Smuggler Archive
Thread: Issue Spreadsheet for Dec. '04.
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Smuggler_Caylin
Mon Oct 11, 2004 1:53 pm
#1
You are going to need something that can look at
excel spreadsheets to look at this.
excel spreadsheets to look at this.
If you see something that I've missed outright
please let me know and if you feel strongly about changing the priority I could
use the feedback. I was pretty easy going on the
priority numbering so it's pretty easy for fixes you feel are more important to
have been placed lower than you would like.
please let me know and if you feel strongly about changing the priority I could
use the feedback. I was pretty easy going on the
priority numbering so it's pretty easy for fixes you feel are more important to
have been placed lower than you would like.
I tried to condense some of the issues we have in
some spots, so fire away if you are wondering where something might
be.
some spots, so fire away if you are wondering where something might
be.
Message Edited by Smuggler_Caylin on 12-11-2004 03:58 PM
korvass
Mon Oct 11, 2004 2:25 pm
#2
That's good work, Caylin. Don't think I have anything to add at this stage.
Shrendyc
Mon Oct 11, 2004 2:31 pm
#3
korvass wrote:
That's good work, Caylin. Don't think I have anything to add at this stage.
/agree
WillburWright
Mon Oct 11, 2004 2:37 pm
#4
My thumbs are up. Fix those problems Devs, and I'll be back.
Geevo
Mon Oct 11, 2004 2:46 pm
#6
Saved onto hard drive for future reference (thanks & good job as always).
Capt_Baobab
Mon Oct 11, 2004 2:58 pm
#7
Same here, and colour coding for ease of reference, when pointing something out to a Dev.
fishbrains
Mon Oct 11, 2004 4:23 pm
#8
looks good at first glance. I'll do a closer look tonight and let you know 
JTGAlpha
Mon Oct 11, 2004 5:18 pm
#9
Yep. That looks like just about all of it. One thing's for sure, Caylin. Since you've been asked by the devs so many times what our issues are, our next correspondent will have little trouble summarizing them for the dev's when they ask the umpty-leventh time.
Smuggler_Caylin
Mon Oct 11, 2004 5:24 pm
#10
Yah, the issues are pretty well hashed out. Makesthis stuff fairly easy to put together.
I guess I'm concentrating more on making it 'pretty' this time around as there isn't much here that is new.
Message Edited by Smuggler_Caylin on 10-11-2004 05:24 PM
PillowTech
Mon Oct 11, 2004 6:53 pm
#11
Only one thing I'd like to see added. We a smuggler is grouped with other players and the smuggler slices a door lock (ie: geono caves) that door is open for everyone in the group.
It's a small thing but it definitly makes smugglers more use full in a group. And gives groups a reason to bring along a smuggler.
And it reminds me of ROTJ.
It's a small thing but it definitly makes smugglers more use full in a group. And gives groups a reason to bring along a smuggler.
And it reminds me of ROTJ.
Smuggler_Caylin
Mon Oct 11, 2004 7:22 pm
#12
I did remember that and was thinking it might fit under #33. If not I'll add another
Kelko
Mon Oct 11, 2004 7:32 pm
#13
Smuggler_Caylin wrote:
http://home.comcast.net/~lan2109/Oct_04SmugIssue.xls
You are going to need something that can look at excel spreadsheets to look at this.
If you see something that I've missed outright please let me know and if you feel strongly about changing the priority I could use the feedback. I was pretty easy going on the priority numbering so it's pretty easy for fixes you feel are more important to have been placed lower than you would like.
I tried to condense some of the issues we have in some spots, so fire away if you are wondering where something might be.
Molecular clamps and Flow Analyzer Nodes are able to be used by a novice to the same effect as a Master. There should be certifications for their use.
I agree with this, However I think this should be expanded upon. Seeing as a novice smuggler can slice containers and without clamps or analyzers this is random, a novice could quite possibly go through 20+ containers and faill every one. At 5-6K a container that can get pretty expensive for a novice and take them quite some time to move up to the next slicing level. Maybe add something different for novices that has better odds without the use of clamps or analyzers but still has some challenge.
Also I think the XP returns for slicing should go up according to the slicing level of the smuggler. Example...
Novice Smuggler - Conatiners (or something else) - 150XP
Level 1 Slicing - Terminals - 250XP
Level 2 Slicing - Weapon Slicing (intermediate) - 350XP
Level 3 Slicing - Armor Slicing (intermediate) - 400XP
Level 4 Slicing - Weapon Slicing (advanced) - 500XP
Master Smuggler - Armor Slicing (advanced) - 600XP (I threw this one is as we don't really have any real perks at Master level). 
This would also work in well with the issue of making the consequences of slicing or possesing contraband more severe, as people would be less likely to posses sliced/contraband. In any other profession the XP goes up as the level goes up, for Smuggler however it is 250XP regardless of what we are slicing but we can't slice certain things until we get a certain level of slicing, this in itself should constitute a higher XP return for the slicing. In any case this is just my observations and thoughts from a struggling Smuggleron some of the issues.
Message Edited by Kelko on 10-11-2004 10:33 PM
Message Edited by Kelko on 10-11-2004 10:39 PM
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