the mission.Incap on a mission results in failure, as the cargo would be confiscated (if by military forces) or stolen (if by a competitor).


Failure to complete a mission OR being caught tampering with a shipment result in two consequences--the pay grade of the Smuggler reduces, and only THREE successful missions can undo ONE such reduction, AND an increase in "visibility" much like Jedi, potentially earning the Smuggler a place on the Bounty Hunter terminal.


Success for the mission results in a decent payout and an awarding of Smuggler XP, indicating the Smuggler has gained greater favor in the underworld.


Spice would have greater diversity. One might increase terrain negotiation, another might buff dancers, one could boost reduction to states, don't allow spices to become redundant such that only the top-tier spice matters. Experimentation on spice would involve using theFood/Chemical craftingtool with the raw spice as an ingredient (2-10 units of spice for each 1 unit of experimented spice desired, depending on the level of thespice)and achemical/organic/radioactive to add to it (with the OQ affectingexperimentation 100%)could allow the smuggler to slightly increase the buff in one of the buffed categories (with each one also increasing the downer)--as always, experiments can fail.


CONSEQUENCES:


Slicing becomes moreimportant, andallows the Smuggler a good market--the risk involved in getting the components for higher-level slices allows for a bitmore of a fee. Spice would have greater diversity in itself, and Smuggler could sell the raw product or their own "personalized" versions of it where desirable. Both would be more rare, and thus more interesting.


Smugglers would have something to do in the realm of PvE that involved actually SMUGGLING. Our status as a hybrid profession is upheld by our usefulness, and we become a living, breathing profession at last.
ELAzalin
Sun Aug 07, 2005 12:35 pm
#6

your dirty fighting has martial arts attacks so your not going to be able to get away from having 4000 brawler if you want to do that....






Vendor -5287 -819 in the Valley of Darkness on Dantooine
Look for Needful Things Mini Mall
Asmodeus

Vegos
Mortimor
WookiesandCream
Other Location is on Naboo - Theed -5283 3419
Please drop vendor is on Dant store use the Construction Company Vendor
To get rich in the NGE era you must understand Asmonomics

OritKelteel
Sun Aug 07, 2005 12:40 pm
#7

I agree of completely removing the brawler thing. As a smuggler i also would like to see bussiness as a prereq. So Marksman 0-4-0-0 and artisan 0-0-4-0 would be great. But what i rather see changed is the slicing system. Although the new one looked great in concept, with my template i am unable to kill krayts to get some tools i need to slice. I tried it with a group, but then the group demands i slice their items. So there i no money in it for me. I liked the way that i could create my own tools and buy AUK and WUK's from artisan. Much better this was.



Click here for the NGE-friendly fishing tutorial

- I support the Fishrevamp to make SWG a better game! - You can too!
Orit Kelteel, Elder Ranger

Smuggler_Caylin
Sun Aug 07, 2005 12:46 pm
#8

My dream of a smuggler profession is one that allows us to choose a combat
background and then choose the content we wish to enjoy. Whether that is to live
our lives as a Smuggler, Bounty Hunter, Jedi and whatever else the mind can come
up with.


Allowing us to differentiate between a combat/crafting background and a
method in which we can choose to expressourselves within certain content.
That content remaining exclusive to those who select it, no mixing and matching.
That way we can balance the content and abilities of those various 'content'
professions and no one can blame the other for mixing up their skill set.


This smuggler profession would then no longer be a halfass pistoleer/teras
kasi but the way players could enjoy unique and dynamic encounters and content
centered on the abilities they should possess. Those abilities being the
uncomprimised right to smuggle in an environment that actually restricts the use
and possession of certain items.


Content would be available to the individual with a high focus of risk vs
reward. There would also be more intensive situations where groups would be
needed to finish the goal in mind. The group would then be rewarded as a whole,
rather than one person being the sole recipient of a reward.






etc... etc... etc...



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

BailorJayssek
Sun Aug 07, 2005 6:58 pm
#9

Nah, I see Faction selling as not so much "selling" as it is peddling influence. It's a way of saying "Well... I know a guy who knows a guy... I can get you in there for the right price..." You would have to be APPROACHED for something like that, you wouldn't put a sign on your door that says "Now offering bribe opportunities, inquire within."


As it is, I would accept them removing Unarmed as a prereq. That'd be my "consolation patch" so to speak. It would allow Smugglers to have the flexibility of an elite profession, since we don't enjoy the benefits of a hybrid.
DrDhax
Sun Aug 07, 2005 9:25 pm
#10






BailorJayssek wrote:

Nah, I see Faction selling as not so much "selling" as it is peddling influence. It's a way of saying "Well... I know a guy who knows a guy... I can get you in there for the right price..." You would have to be APPROACHED for something like that, you wouldn't put a sign on your door that says "Now offering bribe opportunities, inquire within."




I would.
Genrader
Sun Aug 07, 2005 9:55 pm
#11

I want instanced spaceports for individual starships, like, there can be x number of them. I want to be walking up to my ship with a friend as Imperials or Rebels, depending on the planet, come running through the doorway and shooting at me as I blast away with my illegal contraband. I want them to chase me some in space and I have to make it to the target destination.

DrDhax
Mon Aug 08, 2005 12:47 am
#12

Add the ability to sell faction on your vendor and that'll be my wet dream
Makris
Mon Aug 08, 2005 9:17 am
#13

My dream is more about a complete SWG revamp. See the link below.
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