Smuggler Archive

Thread: My post on the Smuggler Revamp thread...

Puertoriqueno
Mon Feb 28, 2005 3:21 pm
#1

Just to see what you guys think of it.



Underworld
• Currently the underworld needs more skills and more of a feel. What “underworld” type of underworld skills do you think smugglers should have?
Underworld is probably the most sensible part of the smuggler line. All smugglers in this day and age would be forced to make connections with seedy figures throughout the galaxy to perform in their profession. The only thing missing is the lack of camouflage and mask scent skills. A smuggler would know how to conceal himself.
• Do you like the idea of an underworld tree?
Yes, I think it makes sense.
• If you don’t like the idea of an underworld tree, what would you prefer?
N/A


Spices
• The spices have been balanced and tweaked a bit, so they should function properly. Given that, should spices be added so that more professions would have a genuine need and desire for spices or should they remain more of a roguish game element?
Spices are narcotics. Different narcotics should be mixed to create unique or mixed results during the creation process. This is the only way there should be new spices. You could take two completed spices, like Neutron Pixie and Muon Gold and mix them together to form Neutron Gold. The effect would be slightly longer and would combine the effects of both spices. The downtime would be twice what it was before however.
• What do you like about spices?
The narcotic effects. It makes sense that they would effect a person the way they do, and this works.
• What don’t you like about spices?
The fact that you cannot experiment on duration or down effect. That seems to be contrary to what drugs are. People can alter drugs to have longer effect or less impact during the down period in real life.
• What would you like to see with spices?
The joining of two spices together to form a new spice, with combined effects.


Slicing
• What should be the benefit gained by slicing?
Same as it is currently. However, the slice for master smugglers should be chosen instead of random, and the bonus should be higher, up to 50 percent.
• What other types of items would you like to see “slice-able”
Vehicles and spaceships. Smugglers are good at customizing vehicles and spaceships, and this should be represented in the smuggler profession. Vehicles should be sliceable for speed or endurance, and spaceeship components for base stat increases.
• What slicing activities would you like to be involved in?
See above.


Dirty Infighting
• Should ground based smugglers be a “combat profession” or remain a hybrid?
It should be a hybrid profession, but the prereqs and bonuses should change. The prereq in the brawler tree should be one-handed instead of unarmed, as it makes more sense that a smuggler would be skilled with all one handed and stealthy weapons like blasters and knives. Dirty fighting should not have the current specials, but instead they should get Eye or Mind shot and a multi target attack. Pistol accuracy, ESPECIALLY while moving, should be the smuggler’s benchmark, and Dodge bonuses.
• What should be the reason why other players want to have a Smuggler in their hunting group?
A bonus to camouflage and mask scent if you add those to underworld, and to group pistol accuracy.
• How should a Smuggler fair in Player versus Player combat?
Smugglers should have mind attacks and moving pistol accuracy. The smuggler would be better at a running gun battle than a standing one. FD should not work in PVP.
• What is the reason player groups will want to have smugglers with them?
There should be a bonus to Underworld skills when a smuggler is grouped with another smuggler, and the bonuses should stack. That is if camouflage and mask scent are added.
• What combat advantages should Smugglers give player groups?
• What non-combat advantages should Smugglers give player groups?
The only advantage, other than faction point bonuses would be to camouflage and mask scent. This answers both questions above.


My additions:
In addition, Smugglers should have a master weapon like other combat roles, like a master 44 in gold perhaps. The stats would not have to be super uber, perhaps equal to a scatter, but there should be a bonus to pistol accuracy while moving, which I believe is the hallmark of a smuggler. Smugglers are experts at the shoot and scoot.



Scanning for smuggler booty should only be in space, and should only occur with known smugglers (high visability) and at places like Kessel or space stations controlled by the Empire. There should be no scanning on the ground in addition to the normal checks that Stormtroopers make.
If you place high vis Smugglers on bounty terminals there should be no DB. Smugglers would be placed to be brought back alive, not dead. The payout would be for incap, not DB, and DB should not be allowed.



