Smuggler Archive

Thread: Shouldnt Smugglers have some knowledge of what they slice?

NattyDreadlock
Fri Aug 20, 2004 8:02 pm
#1


Since smugglers seem so broadly skilled, perhaps there should be some player customization/focus within its skill branches.


I propose that in order for a smuggler to slice an item, he atleast have the novice skill for the profession that built it. That means a slicer would need novice armorsmith, weaponsmith and shipwright to affect those profession's items.


Spice-makers should have atleast novice medic, if not Bio-Engineer.


And on another topic, eventually Underworld shouldallow the ability to build smuggler compartments for droids, ships, clothesand speeders...of course using them should require atleast novice smuggler.


Message Edited by NattyDreadlock on 08-21-2004 03:07 AM

Ipseck
Fri Aug 20, 2004 8:06 pm
#2

in that case bounty hunters should have novice carbineer, novice pistoleer and perhaps even novice commando (heavy weapons) to use their weapons. Commandos should need novice pistoleer to use their launcher.

Where are you going to draw the line? Will we need to learn novice TK in order to slice a set of vks? afterall not only would we need to know about the weapon, but how its going to be used...

Why not just make the requirements for smuggler novice armorsmith and novice weaponsmith along with everything else if thats the case? That way we can waste twice as many skillpoints on a half-implemented profession.

Try to think this through man.. it doesn't make any sense.

If you want to know more about what you're slicing, take it upon yourself to learn about it. We don't need to be forced into other professions just to learn about them. Pickup a manual or open up the forum and read about it. I know thats what I do. If I see someone has a weapon that's sub-par or armor that isn't up to snuff I offer some advice. I do know alot of what I'm slicing, because I was very curious about it and talked to several people, read forums, and looked at schematics.

Message Edited by Ipseck on 08-20-2004 08:12 PM





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
NattyDreadlock
Sat Aug 21, 2004 3:28 am
#3

This idea of mine is more for after the smuggler revamp.


Smuggler with novice weaponsmith would be enough for VKs


I am a smuggler, but honestly this isnt the "type" of smuggler I was signing up for. The current smuggler is honestly a petty theif, drug dealer and hacker. Since people have grown attached to some of these skills that have nothing to do with smuggler, i thought it reasonable to allow them without creating new criminal professions, but also allowing people to focus there smuggler into the various "smuggler" disciplines.

I guess ideally the profession should be called Criminal/Underworld. You can concentrate on the smuggler(which would replace the underworld boxes), or spice or slicing. One could master the whole Underworld/Criminal profession, but perhaps you wouldnt be so good at slicing if you dont have the skill points to gather the novice x-smithing professions. Perhaps without the novice x-smithing skills you can still slice weapons and armor, but you'd have a limited success level.

By mastering Criminal/Underworld you basically graduate to a level of mover and shaker...notbeing a mule or dealing on the street. Perhaps master Criminal/Underworld would be theonly people who could have vendors that sell sliced items, spices, etc. Your a boss, a distributer, not a petty corner thug anymore. Maybe your vendors are NPC characters. You may not have the skill points to make yourself the best slicer, but you have the centralized vendors that allow you to have other lesser smugglers sell on your vendors. As a master Criminal/Underworld, perhaps you can pick missions from termianls that require smuggling of material, you could do it yourself, or give it to another lesser smuggler who is unbale to get the mission. You pay the lesser smuggler a portion of the payout. Thh job is done, you get paid and dont have to stick you neck out to do it.


These are just things to think about and chew on. Im not trying to destroy smuggler, just bring it more in-line with what it was supposed to be, but also help it to be better then it is with what it is currentlywithout totally gutting it.

My idea will help diversify the criminal/underworld as we know it. Instead of perhaps the all knowing criminal, we get specialized criminals. And those who master the criminal/underworld become less overt do-ers of criminal actions and more of a covert shot-caller of crmininal actions...with the ability to do teh dirt themselves if they need or want to.
mashthekeys
Sat Aug 21, 2004 4:38 am
#4

ok i might be shooting myself in the foot here, but here goes... Smuggler Is Fine How It Is!

