Smuggler Archive
Thread: Correspondent Posts Only Please: Developer given Smuggler feedback.
This thread is primarily for the Smuggler Correspondent to share with the Smuggler community, the feedback and current status of the Smuggler profession in regards to our relationship with the Developers.
It is my hope to post anything I can here that will assist in the communities understanding of what has transpired between the developers and ourselves, so we might gain a better understanding as to our progress. Please understand though, that sometimes I am not allowed to post what I have been given access too.
It is my hope that I can keep this thread completely on topic and free of replies from anyone save the Smuggler Correspondent or the Developers themselves should they wish to chip in. I do not have the ability to keep others out of this thread, but I would like to keep it as clean and possible, with only entirely relevant comments and information that I have been allowed to share with all of you, or that is now public information that is relevant to Smugglers. If I have an error, please let me know through a PM or post outside this thread.
If you feel the need to comment on what is said here, please create a new thread if a relevant one is not yet available. I hope to have alot of information to share with you all as soon as possible.
Thanks ![]()
March 24, 2004
In regards to TH's response to a post in In Concept O.D. 3-29-04
There is found this comment regarding Slicing Kits being produced by smugglers to allow the non-smuggler playerbase access to mag-seal containers in dungeons.
Thunderheart wrote:
Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.
Kyros_Dragoon wrote:
I would like to see Smugglers able to make slicing kits for MagSeals that players can buy when they are hunting in dungeons. Also can we get dungeons that are not recycled from one another I think us players deserved better than that, however the Warren and Geonosian Lab are great
TH and I talked about this in the correspondent forum, while he thought it was one good idea and one among many that are posted, it's his job to interact with everyone out there on the forum which is a pretty tall order for one guy.
When it comes to adding something like this he and the developers work almost entirely off the top issues of the profession that was given by their respective community, as they had a hand in making it in the first place, so that is given the highest priority. They aren't just saying this either, folks. It's part of the reason I have attempted to update our primary concerns the day after I was given this position.
Given his response, this is not going to be given development time, as they are more intent on our top issues provided by our professions' community.
So we can calm down about that.
Developer Feedback
April 13, 2004
In regards to TH's response to a post in Space Ports: Times vs Immersion
Thunderheart wrote:
I wanted to close this out and let you know what the final decision was. With Publish 8, the shuttle times will be reduced to 5 minutes.
For the Spaceport times, this will all change with the GCW revamp. The GCW revamp vision includes a great many dynamic world features. Basically, depending on who is “winning the conflict” in any given area will effect the travel times.
Additionally, plan on seeing Smuggler NPC’s that will take you from “anywhere to anywhere”.
After a great deal of smuggler protesting on the public (and private) forums, TH made this comment regarding giving that role to Player Smugglers.
Thunderheart wrote:
I just checked with the dev working on this and this is something we want to do. The NPC smuggler was an old design idea thats been dropped and we want to add it to the Smuggler revamp.
So we will see how it goes from there.
Developer Post
April 19, 2004
Thunderheart wrote:
bigmacdaddy12 wrote: Smuggler would still like some feedback about their profession and which of their suggestions are actually possible to implement. Please stop by at some point. I mean aren't we scheduled for a revamp about one month from now?
The Smuggler revamp moved into its early discussion phases last week. Smuggler_Caylin, the dev working on the revamp and myself have all been in close contact. We've also been reading the In-Concept Smuggler thread and a lot of the big proposals. We're looking at a lot of enhancements to the existing tree to make spices more useful, to make slicing a bigger, more integrated challenging and making the smuggler combat skills more formidable. Its just a question of hoe much is technically possible. When a crafting profession is revamped, its a matter of making new craft items, maybe some new wearables and other things that are more localized.
