Smuggler Archive

Thread: Kav's Smuggler Vision 2.5

Kav
Mon Feb 23, 2004 10:39 am
#1

This superceeds my 2.0 post and ties the system of contraband into it's build.


I see the Smuggler as the Jack-of-All-Trades class of SWG. I would love to see this reinforced and improved in the “re-development” of the profession. I have posted most these things in the past, I am polishing them, and consolidating them into this post. I hope any of this makes it in game through “The Process.” I think it would make the profession fun.


Smugglers need to be versed in several skills, can’t call the mechanic when you’re hiding on the dark side of Endor waiting for the imperials to move on. But ya need a blaster in your hand when they stop by. While broadly skilled they still go to the proper folks when they can, as they are not experts.


This is not spelled out to the letter, I am not a dev, they would change it, so what’s the point. This is Ideas, hopefully ideas they will bring to bear in their re-dev of Smuggler.


Thanks much to Caylin for his input and help. I stood heavily on his shoulders for the spice changes, and appreciate the feedback and brainstorming we did to get here.
I am going to list this all by tree, have to break it into a few post:


Underworld
For underworld a full revamp is needed.

Our main failing at the moment is our Underworld Tree. It is devoid of anything “underworld” with the exception of our newly acquired “contraband evasion” skills.


To have profession skills that require PvP combat in the GCW is wrong in my opinion. Some of us like the GCW, some do not. No one should lose 25% of their profession if they do not want to PvP. Nor should we be only 75% of a profession when participating in PvE.


Yes smugglers thrive in times of war, because borders become untenable, because planets get cut off from normal shipping due to risks. NOT because all Smugglers become Generals in the army. In actuality it should be just the opposite, Smugglers should profit by staying on the sidelines of War. Not fighting in it.


Other Factions:
I would love to see the return of the Hutt faction and if it is even remotely possible could we get some word on it from the devs? If it is possible for something of that scope to enter our revamp I will develop a separate documents on it. The Hutt faction would be our “underworld” tie in and it would change my underworld proposal immensely.


Barring the Hutt faction I offer this:
We are missing our "social fringe" status. We are not supposed to be generals or honest businessmen. We are Smugglers.

I say let Underworld be just that, a tree of our skill/rank in the Underworld. The Underworld being the “Scum and Villainy” of the galaxy.


The Underworld tree should no longer take pistol xp, But take new smuggling xp.
This xp should be earned by doing missions for the Underworld, via Smuggling missions.
My idea for smuggling missions is detailed below.


Underworld: (Sneak is what I am calling our Contraband Evasion)


  • Novice: +15 Sneak, The ability to obtain smuggler missions contacts, either new
    NPC’s, random NPC’s, or Spy Net Ops.

  • UW1: +15 Sneak, 100% Lang comp. (sneak is mask scent for NPC’s like Cor-sec)

  • UW2: +15 Sneak, /recruit thug, (see below), /fast talk (see smuggling),

  • UW3: +15 Sneak, Opportunist (Ability to trade with all people no matter of faction status. But possible “Cop spawn” like a spice/slice trade, see illegal below)

  • UW4: +15 Sneak, /recruit henchman

  • Master: +20 Sneak, /recruit Sidekick


The main aspect is how this all plays with the Smuggler Missions.
Let us Smuggle!


Illegal
The new contraband system is a start, but still a bit thin. No one currently has any worries about being caught, save a few covert reb afk dancers. Technical limitations block more wide spread scanning, but I believe “triggered scans” are possible.

Each time a trade is done in the game the servers do many verifications and checks, lets add a check for if the items being traded are contraband. Each time contraband is traded there would be a chance of “cop-spawn” (see below) the more contraband or money in the trade, the higher the chance of bust. This would include a person buying from a vendor. The “cops” would spawn as he exited the building.

This is a BUST!”


Smugglers would use their current evasion mods to lessen these chances. Under no circumstance should this chance to evade be greater than 95%, smuggling must have risk or it will not have rewards of any caliber. In fact during large trades or high end smuggling missions this percentage should dip way down to increase the risk/reward ratio.