I DONTwant to have to have a masters degree in every crafting profession there is just to slice that weapon, Street slicing means u got NFI what u are doing, its a "pray for the best" thing. and IDONT want to be able to choose the type or quality of my slice, I WANT it to be random. THATS SMUGGLER! Correct me if im wrong but i didnt realise Han solo was also a starship mechanic, i was under the assumption that he just kicked the crap out of the falcons engines until it went faster. Maybe thats becaues that IS what happened. thats why we all love the falcon, Its essentialy a piece of crap outdated equipment, that Han got lucky with when he "sliced" its engines. If slicing wasnt random, then we would all have the best of the best, and the game would take its next step towards boredom. I for one would stop slicing.


Discuss...



- Aloora Sin - Valcyn -
"Go and frolic with your nymphs and pixies, I have a blaster and it makes me happy." -Gigo Paku
- President of the Leskie Wombat fanclub
- Miss Valcyn 2003
SWG is like pizza. Even when its bad, its still pretty good.
Vyko
Sat Aug 21, 2004 6:20 am
#5



NattyDreadlock wrote:
This idea of mine is more for after the smuggler revamp.
Smuggler with novice weaponsmith would be enough for VKs
I am a smuggler, but honestly this isnt the "type" of smuggler I was signing up for. The current smuggler is honestly a petty theif, drug dealer and hacker. Since people have grown attached to some of these skills that have nothing to do with smuggler, i thought it reasonable to allow them without creating new criminal professions, but also allowing people to focus there smuggler into the various "smuggler" disciplines.
I guess ideally the profession should be called Criminal/Underworld. You can concentrate on the smuggler(which would replace the underworld boxes), or spice or slicing. One could master the whole Underworld/Criminal profession, but perhaps you wouldnt be so good at slicing if you dont have the skill points to gather the novice x-smithing professions. Perhaps without the novice x-smithing skills you can still slice weapons and armor, but you'd have a limited success level.
By mastering Criminal/Underworld you basically graduate to a level of mover and shaker...not being a mule or dealing on the street. Perhaps master Criminal/Underworld would be theonly people who could have vendors that sell sliced items, spices, etc. Your a boss, a distributer, not a petty corner thug anymore. Maybe your vendors are NPC characters. You may not have the skill points to make yourself the best slicer, but you have the centralized vendors that allow you to have other lesser smugglers sell on your vendors. As a master Criminal/Underworld, perhaps you can pick missions from termianls that require smuggling of material, you could do it yourself, or give it to another lesser smuggler who is unbale to get the mission. You pay the lesser smuggler a portion of the payout. Thh job is done, you get paid and dont have to stick you neck out to do it.
These are just things to think about and chew on. Im not trying to destroy smuggler, just bring it more in-line with what it was supposed to be, but also help it to be better then it is with what it is currently without totally gutting it.
My idea will help diversify the criminal/underworld as we know it. Instead of perhaps the all knowing criminal, we get specialized criminals. And those who master the criminal/underworld become less overt do-ers of criminal actions and more of a covert shot-caller of crmininal actions...with the ability to do teh dirt themselves if they need or want to.





Okay, here's my take on this idea..

First off, to be sure we're clear, or rather, YOU'RE clear:

smug·gle
v. smug·gled, smug·gling, smug·gles
v. tr.

1. To import or export without paying lawful customs charges or duties.
2. To bring in or take out illicitly or by stealth.

Which leads us to...

smuggler

\Smug"gler\, n. 1. One who smuggles.


Okay, so I think Webster's fairly quickly establishes that a Smuggler is by it's own definition a criminal profession. If that's not what you signed up for, then you had the wrong idea of what a smuggler is. Sorry chum.

As for requiring additional Novice profs to be an effective smuggler, I think that is a novel thought, but would be extrordinarily frustrating. Why?