Smugglers, on the other hand, have a different type of profession. The spice and the fighting are pretty easy to change, but the most anticipated items are difficult to address. Lets look at slicing for instance. Slicing gives bonuses which effect all related game objects inthe world. Thats more interface, more dynamics and a lot more low level coding. Its also very vulnerable to exploits and other tactics that make rapid development very difficult. What we want to do, is get a good system in place and grow it as the game continues to grow.
Another example is the act of "smuggling" itself. We would love to integrate smugglers into some sort of object delivery service to smuggler things, but its way open to grief and its also technically difficult. For instance, to have "smuggling", you need a choke point. At that check point is when some NPC would "scan" or investigate players. Any time you have a choke point, players gather in large groups and suffer wait and lag.Also at that choke point, you get some players who like to try and lag everyone out for some reason. So the obvious grief there is to find check points and lag out everyone in an area to try and beat the system some way, so instead of having something fun, it ends up being "not so fun".
We do want to add a kind of smuggling mini-game, but I dont have any details since its in progress. The developer, myself and Smuggler_Caylin are in close contact though. There will be many additional opportunities when SE comes, but I can't talk about any of that just yet.
Message Edited by Smuggler_Caylin on 04-19-2004 04:36 PM
Q: SMUGGLING: I think that the role of the smugglers would need a clearer definition! We can't smuggle anything now! A lot of players are suggesting to introduce a SMUGGLER MISSION TERMINAL so that also smugglers can XP and smuggle illegal objects from one planet to another. What do you think about that
A: Smuggler is one of the professions at the top of our list for revision/expansion. We're looking at ways to make the smugglers feel like they're, well, smuggling stuff. We did add some cool features as part of the Imperial Crackdown - smugglers reduce the chance that a group will get scanned or harassed by Imperials, for example.
Message Edited by Smuggler_Caylin on 04-19-2004 04:38 PM
Answers
Wars" feeling in SWG by redesigning the current language systems to be more
useful? This would allow droids like protocol droids to actually do something
worth while, as well as give more useful skills to some professions like
smugglers (underworld).
wont do that in the future, but the team is focused on more sweeping issues such
as the Jedi Revamp, Smuggler Revamp, Combat Balance, Space, mini-publish and
content mini-publish. There is a goal to improve the use of languages in
the underworld smuggling skill tree with the revamp, but it’s more focused on
the criminal and roguish elements rather than the more typical species
languages.
April 28, 2004
TH response to a Correspondent Interview on SWG-Database
Database: In justg's state of the game team letter you wrote about a revamp of the smuggler profession. What will happen? Will the profession change drastically or are some things going to stay as they are? Any hints?
Thunderheart: Hinting at the smuggler profession revamp, I can say that we want to take the current incarnation of the smuggler experience and make it more fulfilling. When the revamp goes live, what you will see is the familiar skill onion but the elements of the onion will be enhanced. Our current goal is to upgrade the spices, enhance slicing (things other than armor and weapons) and improve the smuggler’s melee skills. It is tough to give out any more detail at this time since that work is occurring as we speak…
in regards to actually smuggling?" where you could go in detail about how you
are making missions and such, giving an XP system it seems, or other things that
will be good for them to know.
doc and looking at the alternatives now. The current plan to increase the
fun-ability of the Smuggler Class is to enhance the existing skill onion.
Since the communities focus is the desire to increase smuggling, the focus of
the revamp will be on the underworld tree. We want to start with
specialized delivery missions that provide both monetary and itemized rewards,
but also special favors from the travel system NPCs. This would make
smugglers an important hub in smuggling people from place to place by helping
them get around the 10 minute Star Port wait, generate some cash flow and create
a real value for Smugglers. The other edge of that sword is that tying
into the travel system and creating new missions is a huge effort. Once
that is accomplished, we will tweak the spices (and hopefully add a couple of
new ones). After that the priority hits the Smuggler’s melee
abilities. We want to increase the smuggler’s ability to use melee to move
in and around superior forces and be able to work his or her way out of a tough
spot. We can also further tweak the Smuggler’s combat role in the combat
balance. That’s a pretty good overview of the current approach.