The “cop-spawn” would be Cor-Sec, Fed-Dub, or whatever the appropriate security forces for the world. Planets like Endor, Dathomir and Lok are smugglers havens, no cops, with the exception of rare Imperial patrols or other crime lords like Nym.
If the person trading is Declared in any fashion then the “cop-spawn” will be GCW in nature. ST’s Reb-spec-ops, whatever.


This lets us build on the current contraband, adding more risk without just taking from every other profession in the game.


Fast Talk
Usable only in Smuggler Mission encounters or “contraband scans”

This skill allows a smuggler an option to the gun in combat. In lieu of a combat special you simply queue this ability. A random “roll” is made. If successful you lose an amount of “smuggler faction”, and credits, dependent on the mission level, and combat ceases. You will not be re-scanned by the same “cops” for 10min.


If it fails, combat continues as normal, and you lose only the credits in the bribe. Should require a bit of HAM to use, similar to Feign death. The cash loss should not exceed 33% of what the mission is worth. That way it is still profitable, you’re just paying off the cops…


Opportunist
Smugglers get the ability to do trading across faction bounds regardless of covert, overt, or TEF. With the possibility of “cop spawn” just as if trading contraband. If the smuggler is declared at the time, the cop spawn will be GCW in nature, StormTroopers, Reb SpecOps, etc.


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.



Smuggling Missions
Building on the current “sub-game” system that bounty hunters use. Smuggling should be our “sub-game”
These Missions Should not be icing on the cake but integral to the advancement of a smuggler. For this reason Underworld would be switched to xp generated by smuggling missions. (smuggling xp)


While I use BH’s as a comparison here I hope to overcome the failure of their system. The problem with the investigation line is it only adds to the BH profession as an ATM. They gain no ability or skill from the investigation line that warrants the expenditure of skill points. Everything they gain only builds on the line itself, this is pointless. The line needs to reach outside of the skill tree for a net gain.


This idea of Smuggling missions does that 3 ways:


  • Additional slicing opportunities, especially for novices.

  • The gain of uncraftable Spice (glitterstim) for sale or use.

  • The gain of “Smuggler Faction” to aid in evading scans and cops.


They should be obtainable only via the Spynet(or other) NPC’s and/or Via slicing the terminals to access a black-market sub system. Slicing a terminal would add a new “tab” to the types of missions. (Remove the increased payout that they do now, this replaces it)


These Missions should involve the manufacture and/or transport of illegal materials from City-City at the lowest level, and Planet-Planet at the highest. They should be risky, involve investment on the part of the smuggler, and be FUN.


Mission levels 1-6:


  • Novice Smuggler=1

  • First row filled=2

  • 2ndrow filled=3, etc…

  • Master Smuggler=6.

I call for the whole row (i.e.-1/1/1/1) because I would like to see all smuggler skills come to play. Two types of mission in most cases Spice centric or Slice centric. Perhaps it would be possible to tie this to some +x stat in each block as ElectroNomad has suggested with his distributed “smuggler sense” in lieu of that just have smuggler missions flag on having a row filled for difficulty level.


Mission pay:
The value of mission should be measured against the time and risk of a standard destroy mission, then bumped up dependent on the additional risk involved. (see Mission Failure)


Level 1 Mission example:
Obtained only via NPC’s. Your getting started in the crime world on the street, learning the ropes as it were.


Type A mission:
Make X amount of a Novice grade spice. Meet an NPC at location Y (anywhere from within town to 2k out, city on same planet, not the originating city).
A chance of being “detected”:

At the Pick-up point

Any public travel terminal/droid

At the Drop off point.

Detection would give the “caught” smuggler a temporary –5000 faction with all “police” type mobs. Cor-sec, FedDub, etc. and in addition would trigger the spawn of 1-3 of same. “Hey you! Hold it right there!” (see Illegal: cop spawn)

Detection is based on :


  • Level of mission: more money=more attention

    Size of town: Small towns safer than large ones.

  • Transport if used: Shuttles are safer than Spaceports.

  • And of course your real faction rating with a police group is gonna make it hard to move round town anyway.

All measured against a "Smuggler" faction rating, we earn based on successful and failed missions. More clean runs means less attention. The only famous smuggler is one that gets caught. The unknown ones are doing their job.