Master Smuggler all by itself requires 121 skill points.

Novice Weaponsmith requires 35.

Novice Armorsmith, which I'm assuming you'd require in order to slice armor, adds 6 more to that.

With that template, there are 88 skill points left with which to develop any kind of combat skills. If we continue following your line of logic, Smuggler quickly becomes the games second Doctor, ie. not being able to master but a very limited number of professions because of the skill point drain.

While I appreciate your idea for extention of depth to the character class, I think your execution leaves something to be desired. I would agree to a CHOICE, wherein I could either take the additional brawler skills (provided they actually implement some other than that half-assed pistol whip skill), or novice artisan to craft either higher-end weapons or droid addons, etc. That would be pretty slick, methinks.

Just my $0.02.



:: ~~ Vyko (Kettemoor) ~~ ::
:: ~~ Imperial Colonel ~~ ::
:: ~~ Imperial Order of NeTeK (ION) ~~ ::
:: ~~ Master Swordsman ~ Master Brawler ~ Master Fencer ~~ ::
:: ~~ Master Smuggler - Retired by Dev Apathy ~~ ::

MobusDyrus
Sat Aug 21, 2004 12:41 pm
#6

Are you a Smuggler? Heh.



Mobus Dyrus
- Professional Scoundrel -
Chilastra
Orcajum
Sat Aug 21, 2004 12:48 pm
#7

That would completly kill the street-slicing atmosphere, as the only people who'd be capable of slicing would be the Smuggler-WS/AS that already exist. I don't think too many Triple Masters, or any Smuggler template is going to change they're whole game style so they can get the 'joy' of slicing a few weapons. So instead of players finding slices for <15k credits, any sliced weapon will have to be purchased presliced at the current exorbitant WS rates.



Orkajum'sydef
Master Smuggler
"I--I'm out of it for a little while, everybody gets delusions of grandeur.."
NattyDreadlock
Sat Aug 21, 2004 3:29 pm
#8


Thats why I'd want to change th professions name to Criminal or Underworld. That way you can be a smuggler, or slicer, or a hacker, or drug dealer, or do it all. The thing is, being the well rounded "master" criminal would bascially lead you to be a boss(like a low-level Hutt)instead of a basic street thug and come with its own perks. On the other hand, those who choose to specialize in certian criminal branches receive are left with with skill points to become beter combatants if they like, or better slicers by gaining novice x-smith skills, or better spice makers with medic or BE skills, etc.


I personally dont see the point of trying to have a combat smuggler anyway. There is nothing wrong with being able to fight and defend oneself, but wanting to have skill points to allow you to gains skills to kill a Rancor seems a bit much...if you want to be a soldier, maybe you chose the wrong profession.


As a smuggler the last thing you want to do is pop up on some ones radar because you run about slaying everything in sight. Smugglers are an underworld service profession, not a combat profession. Crafting/slicing, being well round and versed in other disciplines is what seperates good smugglers from the petty amatuer mules you see getting caught on Cops.

Message Edited by NattyDreadlock on 08-21-2004 03:35 PM

Velneth
Sat Aug 21, 2004 8:15 pm
#9

Off the wall thought here... as in, compleatly off the wall.

There should be a Criminal Class, yes, however, it should be done much differntly than any other tree... consider it a free for all...

No novice Level.
No master Level
4 branches.
Higher AP cost per box
No prerequsits.

Basically, anyone can become a criminal, and specialise in one tree, or take up all of them...

Chemist, Thug, Slicer and Smuggler.

Chemist would deal with Drugs and Spices.
Thug would be the revamped Dirty Fighting tree, a combo of melee and ranged
Slicer would be a compleatly redone Slicing tree (to make it more useful, and at the same time, less of a magicweapon and armor fariy)
Smuggler would get a compleatly new setup... developed around the idea of smugglers being specialised in transporting things and inovation in a tight spot





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NattyDreadlock
Sun Aug 22, 2004 4:48 am
#10

Im fine with this!
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