ultimately, they will create more questions to which the answer is, “that work
is in progress”. Some of the details for things we want to include
are:
- Slicing features that would be a kind of equipment
buff programs
- Datadiscs to further adventure similar to treasure maps
- Ethical decisions that effect the smugglers reputation (basically, the new
smuggler missions would be XP based and focused
on…well…smuggling So the smuggler would have to “smuggle” phat
loot from one NPC to another without getting caught and if the smuggler chose
to deliver the item, the get the XP. If they didn’t, well, it would be
an XP hit, but they would keep the item…)
- Adding new spices.
- Glitterstim: (Master Smuggler); Boost to Health, Strength, Action,
Quickness, Mind, Force Power Max Force Power Regeneration
- Liik: (Spice III): Mind Poison Mitigation
- Glitterstim: (Master Smuggler); Boost to Health, Strength, Action,
- Slicing: Adding a vehicle durability slice. / A
smuggler mission loot item might be required.
get into the game….
Thunderheart in the wake of his announcement that the Smuggler Revamp is to be
delayed until Publish 11. Many of these posts do not necessarily assist
smugglers in the future, but the links to the posts are provided here for the
sake of keeping an accurate accounting of the situation.
Smuggler profession revamp to Publish 11.
dedicated to the Combat Balance, the Jedi Revamp, Space, and new content.
That leaves us thin on resources for something as massive and as important as
the Smuggler Revamp. Because the core of smuggling is mission based, it
really is a big project. In order to incorporate elements of smuggling for
PvE and PvP elements, it and enhance slicing, large amounts of code have to be
done to make this happen.
and I'm sorry it is going to be delayed, but looking at all the different
aspects of this situation, this is simply the best choice. By doing this,
we will be able to make the Smuggler's experience more of what it should it be
and work with you to find out what your ideas are and how we might incorporate
them.
of SWG development will be reading this thread and we will be talking internally
about different courses of action, so we are looking forward to hearing your
feedback and in helping to organize the smuggler community ideas on what you
think smuggling should entail.
important it is, but to do the Smuggler revamp the way it needs to be done, this
schedule delay has to happen.
chown2 wrote:
I actually think this is a good sign. The developers may be
taking us a little more seriously.
We actually read the boards more than most think. This is a really
important issue and to do it "right" needs more raw development time and more
community input....
href="http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=84618#M84618" target=_blank> >Smuggler Revamp Delayed by JustG
Wow... thanks for being so understanding!!! We will try to make this all it
can be, and involve you as much as we can!
/salute,
- g
Ekhben wrote:
Thunderheart wrote:
We actually read the boards more than most think. This is a really important
issue and to do it "right" needs more raw development time and more
community input....
The community would love to give input, and we'd love to give
feedback on your designs for Smugglers. Unfortunately, communication is a two
way street, but the only traffic we're seeing coming down from your end of the
street is a kid on a skateboard, chewing some gum. Let us know what you're
thinking of doing, and we'll let you know if we think it's a bad idea. We
might occasionally get a bit too enthusiastic about letting you know, but
that's only because we care about the game too.
Otherwise, it's just us
talking into a black hole, and that's not communication
Guys, don't forget, discussing these things has been one of my favorite
personal activites since April 2001. I am dying to kick these
conceptsaround and champion your ideas, but I need your help.
Mynumber oneconcern is that the tone of the boards stays
somewhat reasonable. As long as the tone stays reasonable, we have much
more latitude to discuss different kinds of ideas and really
brainstorm. On the contrary, if the tone of the boards sink, I can't
endorse negative behavior and what happens is that we read through threads
looking for great ideas instead of interacting. Interacting is better, but
when it turns into a flame fest when a red name shows up, we have to step back
and remain observers. When that happens, I work with and through the
correspondents.