A smuggler theme park is needed. The Jawa fortress would make a good site. Smuggling missions for both JTL and non-JTL players. Underworld would be converted to smuggling experience and it would be accumulated in this way.



Finally, smugglers would not have any damage mitigation, but would have damage avoidance. They are tough, so they would have melee and ranged toughness with the weapons they use, as well as ranged and melee defenses. A smuggler is quick on his feet, so Dodge should be a big one.


To recap.
1) Add Camouflage and Mask Scent to Underworld.
2) Add Pistol Accuracy While Moving, Mind or Eye Shot as well as a multiple target pistol attack, and Dodge to Dirty Fighting. Remove current specials.
3) Add master DL44, gold perhaps, for Master Smugglers, with Scatter pistol like damage and a bonus to pistol accuracy.
4) Change Unarmed prereq to One-handed prereq or remove altogether.
5) Add the ability to combine completed spices for a new spice, like Neutron Pixie and Muon Gold into Neutron Gold. You should be able to experiment on duration and down effect for base spices only, not combined spices.
6) Vehicles and Starship components should be sliceable.
7) Master Smugglers should be able to slice up to 50 percent and/or should be able to choose what stat they want to slice.
8) For groups, including smugglers should give bonuses to pistol accuracy and/or mask scent/camouflage, as well as increase faction payout.
9) For smuggler groups there should be a bonus to experience and/or credits, and it should stack. 5 percent per smuggler perhaps, with a bonus up to 100 percent for a group of 20 smugglers.
10) Smuggler theme park at the Jawa Fortress, JTL and non-JTL smuggle missions, Underword changed to smuggler xp that is acquired at the park.
11) High vis smugglers should be scanned in space at starbases and by large Imperial ships, and should be hunted by BH, though the payout would be much lower and DB would not be required and/or allowed. Perhaps the payout would be higher if left alive.


Any comments are welcome.





~<<<EGIDA>>>~
/// Master Architect/Master Artisan/Master Merchant \\\
\\\------------Master Politician/Novice Fencer------------///




Puertoriqueno
Mon Feb 28, 2005 4:33 pm
#2

Any comments? Would sure like some feedback on some of the ideas. I plan to write up an extensive letter and send it in to the powers that be.




~<<<EGIDA>>>~
/// Master Architect/Master Artisan/Master Merchant \\\
\\\------------Master Politician/Novice Fencer------------///




SpinningCloud
Mon Feb 28, 2005 4:43 pm
#3

The rest can go if ONLY they let us smuggle.




Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Puertoriqueno
Mon Feb 28, 2005 5:40 pm
#4

Cool. So you think that the theme park works? I guess the missions could come from the jawas, though there might be a problem if you have to understand jawa and cant get underworld one without the missions.




~<<<EGIDA>>>~
/// Master Architect/Master Artisan/Master Merchant \\\
\\\------------Master Politician/Novice Fencer------------///




Puertoriqueno
Tue Mar 01, 2005 8:02 am
#5

bump for more opinions....im ready to warm up my keyboard and get this written.




~<<<EGIDA>>>~
/// Master Architect/Master Artisan/Master Merchant \\\
\\\------------Master Politician/Novice Fencer------------///




SpinningCloud
Tue Mar 01, 2005 8:51 am
#6

I don't mind NPC smuggling as long as the real meat of smuggling comes from smuggling both players (ie. Jedi and overts) and smuggling contraband FOR players...like spices, sliced weapons, and other as-yet-to-be-determined contraband. To do that they need scan patrols at points, such as starports, that will REALLY push players to using us to move goods.


There have been tons of suggestions similar to yours over the nearly two years. The devs have collected writeups from us over and over again and at this point I really doubt another one is going to make much difference.


Though if it helps you put your ideas in order and the ideas are of common interest to the smuggler community then maybe our correspondent will send your document in through his contacts. Outside of that channel I really doubt they'll read it or consider it seriously.




Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

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