Smuggler Archive
Thread: Smuggler Revamp... An old Smuggler's Ideas
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WedgeStarkiller
Sun Dec 19, 2004 9:48 pm
#1
Hello Fellow Smugglers. I've been a proud member of the Smuggler profession for over a year now and have gone through JTL to Imperial Ace in these past weeks. Below are some ideas I have for how our Smuggler Tree could be revamped including ground and space skills. It can definately use some polish, some ideas aren't anything new to this board, others are things I've been thinking about over the long months. Enjoy My Friends.
Novice Smuggler
Requirements: Any Brawler Branch + Any Marksman Branch.
Skills: Place Spice Harvester. Slice Containers. All Languages + Smuggler only language. Ability to use Jabba's
Starport to get to Kessel. Use of Bartenders to get Smuggling Missions.
Schematics: Precision Laser Knife, Molecular Clamp, Elementary Spices, Smuggler Compartment
Branch 1: Underworld
This skillset allows Smugglers to gain access to that part of society that the likes and princesses and jedi do not
like to acknowledge exists. Advancing is done via "Underworld XP".
Box 1: Underground Contacts.
This box gives Smugglers the ability to get in on the "action" that is happening around the galaxy. NPC's that have
been around forever suddenly have new conversation options. Ship chassis dealers, faction recruiters, Space Station
controllers, etc. will have a conversation option that will present the Smuggler with a contact npc that will
generate a random Smuggler Mission, essentially you talk to this NPC and he will give you an item and another NPC
waypoint to deliver it to. The difference between these missions and delivery missions is that you are nearly
garenteed to get attacked along the way. Completed missions give "Underworld XP".
Box 2: Bribery
This box grants the Smuggler the ability to bribe their way out of problems. The command /bribe offers the npc
targetted credits in return for leaving you alone. Imperial crackdown troopers can be bribed after a bad scan. Any
thug type npc can be bribed to get it to stop aggroing you. Simply spam /bribe at the target and you will get a
dialog saying, "I will stop attacking you for XXX credits. Click yes to bribe." Clicking yes deducts yours creds
and stops the attack. Successful bribes give "Underworld XP".
Box 3: Faction Adjustment
This skill grants the Smuggler the ability to modify their own faction standing with any group in the game through
payment to an npc of that faction. Imperial and Rebel faction costs should be about where they are, but cost for
faction like Jabba's, Corsec and Thug should be far cheaper. This dialog choice would always work with Imp/Reb
faction recruiters as it does now. For other factions, it will be made a dialog choice to an npc after its been
bribed. For example you get attacked by Corsec and bribe your way out of the fight, then click on the bribed npc
and say something like "It would help if my standing with your faction were improved." and the npc will let you pay
to increase your faction with it. You get a small amount of "Underworld XP for each Faction Point you buy.
Box 4: War Profiteer
This skill lets the Smuggler buy faction equipment directly from the faction recruiters for a set price. Anything
the faction recruiter sells in Faction Points, you can buy with credits at about a 100 to 1 ratio.
Branch 2: Slicing
Same as now, this allows us to modify terminal data or improve the abilities of items. Advancing is done via
"Slicing XP". You get Slicing XP just as you do now.
Box 1: Terminals
Pretty much as it is right now, slicing allows you to increase mission payouts, but also allows you to do things
such as removing Jedi from BH terms, fiddling with the bazaar to decrease the amount of money you pay for items, and
lowering travel costs on the shuttle terms.
Box 2: Weapons
Self explainitory.
Box 3: Armor
See box 3
Box 4: Starship Components
This skill will basically act as a one component reverse engineering job. To RE a Level 10 item you need 10 of the
same item and once you RE it you get one item from the 10 with with the best all around stats plus a bonus. RE'ing
a L1 item just increases its abilities marginally. This skill will allow us to slice a high level item and get the
same bonus as if it were an L1 item. (hope that makes sense) Once an item is sliced it cannot be used to RE
anything.
Branch 3: Dirty Fighting
Our combat skills. These specials should be useable with any combat type, Melee or Ranged. Different weapon types
give different bonuses for each skill. Will be fun for the devs to balance. Advancing is via "Combat XP"
Box 1: Sucker Punch
You use your "off" hand to punch the target.