If you are “busted” you can shoot your way out, run, or spend this Smuggler Faction to talk your way out of trouble. With the command /fast talk


This temp faction hit would last for a time in excess of the completed mission. Before eventually coming back to the Smuggler’s normal faction level. Killing the “police” would still earn you the commiserate loss of appropriate faction as norm. Eventually you will be a known criminal if you keep shooting your way through instead of using your head. This will eventually translate to you having a hard time moving in certain cities that you have become infamous in.


Mission Failure would need some sting, I’ll detail this at the end.


Type B Mission:
Go to point X and open a container for someone. 300-500c pay No higher than 500c, therefore you use a clamp you break even, you risk it, you might make some cash. Low pay but god knows the novice’s would love a new supply of containers.
Chance of being “busted” on the job site only. Lower risk lower pay.


Mission Level 2:
This and all subsequent missions are gained via Slicing a terminal. You have earned your way into the trusted circle of crime.


Type A: Would require the Manufacture of X amount of Spice Y(1rst tier) by the smuggler, and then transport to another city on planet. Same general run as level 1 mission, but a bit more Spice and longer runs. Payout would depend on the requested spice type and amount.

Type B: Slicing job. Go to point X meet with person needing container opened, computer hacked, security override of some type. A successful slice earns the reward. Payout and difficulty in line with normal destroy mission, NOTE some items will not be “clampable” or may require FAN’s due to some odd security or obsolete tech. 800-1200c pay.


Mission Level 3:
Type A: Bumping to tier two spices for product, Nearby moon for Destination now. (ie- Cornet mission sending you to Deric Talus) Payout should be a bit higher than comparable missions now due to a) travel cost b) forced public transportation now so higher chance of “Bust”


Type B: Slicing at near moon location with commiserate pay increase.


Mission level4:
Now we are getting to some meat. Mixing A/B missions. Spice and Slice in same mission. With success or failure depending on both abilities. You might make the slice and fail to deliver the Spice due to being caught, therefore you fail the whole mission. This increases the risk level of completion, which therefore increases payout over that of two individual missions.


Mission Level 5:
As Level4 plus multiple spice requirements, (ie-10 units spiceA and 15 units spiceB) With deliveries to multiple stops, now to other major planets. Say from Cornet to Kor Vella, then to Keren Naboo for 2nd spice. But all one mission as far as failure and payout and this increases the risk level of completion. Which therefore increases payout over that of two individual missions.


Master level 6 missions:
A hodge podge of it all, multiple spaceports in large cities, long runs, high risk of failure, but high pay as well.
New twist: Some Master Smuggler missions should be the transport of Glitterstim. (see Master Spices) This is the infamous cargo Solo dumped of Jabba’s. These missions, if successful, would grant the smuggler payment in Glitterstim, for breaking up and selling, or personal use.
ALL the above will need adjustment when the Space expansion is finnaly upon us. But this all works within the current system of the game.


Mission Failure:
Mission failure should be STIFF, for one reason, to keep a Smuggler BH team from working it for the BH’s benefit. And for two, if it ain’t stiff, we ain’t gonna get paid more money.


  • Loss of Smuggler Faction.

  • Loss of the mission owners faction. (Hutt, Swoop, Borvo, whatever)

  • You can’t get another for X min.

  • Your next mission will be a tier down form your norm, ie- a Master would have to run a level5 to clear his name.

  • If failure due to being incapped by the Police, no smuggler missions for rest of day. And a fairly large amount of wounds or Battle fat. to force some downtime on you. You should be in jail but that would be near impossible to make fit in game.

Player Bounties
In game now if your declared you get different missions from faction terms than if your neutral, we could use this switch on smuggler missions as well.


If the player is declared (covert or overt) than the smuggler missions are PvP enabled and obtainable from faction terms. They become a hybrid GCW smuggling mission. The Rebels pay well for smuggled goods, and the Imperials need dirty jobs done.
The “cops” in this case will be StormTroopers or Rebs.


If a Smuggler fails a “Hot” smuggler mission, then a bounty is created for him via the BH terms. In the same fashion a Jedi Bounty is made. The smuggler will be TEF’d to the Bounty Hunter with the mission. This TEF will be removed in one of three ways.


  • BH kills the Smuggler.

  • BH dies prior to killing Smuggler.

  • Smuggler slices BH term and pays the amount of the Bounty. The BH would get half or some such.