DaRoamer wrote:
Not sure if you've ever playeda MMORPG before but none of them are
ever static. They progress, evolve and change constantly. So to
say that this game is in beta just because it is constantly being tweaked is
just plain wrong. It will never be "finished". This genre is
completely different from any other and the sooner you realized that and just
enjoy what is there at the moment the happier I think you'll be. Live in
the present.
Having said that, if you're really not having fun, stop
playingandgo play something you enjoy!
Sage advice, indeed
PillowTech wrote:
LOL, I saw this coming after last thursday. Good decision Dev's!! I
just hope Caylin sticks around!!! Caylin Please don't go!!!
TheWeaponsmith wrote:
I do want the devs to do this right but to be pushed
back to my guess...september is crazy. I must say Im disappointed in that.
Jedi is a newer prof than smuggler, the wait should be on that not us.
There certainly is this aspect to consider, but really, the holo-grinding was
having a negative impact on everyone, which is why we have had to make that a
top priority.
TheRealTK421 wrote:
I can 187% guarantee you all that they take
chown2 wrote:
I actually think this is a good sign. The developers
may be taking us a little more seriously.
every profession revamp
very seriously (yes, even if you don't hear
much about what's happening).
/bow
Respectfully,
Thanks TK
And yeah, we do take this very seriously. Other than Jedi, smuggling is
probably the mosticonic profession in the game. Its very
important.
We do want player smuggling and we do want all the
cool things everyone wants, but there are technical and design issues that make
it very tough. For instance, its a very big game world. If
we make starports "pinchpoints" for smuggling inspections, it opens up the
possibility of many types of grief and also technological concerns. Making
people sit in starports while stormies scan their inventories is not something
that is fun at all. It also causes lag, etc. Even still, this is one
random example. What we really need to do is work together on a unified
doc to present to the dev team. Something we can focus on.
Player smuggling missions, imperial scan points and even slicing are things
that everyone wants to be cool and fun, but they are very tricky. Everyone
involved would definately benefit from strong discussions, but they have to be
reasonable. For instance, if I come back and say, "we cant have
slicing on item X, because of Y", this isn't me deliberately trying to make
things un-fun (that doesnt even make sense...), this is just me presenting you
with the obstacles I have to overcome when I communicate things to the
dev team.
I need your help and input to overcome these challenges, but we have
to work together to come up with great solutions and when everyone gets in
adversarial situations, we all lose...
MagusZDark wrote:
Are you taking the Bounty Hunter-Smuggler idea into consideration devs?
face=Arial size=2>
Yes, but it is a tricky proposition. We have
to make it as anti-grief and anti-exploitable as possible. Even then,
there are some clever players that will work around whatever obstacles are
designed...
Thornstar wrote:
well as you are pushing back the revamp 6 weeks, does that
mean we can expect other things "more" completed due to the extra dedication
that was to go on the smuggler revamp?
Yes. Thats the main impetus of the decision. The caveat is
thatno one knows "how much" until the work starts. For instance,
with the ID revamp, we wanted to add moretatoos and hairstyles, but the
time needed to execute on that is just not available right now. We will do
that in the future, but not at the moment.
For smugglers, player smuggling is a very complex issue and it is very much
an unknown about what can and cannot be done. Even still, everyone wants
to see it in the game and also to make it as fun as possible.
ScDarkKnight wrote:
Ok I'm not a smuggler so it doesn't really matter for me ..
Exept .. For ... ONE ... THING
...
I hope the new Poison Mitigation Spice is still comming with Publish 9 ..
because we need it BADLY !!
Please Devs ...
This is already part of the existing design
LrdGaijin wrote:
Thunderheart,
Can we get the Smuggler skill boxes fixed description-wise? All of them
including Master Smuggler? That'd go a long way towards waiting for the
Smuggler Revamp...
That seems reasonable...
Wave2571 wrote:
Thunderheart wrote:
We actually read the boards more than most think. This is a really
important issue and to do it "right" needs more raw development time and
more community input....
