Smuggler Archive

Thread: Experimentation and Slicing

Gooney
Thu Nov 25, 2004 2:20 am
#1

Slicing and Experimentation


This is a good topic for revamp discussion. What we have seen so far with regards to the poll is that we Smugglers are split into two camps on this. Each has its own reasoning that makes sense. I have always been in favor of experimentation affecting slice tools and ultimately the slice itself. I thought this based on my previous crafter experainces, to me it seemed illogical that I as a Master Smuggler have no control over the quality/type of slices I do.


After giving it a great deal of thought Im starting to come to the conclusion that the other camps points are a bit more valid. Not only are they more valid but they are "healthier" for the game in general.


Those For Experimentation:
-Believe that the Smuggler should have some control over his slice. This allows the smuggler to gain a reputation as a quality service provider, just like any other craft. Not only that it increases the challenge of slicing somewhat. This point of view has appeal to folks that like crafting and all it entails. Slicing can then become a point of pride in an otherwise unexceptional profession, no one today can honestly say that any one smuggler is better than any other when it comes to slicing or spice production.


Those Against Experimentation:
-Believe that Slicing should remain random, not because its a good thing in itself but because its good for business. Random slicing means that people generally buy several of the same item to slice in hopes that they will get the slice they desire. Side benefits go to Armorsmiths and Weaponsmiths who are able to sell multiple weapons to the same customer. For the game its good because it balances out the amount of stockpiled resources by encouraging crafters to do...what...they...do... craft.


Both beliefs are valid and have merit. The No-experimentation has far greater implications for the over all health of the crafting market though.


Then it comes down to the highly personal idea of what the Smuggler Profession means to you.

Are you a crafter or a hacker/rogue? A crafter is more or less a respectible profession, one based on steady sales and business savvy.


A hacker/rogue is a not-quite above the board specialists. They specialize on "getting over", getting through security systems, defeating safety protocols, and doing things that a normal businessman wouldnt risk doing. Incidently there in is the rub. There is no penalty to doing what we do. (This just screams revamp to me)


From the standpoint of Revamp it is now my opinion that Slicing should more or less stay as it is now, perhaps give bonuses to minimum slice level with each Slicing Skill Block.


I like many other smugglers dont see myself as a crafter ...at..all. I dont even craft my own slicing tools, not worth my time or creds. I buy them, sometimes at inflated prices but I dont care about that I just raise my slice fee to compensate. I dont make spice, its not worth the time right now, I always have some but really only use maybe one or two doses per week. Doc and Food buffs are currently better than spice in every respect. In fact the only thing that spices have going for it is they have no filling stat.


Given all of this, how can someone be for the position of wanting experimentation influencing slicing?


-Gooney



Prev Mooney
~LVN~
~ Pro Res Republica~
Daturaze
Thu Nov 25, 2004 8:09 am
#2


Good post Gooney!


I've been waffling on this issue for some time myself. I've been a Master Architect, Weaponsmith in the past and it's all about the expermentation there so to come to Smuggler and not have to worry about expermentation brought 2 thoughts to me:


a) I don't have to experment?? YIPPIE!! That's means I don't have to source uber materials, I can use crap resources.

b) Awwww I'm going to be the same as any other smuggler - dang!


I think ultimately though for a hybrid profession such as Smuggler, they've tried to give you crafting skills but not the crafting headaches. (Just like they've given us combat skills - but not many of them! ) I also think this makes sense from a RP view - you can have the best tools in the world - but if it's a crappy gun - then it doesn't matter if you have 100% expermented tools - it's still going to be a crappy slice.


Not sure which way the coin is going to flip as you pointed out there are pros and cons to both sides, I think though that if they introduce expermentation into Spices, you might as well with the tools. It may mean the slow demise of unguilded smugglers as guilds build their smugglers up - but who knows.


Cheers

Dat

Message Edited by Daturaze on 11-25-2004 07:09 AM

kgmkiorys
Thu Nov 25, 2004 8:55 pm
#3

I think that more than the fact that we need to slice several items to have a chance to get a good result, what troubles the anti-experimentation camp is that they really don't want to spend their time looking for resources. And as a former crafter myself, i can easily understand.

On the other hand if you are able to have an influence on the result of the slice (through quality of the tools for instance) then you won't need to mass sliceto get one decent, so you losesome slice fees, it's easy to raise your price to make for the compensation.


I think that we should have a way to differenciate every smuggler from his fellow neighbour on slicing (and spices too for that matter). Howeveri still can't figure how, make the slice itself be an experimentation with 2 lines (speed and damage for weapons, ham and base for armors) and then make some dice roll for each experimentation point put in a line? withthe same scaling from critical failure to exceptionnal success? This has been suggested and could be an answer, especially if speed (or HAM for armors) does matter after the CU.


The result of each experimentation could beimpacted by some spice, some food, some city specialization, by your BF and focus/willpower, by SEAs, by the quality of the weapon (or armor), and eventually by the quality of the upgrade kit (but not the quality of the clamp, so that a smuggler don't spend hours/millions looking for resources). You can imagine some droid modules to help the slicer, or even some private slicing station (ala crafting station as you understood it) with an efficiency rating... you could even let some luck enter the equation (i would prefer smuggler's luck, but if that's too much, i can cope with FS luck).


It's a bit late right now for some maths (i don't do maths at 5 AM anymore, far are the days i used to ), and i'm sure no redname would read it, but i'll come back with an attempt of math model for that. Maybe that could become something Wes could then pass to the devs on the C forum.



_______________________________________________________________________
Rik'kar Kiorys : Bothan Triple threat on Tyrena, Kauri

Scalime : Human Smuggler & Commando on Theed, Naritus
Chepaki : Human Smuggler Desperado on Coronet, FarStar

You never get a second chance to make a good first impression

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