The cops should not show every time, especially at low level but a master can bet on seeing at least one combat encounter. Whether or not he fights talks or runs is a strategic decision.
Well you get the idea, a bit more refining needed but this is the gist of what I would love to see.


Especially the need for it to use ALL of our skills, that is the root.



Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
Kav
Mon Feb 23, 2004 10:40 am
#2



(cont.)


Dirty Fighting
In all this is a wonderful tree, it only lacks in few places for me: the master box, Feign Death's current bugged state, and our unarmed skills.


Unarmed:
We have many unarmed mods as a Smuggler right now from the brawler unarmed:



  • Unarmed Speed: +25

  • Unarmed Accuracy: +50

  • Unarmed Toughness: +20

  • Unarmed Damage: +70

  • Melee Defense: +2

  • Center of being efficacy: +45

  • Center of Being duration: +13


As well as several Brawler attacks/skills:



  • Unarmed Blind 1

  • Unarmed Hit 1

  • Unarmed Lunge 1

  • Unarmed Spin Attack 1

  • Unarmed Stun 1

  • Warcry 1

  • Taunt

  • Berserk 1

  • Intimidate

  • Center of Being

Currently as soon as you equip a Pistol, all this goes away (except for warcry & intimidate)
To make Dirty Fighting Dirty, we should keep all these mods and attacks when we have a pistol equipped. Simple, effective. and we would get to use all the abilities that are REQUIRED to make smuggler. The Pistol in your hand would have nothing to do with how these hit or dmg, we would just always be flagged “unarmed” for these skills, and only these skills, no TKA ability.


Feign Death:
Currently the calculation for FD is defaulting to success in most cases for us smugglers, but since it fools no one anymore it's value is severely decreased.
Explanation:
Currently if you feign in PvE, the mobs will walk away, yet Instantly reaggro you when you /stand. This does nothing for the smuggler but waste his time, the only time it is useful is to avoid incapp in a group, but if your fighting with a group chances are you’ll never need it anyway.


In PvP, we lay on the ground, un killable, yet sustain wounds as we can still be targeted and shot.


How to Correct FD: Smugglers gain skill mods for FD as we go up the DF tree:



  • Novice smuggler: 0 (does not yet have FD)

  • DF1: +45

  • DF2: +5

  • DF3: +10

  • DF4: +10

  • Master: nada (but I would like to see at least a +15FD here)

The skill simply needs to be properly applied in combat to increase the chance of failure. That’s right I am saying we should be able to fail Feign Death. BUT in conjunction with this change the following should be added:


Let our chance of successfully feigning be our skill mod as a percent, skewed for any major difference in our opponents’ level. Such as a Smuggler with DF3 should have a 60% chance to successfully FDvs. a peer, but a reduced chance vs. something like a Krayt dragon of course.


We should be rendered as a corpse if successful, and in PvE there should be a chance for the mob to wander off and leave me alone. Yes we should not be able to FD, bleed, FD, a Krayt to death. But I should be able to FD and get out of a bad situation, otherwise why have the skill? Simply let a "great success"+ allow me to move on, and a "marginal success" or below would still get me camped.


In PvP a FD smuggler should appear as a corpse, the “killer” could even get his faction points for killing the smuggler, but I should be able to stand when the coast is clear and shoot em in the back . It is Dirty Fighting after all.


This is balanced by the fact that with proper codeing I would now have a chance to fail to FD, that failure in what is obviously a bad situation, combined with the HAM cost of a FD, will likely spell out my death. By no means do I want an on/off switch for combat. Just a viable skill.


Master Smuggler: +15 Pistol and Unarmed speed & accuracy, +15FD.
While I dislike the idea of adding combat Mods to smuggler in general, this is an easy answer to tie in the Master box with Dirty Fighting.


Slicing
Another wonderful tree .
The Largest complaint by far, is that we have experimentation available on our tools, and upgrade kits. This experimentation has been tested heavily and no effect can be determined. PLEASE PLEASE PLEASE let us know what bearing it has in general, or remove it. The Jedi profession is more documented than we are…While mystery is lovely, room for disinformation griefing should be removed.