The new foods from the chef revamp were designed by the dev team.
The new droid modules were announced a few days before they hit TC.
The few changes they announced for the Jedi so far came from them again and
were strongly resisted.
The crafting patch....
Theres so many things and never does the community input matter. So far I
have only experienced that they implement something and after a torrent of
criticism and complaints they revert it. A genuine try to communicate and work
with the community has yet to be seen.
I disagree. Just because we don't always post doesnt mean we don't
read. Many many devs read the boards every day periodically throughout the
day.
Romiezeus wrote:
I am proud of ya TH.
Thanks very much
What I would like very much is to take community to a new level and work with
you guys to create a "Community Design Doc" to present to the devs, but I very
much need your help and positive input to make it happen.
Geevo wrote:
Thunderheart wrote:
PillowTech wrote:
Didn't Caylin submit a 100 page revamp document? Are
you looking for something else??
That is too big. Salient design docs have to say all of that in 3-5
pages.
How about if it is redone as a 5 page document ... with all of the
"supporting documentation and explanation" on the remaining 100 pages for
clarification? Is that acceptable?
Absolutely. This is the same approach I took with the correspondents
quarterly reports.
Keep in mind though, we still should keep every part of the document as brief
as possible. The reason for this is a general rule of document writing,
which is, the vast majority of people don't read big thick documents.
Basically, what we need is an "Executive Summary" and include the rest as
reference material.
href="http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=85246#M85246" target=_blank> >Smuggler Revamp Delayed by Thunderheart
Ipseck wrote:
OK now, instead of griping about past transgressions and
'being strung along for so long' and 'oh woah is me' lets set all that aside
and try to work with these folks, and not make excuses for our attitude(s).
That being said, we need a starting point in order to work with you,
TH. We need some form of direction, outline or something so that we can
organize thoughts and ideas into a format that you're familiar with. We need a
"this is where we're at, what do you think? And we want to try and keep things
organized into concepts a, b, c and d" type of post.
Ok, Ill make a template for the outline now....
href="http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=85269#M85269" target=_blank> face=Arial size=2>Smuggler Revamp Delayed face=Arial size=2> by Thunderheart
Darksbane00 wrote:
THUNDERHEART
I asked this but it seems to have got buried, is there any chance we could
be provided with the doc which is on the Cforum? THis would at the very least
give an example of what you all like to see in these documents, and can be a
great starting point for the community. If we could use that document to
expand on ideas you all already have it might help alot.
I would rather start from scratch. Lets us create our
"Principle Position" and that will be a central discussion point and act as the
medium between you folks and me and then me and the developers - - a sort of
compass.
When we create our finished doc, and we begin the discussion process, I'll
add in the details at that point.
href="http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=85333#M85333" target=_blank> face=Arial size=2>Smuggler Revamp Delayed face=Arial size=2> by Thunderheart
Correspondent notation:
Due to it's length, and the fact that TH uses something really weird to write
his posts in, I will give you the gist, this is his template that he wants
smugglers to fill in for our revamp. There is little in the way of real
information, but it does give us a form, which is also cut down and pasted by me
href="http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=85393" target=_blank>here.
href="http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=85343#M85343" target=_blank> face=Arial size=2>Smuggler Revamp Delayed face=Arial size=2> by Thunderheart
I am absolutely open and willing. I just need the help of the community
elders and veterans to help maintain the tone and keep this a positive
experience. I keep saying that because I believe it. I want
these things the same as you do
Im a win-win kind of guy
For tonight though, Im outta here... take care.
Message Edited by Smuggler_Caylin on 05-06-2004 03:06 AM
href="http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=81983" target=_blank>thread.
is an important thing to have onhand.