Box 2: Wild Panic
Like panic shot but can be done with any weapon equipped.
Box 3: Low Blow
Like Current Low Blow but can be done with any weapon equipped. Gotta say this would hurt with a sword.
Box 4: Last Ditch
Like current but can be done with any weapon equipped.
Branch 4: Spice Trade
This skill branch will give Smugglers access to the planet Kessel. Kessel will be a smaller scale planet with only
the prison as a starport/city. To engage in the Spice Trade Smugglers can buy spices premade from the Kessel Prison
in crates for resale or they can lay harvesters for certain components that only spawn on Kessel. Player made
spices will be better than the ones purchased from the prison, but even the prison spices still be worth using by
the vast majority of players. Kessel can be reached from space via a starship or can be traveled to via the
starport at Jabba's Palace. Jabba will take a "cut" of anything you bring back through his starport, randomly from
5% to 25%. Spice XP is obtained via arriving on another planet with either spice components or premade spice. If
you die in space along the way your spice load is lost. For Rebel/Privateer(Nuetral) players Imperials NPC's and
Ships will be looking for your spice and will attack you for it, Imperials need to look out for rebels. Besides the
new abilities, each level box will grant new crafted and premade spices. Spices can only be transported in
"Smuggler Compartments". The smuggler can build a shielded box into his/her starship or backpack to hold items that
is scan resistant, decreasing the liklyhood of an npc attack. The compartment will also count as additional
inventory space that can only be used to spice. Each box in the branch will increase the storage amount of the
compartment that can be crafted and decrease the odds of a scan working on it. Advancing is via "Spice Trade XP".
Box 1: Friendly Mechanic
This would apply to ground and space vessels, decreasing the repair costs overall.
Box 2: Quick Getaway
This skill will act like burstrun for ground vehicles and starships.
Box 3: Landing Claw
This skill allows a Smuggler to install a "landing claw" in their starship which will have a mass penalty. This
allows the Smuggler to pull the "latch on an asteroid" trick. If done successfully all npc's stop attacking you,
something like feign death in a starship which you need an asteroid field for.
Box 4: Special Modifications
This skill allows a smuggler to permanently improve the statistics for turn rate and speed on a starship chassis at
cost of decreased condition.
Master Smuggler
Underworld: Slight decrease in all costs. Perhaps 10%
Slicing: Improvement in slicing percent increase range for all components as currently. Increase in mission payout
slices as well.
Dirty Fighting:
Feign Death (as is now, just less exploitable at master) and "dirt in your eyes" a new skill that blinds the target
Feign Death (as is now, just less exploitable at master) and "dirt in your eyes" a new skill that blinds the target
and includes a "posture up to standing". If you are feigned, prone or kneeling, you can use this skill to stand and
blind your target at the same time by perverbially throwing dirt in its eyes. (This literally puts the "dirt" in
"dirty fighting".
Spice Trade:
Highest level Smuggler Compartment. Master Level Spice.
"Modified Navicomputer": This skill will speed up the Lightspeed calculations to decrease the time required to make
Highest level Smuggler Compartment. Master Level Spice.
"Modified Navicomputer": This skill will speed up the Lightspeed calculations to decrease the time required to make
a jump to hyperspace.
JerethBane
Sun Dec 19, 2004 10:15 pm
#2
Interesting...but the whole "fiddling with the Bazzar to reduce the ammount you pay for items"
It's as if a million voices cried out for a nerf, and were never silenced.
It's as if a million voices cried out for a nerf, and were never silenced.
WedgeStarkiller
Mon Dec 20, 2004 6:46 am
#3
JerethBane wrote:
Interesting...but the whole "fiddling with the Bazzar to reduce the ammount you pay for items"
It's as if a million voices cried out for a nerf, and were never silenced.
It wouldn't change the payout to the other person, just deduct less from your bank account... essentially tricking the system into thinking you provided full payment. As far as new skills are concerned that's probably on the "long shot" list but if we don't dream big then we'll get nothing cool at all.
The down side is that I could actually see people begging us to do this for them. ![]()
yimaz
Mon Dec 20, 2004 7:37 am
#4
Nice post mix your ideas with mission/quest and player smuggling and we may have something.
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