IF experimentation has anything to do with our tools then at the very least list the tool’s applicable stat in it’s examine window. Right now the only way I know a UK is experimented to any quality what the smith chooses to name it, in other news some people lie.


We _need_ some mention in the Master box about the increased slicing ability, for our customers sake. Disinformation has lead to trouble here.


For the record I am against “pick-o-slice.” Slicing is random, that’s the price for no failure. It is part of the gambler nature of Smugglers in general. To grant any form of pick-o-slice will only devalue any portion of the tree below that ability. Nor do i see any potential benifit from experrimentation that would be worth the effort it would take both from us in game, or from the devs in coding.


Instead I would like to see new abilities added to slicing to flesh the line out.


Slicing1 Terminals:
Add Ability: Slice Ticket.
Tickets are electronic passkeys. A Smuggler can sometimes hotwire these tickets to display other destinations or status. Useful when public transport is needed, but records are not. (Decreases chance of Detection on smuggler missions in arriving port)
When you slice a ticket you can attempt to change it's destination, or make it round trip. The price difference in the ticket adjust your chances of success.
Needed tools: Laser Knife.
Process:



  • Blue wire-
    Opens change destination window, displaying all destinations available from your location. Choose one and hit ok. Base 50-50 chance modified by price differential and slicing ability, (some form of mod for each block of slicing) If successful, it would lessen the chance of “bust” during a smuggling mission. Cor-sec traces your trail to Talus, too bad you modded the ticket to Naboo..


    • more drastic change=lower chances

    • higher slicing skill=better chances.

    • Failure = destroys the ticket.

  • Red wire- 50% chance of making ticket Roundtrip.


    • Failure = destroys the ticket.

Notice there is no way to use a clamp or FAN in these abilities.



  • Experience: 250 slicing xp if successful.

  • Can only be attempted once every shuttle cycle. (10 min)

This is not something I see us doing for others. This is something I see us doing to help in our smuggling missions.


Slicing1 Terminals: Change ability,
Currently we slice a mission term and get the same vanilla missions with a bump in pay, remove this completely and replace with smuggler missions.
You slice a terminal and a new tab appears on the screen for Smuggler Missions.


Slicing 4: Smuggling compartments.
Ability to mod personal storage items for “secret compartments” allows for all Smuggler storage items to have a +10% of capacity smuggling compartment, this compartment helps in smuggler mission detection, (+10 Sneak) is in addition to the base capacity, but cannot contain insured items. Not transferable to others, you can give em the pack, but the compartment only opens for us.

Spice
Lots of folks (including me) feel the “crafting” nature of spice was off the mark. BUT it has become a valuable commodity in the game, and lets us have a “heal/buff” aspect to our jack-of-all-trades idea.


It would create to large a vacuum in the current game to change them much.
The current build of them being instant makes them worthwhile.


Experimentation is a hot issue, I was against it. BUT to ignore the value of an entire tree of our profession is wrong. It should have all the depth and interest as any other tree, it does not. I am not seeking massive amounts of experimentation and named materials like a dedicated 4-tree crafter, but we should have some skill come into play. Our smuggling missions should be taking up our time, not our factories.


I have tried to come up with a new and improved idea for spice, I see the following as the problems to be overcome:



  • Master Box tie in needed

  • Each tier should not supersede previous tier.

  • Experimentation should be effective, but not overpowering.

  • We should have an affinity for our product.


Immersion addition:
While anyone is under the effects of spice, the gamma of their session should be set 5-10% brighter than normal. (the screen should get brighter for you non-techs )
This would be a quick and easy opening to add, but more robust graphical effects are really desired, color shifts, wavy screens, varied focus, could all be FUN.


New Smuggler skill- Spice Affinity
As a Smuggler uses his own product, and experiences the side affects of cooking it, he build up immunities to some of the negative effects as their bodies no longer reject the spice but crave it.



  • Spice 1: -5% downer duration and penalty

  • Spice 2: -15% downer duration and penalty

  • Spice3: -25% downer duration and penalty

  • Spice4: -35% downer duration and penalty

  • Master Smuggler: -50% downer duration and penalty

This helps bring Spice in as a Smuggler ability as well as a product.

Spice Tree
For the existing Spice tree, I support Caylin’s Plan of adding resist to Spice tiers1-4. This gives us something to experiment on besides the statmods, which are fairly high now in most cases. These mods will also add value to all lower tier spice as some folks may want to pursue the mod more so than the buff.