History. But in fact, this is the opposite of the original premise-
it is Smuggler history, as it has been written by the Devs.
posts the Devs have made concerning Smugglers in SWG, allowing you to trace the
progress of the profession since launch. I'll primarily let the threads
speak for themselves, though I'll provide context wherever I think it might be
useful to readers.
in-depth understanding of the way in which Devs and Smugglers have interacted
since launch.
the profession
Blair wrote:
Smuggler
We are going to look at and probably
revise the Underworld skill set.
We'll fix bugs with slicing 4.
Spices
will get experimentation values (for withdrawals, etc).
Feign death causing
the player to take too much damage and to be unusable when moving will be
fixed.
We'll add more stuff to the master box. (Probably additional
slicing features)
The bug with not being able to eat spice will be fixed.
href="http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=417746&highlight=smuggler#M417746" target=_blank>http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=417746&highlight=smuggler#M417746
9 September 2003 - Devs promise action aftera 1,010-post
filibuster by Smugglers on the old SWG Discussion Forum
Holocron wrote:
On his way out the door, he tossed this over his shoulder:
href="http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=19942&highlight=smuggler#M19942" target=_blank>http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=19942&highlight=smuggler#M19942
1. Underworld Branch
- I think we are going to try and replace most of these skill boxes with
something more usable, since these just aren't very fun. The main issue is
finding the time on the schedule to implement some new smuggler skills.
2. Slicing
- We'd like to add slicing code to more types of terminals.
- The problem with weapon slicing giving better results than advanced
weapon slicing has been fixed. Slicing 2 had a bonus that Slicing 4 was
supposed to have.
3. Dirty Fighting
- Some unarmed moves would be good to add and probably fairly easy. We
will look into it.
- We will look into adding combat bonuses to this tree.
- We'll fix last ditch to be balanced with similar moves and we'll look
into the other smuggler moves to improve their usability.
4. Spices
- Experimentation never had any impact on spices, so the UI stubs for
these were removed. Adding experimentation systems to crafted items takes
time, but we'd like to add one to spicing at some point.
- The effects of spices still need to be balanced to other buff
consumables. Also, effects like burst run, etc, can be added, but require
more development time.
5. Master
- 25% off faction perks is very very useful to any smuggler in PvP, but
we will look into possibly adding nonPvP bonuses to this
box.
love
Q-3PO wrote:
We're dedicating a designer (Green Marine) next week to looking into fixing
some of the bigger issues of the smuggler. (Yes, we are also looking at issues
with the other professions, the smuggler just seems to be the one needing the
most love at this moment).
willbe "augmented" "immediately"
JustG wrote:
There is a lot on our plate, and we are regularly going to provide you with
as much information as we can about what is going on. Our priorities and tasks
feed in from a variety of sources, and there are very many items on the design
priority list. We will not be able to get to all of them with the next few
pushes, but we want to take on a number of things that will make the game
better, immediately. These include:
- Professions Augmentations
Droid
Engineer
Smuggler
Merchant
Chef
href="http://starwarsgalaxies.station.sony.com/team_comments.jsp?id=59306&page=Team%20Comments" target=_blank>http://starwarsgalaxies.station.sony.com/team_comments.jsp?id=59306&page=Team%20Comments[look
for Gary Gattis's Letter to the Community" at the bottom of the list]
attention soon."
Thunderheart wrote:
Smugglers are getting some attention soon. Everything is getting more
attention now that Player Cities, Mounts and Vehicles have been added.
and that the community should offer some ideas on what we want
Thunderheartwrote:
Both San and I agree that you guys need more of an answer and here it
is. The smuggler isn't going to be just "fixed". Its in
re-development. Smuggler is an important profession and needs more than
a little attention.
Here is what I need from you folks. Since Smuggler is "In
Development", I hope you folks can work together to put together some
reasonable ideas togetherfor the types of directions you would like to
see the Smuggler profession change/develop. . . .
. . .I will take that information to the producers so that your
desires and ideas can be accounted for when the development process moves to
the next stage.
The best recommendation I can make is to keep your ideas realistic.