The resist are all I would want to see experimented on, and should be dependent only on overall quality of the materials. This gives us some experimentation, but keeps from putting us in the same boat as folks who spend their whole profession crafting.


Plan B: Another option was recently suggested by KaiRan: Let spice buffs be based on a percentage of your current HAM rather than a set value. This would mean no matter what food, buff, skill, or anything you have going, Spice will always be beneficial on top of it. This would remove all aspect of competition from spice vs. other buffs. Yes the percentage would have to be balanced carefully to keep a “uber” combo from coming on. But this is a simple answer that both improves spice in general, and puts “illegal drugs” in a class of their own outside of normal buffs. Considering they are contraband and have a downer this helps balance the spice vs. other legal forms of “buff”.


For Masters something more than a copy of the same old spice with new stats is needed. A new Spice assuredly, but not in the same old mold.


Master Spice: Glitterstim
Glitterstim is an awesome part of the Star Wars spice background. However it is already deeply defined in it’s rarity and difficulty in harvesting. With only Kessel as a source, and no flights to Kessel, there is no way we could “make” it. Perhaps the Space Expansion will bring Kessel to us, but I have a substitute method in the meantime.


Glitterstim should only be obtainable via Master Smuggler Missions. In quantities of no more than 10-25 units at a time. What we obtain is a sealed bulk container. We must open it, and break-up the glitterstim to lesser containers for sale. This involves slicing the container open, then using the Glitterstim we receive to craft it into smaller does, this is the point we do a crafting window on it and experiment. Maybe have another material needed like a metal for container or something. This keeps it from just being a “gimmi” item. Just think of it as harvesting with a kick


However for it to be so rare means it must be worth the effort.
Glitterstim is supposed to let it’s users see into the future and read minds to an extent. To make it any form of HAM mod would do it injustice. The only way I can think to represent this in game, is combat speed.
Glitterstim:



  • +200 all stats (or a small percentage if that system gains momentum)

  • +10 to +50 Speed Mod to all combat styles.

  • Duration 700sec

  • Downer: -75 speed mod to all combat styles.

Plus while a +50 speed mod is great for allot of people, Master Elite Combat classes don't _need_ more speed, so this is a cool nifty groovy ability, but not just an "uber give the smuggler money" add-on.


Welp’ that’s it. I really feel this would be a lot of Fun to play, and that is the goal is it not?

Message Edited by Kav on 02-25-2004 10:03 AM



Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
Vespya
Mon Feb 23, 2004 11:48 am
#3


Kav wrote:
For the record I am against “pick-o-slice.” Slicing is random, that’s the price for no failure. It is part of the gambler nature of Smugglers in general. To grant any form of pick-o-slice will only devalue any portion of the tree below that ability. Nor do i see any potential benifit from experrimentation that would be worth the effort it would take both from us in game, or from the devs in coding.



Great post & great ideas Kav, only thing I'd like to contribute is a possible compromise on the Pick-a-Slice debate.

As it currently stands, No smuggler has a use for a FAN, they may not be able to make Clamps until Slicing IV, but you can guarantee they will buy one over making/using a FAN *everytime* (Cue: The exception to post and correct me )

Heres my idea. Call it Version 0.1 if you like:

Move FAN crafting to Master, and make FAN's the tool by which a customer can risk a picked slice, this will give customers the following slicing options:

1. a "Clamped" Slice, 100% Success guaranteed, equal chance of speed/damage effect/encumb slices but no choice.

2. a "FAN'ed" Slice, 75% Chance of success, choice of Slice effect.

This would keep, or even increase, the risk/reward factor in slicing goods. Pick-a-slice is available, but the risks are there, choose a Clamp and know you'll have a sliced item in your hands at the cost of choosing, or choose a FAN'd slice and choose a slice at the cost of the risk of having an unsliced, unslicable item.

My 0.02Cr worth





Vennt Vespya

Master Smuggler & Rebel Colonel

Spice & Sliced Goods: Naboo, Kaadara 6100 6770 - Faction @ 120Cr per FP

Smug-Druggler
Mon Feb 23, 2004 12:07 pm
#4

First of all, Kav, some well earned praise to get out of the way...


This is just about the best example of posting that I've read so far. Though, I've only joined the Community recently, I've been in the game since day one. Your proposals spoke straight to the heart of what I've been dreaming about for years, an RPG experience that let's you play a drug dealer/hustler crook, with all of the pros and conshappily invited to the mix. Thanks for your effort here. Your hand is on the "crook pulse".


Okay, my mouth is watering over the possibilities. I like it allidealogically, and if it comes to be, I predict adeluge of new Smuggler players (which wouldn'thurt so muchin your "sub-game" proposal since most of it is "stand alone").


Though, the "icing's icing on the cake" would be in addition to this,if the present "Crackdown" (the RPG side of this) was risky enough to letSmuuglerstake missions form other players. But that's not yourangle, I know. If this came to be, I'd be jealous if I was any other profession. You've damned near proposed a totally separate game. Slick!


I can't even mess with your numbers, because , as you said,they are a general idea, and ultimately subject to Dev discretion. I suggested something earlier in a post ("Street Reaction to Crackdown", posted Feb 3rd or 4th) that rested on an NPC interaction fitting within youroverall system. But it was not close to the scope that you've put forth here, and I think yours is better.


The one point that sticks out in my extreme "What About That?" file, is the Gamma adjustment to the character being "zooted" on Spice. I love that idea!But there are still some players whosuffer with higher Gamma already due to their own system bugs, video card bugs etc., and a higher Gamma might make a session unplayable entirely.


That's a small region of risk though, and I, personally, would welcome it.


Big props on the Smuggler Mission gauntlet! The skill tree mix is a great idea. It lends to the feeling of a "hectic" nature that all criminal hustlers sometimes face, juggling 3 or 4 felonies at once, in motion towards an even bigger score (see the film "Goodfellas"in the 10 Real minutesbefore the main character gets busted. A true "Criminal Decathlon", if you will).


I see why you're one of Lodek's staffers. Keep up the goods, man.


Keer Tregga

GORATH Server



Keer Tregga the "Smug Druggler" -- Corrupting the Galaxy One Spice Run at a Time....
Ryutek
Mon Feb 23, 2004 12:30 pm
#5






Vespya wrote:

Great post & great ideas Kav, only thing I'd like to contribute is a possible compromise on the Pick-a-Slice debate.

As it currently stands, No smuggler has a use for a FAN, they may not be able to make Clamps until Slicing IV, but you can guarantee they will buy one over making/using a FAN *everytime* (Cue: The exception to post and correct me )

Heres my idea. Call it Version 0.1 if you like:

Move FAN crafting to Master, and make FAN's the tool by which a customer can risk a picked slice, this will give customers the following slicing options:

1. a "Clamped" Slice, 100% Success guaranteed, equal chance of speed/damage effect/encumb slices but no choice.

2. a "FAN'ed" Slice, 75% Chance of success, choice of Slice effect.

This would keep, or even increase, the risk/reward factor in slicing goods. Pick-a-slice is available, but the risks are there, choose a Clamp and know you'll have a sliced item in your hands at the cost of choosing, or choose a FAN'd slice and choose a slice at the cost of the risk of having an unsliced, unslicable item.

My 0.02Cr worth




This sounds interesting. I like the idea.




Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Kav
Mon Feb 23, 2004 12:42 pm
#6






Vespya wrote:

...

Move FAN crafting to Master, and make FAN's the tool by which a customer can risk a picked slice, this will give customers the following slicing options:

1. a "Clamped" Slice, 100% Success guaranteed, equal chance of speed/damage effect/encumb slices but no choice.

2. a "FAN'ed" Slice, 75% Chance of success, choice of Slice effect.

This would keep, or even increase, the risk/reward factor in slicing goods. Pick-a-slice is available, but the risks are there, choose a Clamp and know you'll have a sliced item in your hands at the cost of choosing, or choose a FAN'd slice and choose a slice at the cost of the risk of having an unsliced, unslicable item.




This idea is brings up the risk at least which has merit. I thought about this in the past. I just do not see a bottom line change that would be worth while to it.


Lets assume for a moment a fella comes up with a handfull of Power Hammers, he is looking for a 30%+ speed slice.