Come up with ideas using the system as you know it as opposed to inventing
things from a "blue sky" approach.
I very much look forward to seeing your input.
tough to implement
Thunderheartwrote:
The thing is that smugglers essentially are a "space based" profession (at
least the way we think of it)and giventhe inherent
client/server limitations, its atough proposition any way you look
at. For instance, lets say Imperials do a search for contraband at
starports. Can you imagine the lag if we even did an item check for
everything inevery player's inventory as they entered and exited a
starport? And then there are the guys that run back and forth across
that threshold just to lag things out. This is one tiny piece of a
larger puzzle. It has to be a cool game mechanic and work in the game
system and in a big MMO environment.
The key here is that while I was in beta and I knew everyone (I actually
have almost all of it saved on my hard drive, but doing a search on "smuggler"
with 12 gig of materials would be insane). Further still, that was a
while ago. I want to hear YOUR ideas and Ive worked with the devs and
correspondents to focus communication so that correspondents can get me
information and also in a way that I can both share it with the devs AND
catalgoue it.
Its all a process and we're working on it and its going to take time.
The devs want to make a good game, you and I want to play a fun game and as a
community, I believe we can make this whole experience very cool.
week
Thunderheart wrote:
"Smuggling" really is a spacey kind of profession and doing something on
the ground really needs to be thought out.
With that being said, Im working on the Smuggler and Squad Leader
profession revamp posts this week. Im just taking the time to put
together some really nice posts so that the answers that players put forth can
be easily handled and used by the dev team.
Currently, people don't say, "hey we're going out hunting, lets make sure
we have a smuggler". That shortfall is something that needs to be
included in the revamp thread.
ideathat had beendismissedas impossible 5 weeks
prior
Thunderheart wrote:
... I pushed very hard (I spent a couple of days pushing this issue) and
the devs added bonuses to the Smugler Underworld Tree
A small victory, but you asked and its in. Here's how it works:
1. The system counts up your contraband and does the "scanning roll".
2.
If the system "sees" the contraband (having made a successful scan roll), it
checks to see if you are a smuggler. Depending on what level of
Underworld a smuggler has, they get a progressive chance to "escape the
scan". If the smuggler roll succeeds, then the player will get a message
that reads, "You have successfully avoided the scan."
So if you want to get spice or sliced armor and weapons from one place to
another and not get harassed by the Empire, then smuggle it
href="http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=51541&highlight=smuggler#M51541" target=_blank>http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=51541&highlight=smuggler#M51541
community for endorsing a system whereby Imperials move contraband better than
Smugglers
Thunderheart wrote:
Based on community input, we have made the following changes to the
Imperial Crackdown penalty schema. Thanks go to San Tsu and the Smuggler
community and Jester and the Galactic Civil War community.
[Thunderheart then proceeds to describe the system --hugely
controversial and now known to Smugglers as "Imperial Immunity"
--whereby anyone who invests some Imperial Faction points is able to
bypass contraband scans better than a Master Smuggler. I would post it
all, but Thunderheart used a strange script and it takes forever to clean it
up for posting purposes.]
Updated on 11 February 2004:
can sell trash
Thunderheart wrote:
One neat new addition to Publish 7 is with the Junk Dealers.
Smugglers who have underworld can now take their Junk to the Jawa Traders camp
and they can sell their junks to the Jawas up there.
"smuggler stuff"
Thunderheart wrote:
... the change to smuggler's [adding the Fred Sanford Trashman minigame]
was a small one. Its just me working with the team to fit smuggler stuff
in where we can until the revamp - - thats when the beefy changes will occur.
plan that incorporates the Smuggler Correspondent and the
community
Thunderheart wrote:
You can expect pretty high visibility from the
Smuggler thread. Ill do a takeaway and work with the correspondent and
the community when we move to In development with it...
Message Edited by Smuggler_Caylin on 05-06-2004 03:29 AM