  • Currently: you have a 50% chance (Presumed) or speed. then about a 25% chance after that of 30%+ for a net chance of : 12.5% if i did that right.

  • With the FAN idea: 75% chance of getting that speed, then 25% chance of 30%+ for a total of: 18.75%

So the guy is taking a 25% chance of broken slice risk to gain ~5% chance of getting what he wants. Just not much bang-for-buck, and he will be just as pissed as ever if he gets a sub 30% or a failed slice.


So while i wouldn't oppose a system like this, it just doen't make a big enough change to me to be worth the pain.


Also i am not ofthe school of thought that more accurate slices are our friend. We sell the service, if you didn't like the first one your going to buy a 2nd. That is more money for the smuggler. If a system is developed that increases the slice quality i do not see prices going up in the long term, folks undercut now, they will continue to undercut.


And by the way I used alot of FANs while skilling up hehehe thanks for the feedback and like i said it's not like i would oppose the idea.





Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
Kav
Mon Feb 23, 2004 12:47 pm
#7






Smug-Druggler wrote:

First of all, Kav, some well earned praise to get out of the way...






Thank you much, I really belive this stuff is realistic as a goal and fun for smugglers









Smug-Druggler wrote:

The one point that sticks out in my extreme "What About That?" file, is the Gamma adjustment to the character being "zooted" on Spice. I love that idea!But there are still some players whosuffer with higher Gamma already due to their own system bugs, video card bugs etc., and a higher Gamma might make a session unplayable entirely.




Hmm didn't know some folks had trouble with this. Isn't there a gamma adjustment in the ctrl-o menu? But ya i would not want it to hurt your ability to play, just have a heightened sense of being on the drug, kinda bring it more to a feel than just a timer. the gamma was an idea for a quick fix but there is alot of others that would be cool too.


Ever play an Old FPS called Rise of the Triad? It had a mushroom that when you ate it hte controls all went backwards and the screen turned diffrent ways hehehee







Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
Smuggler_Caylin
Mon Feb 23, 2004 2:24 pm
#8

Just so yah know Kav, Iupdated the 'Important links' and a few other things I had control over, pointing to the new location



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

Kav
Mon Feb 23, 2004 2:28 pm
#9

thanks much Caylin








Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
EngelDesOorloss
Mon Feb 23, 2004 2:53 pm
#10

Very nicely done Kav !


Nice to see more of these popping up between all you people.


5 stars






Exarsfist
Rylux
Mon Feb 23, 2004 2:59 pm
#11

Nicely done Kav.

Thanks for taking the time to do this.



Traesk Kre'lar
Phoenix Squadron
slugeater
Mon Feb 23, 2004 5:19 pm
#12


Also i am not ofthe school of thought that more accurate slices are our friend. We sell the service, if you didn't like the first one your going to buy a 2nd. That is more money for the smuggler.



Well, yes it brings us more money, but when you talk composite, I won't do the math but the chance of you wearing that suit you bought are abismally low. Some composite suits MUST be sliced and well sliced to be worn. Else you enter the realm of buffing to wear armor, with the usual annoyances. (Mainly, can't take off the armor while resting unless you can/want to buff again.

A good slice shouldn't be mandatory to get to use items you purchased and are qualified to use. I've known unlucky guys who brought me more than 10 of the same piece because they got unsatisfying slices. (ie: uh oh, still can't wear it." Sounds real frustrating that this is a tool used to make armorsmiths and slicers richer. So I'm not very fond of that scholl of thought. Money for the smuggler at the expense of another player's fun isn't good gameplay. Think like you order a car, and when it's delivered the gear handle is out of reach because the car is too large. So good it can go to 200mph if you can't go into second gear...that's the same for a guy that buys a full set and gets to use half of it.



Sluggy Devlya
Master Smuggler-Politician
Avian City-Talus-Chilastra

Best way to deal with the tall guys is to give them incentives to lick the ground. And dont look down on me that way youre not THAT taller.

Kav
Mon Feb 23, 2004 5:25 pm
#13

i agree sluggy there should not be a requierment to have a good slice, though i see that as a failing of the armor not the slicer. I am no condoneing "gougeing" but I am saying that Smugglers will not see an increase in cash from "more better" slicing. Folks pay what they think it is worth.







Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
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