Smuggler Archive

Thread: Regarding Smugglers

Isleh
Tue Sep 07, 2004 3:22 pm
#1



Hi, I've been playing since a week after launch and I Mastered Smuggler about 2 months ago. I've been lurking in this forum since then.Finally took the plunge to start posting.



Regarding Spice:


I'm finding that pixie, vercupti, smuggler'sdelightand brandy is a very useful combination in an emergency. I can instantly buff my stats by 1800+ with a downer that only lasts a few seconds. The problem is that smuggler'sdelight is so hard to find. Is this because of rare ingredients?. If so, cansmuggler's delight be changed so it can be made easily and make spice more useful?


Why can's doctors cure a downer? They can cure some nasty diseasesand poisons than can eat you up in seconds but they can't cure a hangover?


Speaking of diseaseand poison, I'm wondering why combat medics haven't noticed the effects spice haveand refined them into an attack? Like a Chef can use bio engineered enhancements as components in their food to increase their effectiveness, let combat medics use spice to drive the metabolism into overdrive so the diseaseand poison is more effective. Adding another use to spice and makingit a valuable commodity.


What is everybody's thought of eliminating the downer and replacing it in whole or in part with battle fatigue?



Regarding some Feign Death Changes:


I've been reading where people are talking about making special force abilities for Jedi to see through Feign Death, same sort of thing thing for bounty hunters, smugglers. Maybe I missed it where it was suggested, butwhat about the Diagnosis skill in medic? Surly, "How to tell if you patient is alive" must be covered in the medical profession early on. I'm sure the master smugglers uses medicinal help to suppress and maybe even halt the metabolism, but a master doctor would most likely never be fooled and even novice medics wouldbe able to smoke out the novice smuggler trying to breath very shallowly.


The first time I had my armor ruined when I feigned death resulted in me vowing that I would never get involved in player vs. player combat again.



Regarding Faction Sales:


My least favorite part about smuggler. It is so cumbersome. I liken it to having to print a 200 pagereport and loading the printer one sheet of paper at a time.


What in essence is happening is the buyer is buyingdirectly from the recruiter at a rate determined by the smuggler to cover the exchange rate and to makea profit so why not reflect that in an interface.


Option 1 - Faction trade window:

The players could group near the recruiter and the smuggler can initiate a faction trade and open the faction trade window.


The buyer will have an entry for the amount of faction they want to buy and how much the smuggler is charging for it (per unit & total). It may also show such things as the maximum faction the buyer can have, how much is required for the next promotion and how much they currently have.


The smuggler would see how much the buyer wants, how much FP the smuggler has &what is the maximum faction they can have,how many credits it will cost to transfer per unit of faction &the total cost based off what the buyer wants. The smuggler can then set aper unit cost and also the amount of their ownpersonal faction the want to add into offset the amount needed tobuy.


Option 2 - The Contact:

The buyer contacts the smuggler and says he/she wants to arrange a faction sale. The smuggler then goes to the recruiter (buyer's presenceis not required) and then sets up a median by entering how much they want to charge per faction point and who the sale is to be made to. The interface to this process can have much of the useful information as the faction trade window (i.e. exchange rate and cost per transferred faction point). When the smuggler is finished, they receive the waypoint of an NPC that has been designated as the go between (system message, email).


The smuggler can then send the waypoint ofthe contact to the potential buyer. The buyer can buy from the contact as much or as little faction as they want. When the transaction is complete, the smuggler gets their cut.


This option can address the temptationof trying to ambush a smuggler using a faction sale.

In both options, rank still determines the exchange rate. So a buyer wants to purchase faction from asmuggler with a rank of Master Sergeantthat has an exchange rate of 2.3. The transfer windows would show a cost of 184 credits for each faction point transferred ( (10000/125)*2.3 disregarding the bonus for rebels, correct me if my math is wrong).
Kobei
Tue Sep 07, 2004 3:59 pm
#2






Isleh wrote:



Hi, I've been playing since a week after launch and I Mastered Smuggler about 2 months ago. I've been lurking in this forum since then.Finally took the plunge to start posting.



Regarding Spice:


I'm finding that pixie, vercupti, smuggler'sdelightand brandy is a very useful combination in an emergency. I can instantly buff my stats by 1800+ with a downer that only lasts a few seconds. The problem is that smuggler'sdelight is so hard to find. Is this because of rare ingredients?. If so, cansmuggler's delight be changed so it can be made easily and make spice more useful?


Why can's doctors cure a downer? They can cure some nasty diseasesand poisons than can eat you up in seconds but they can't cure a hangover?




smuggler's delight is a pain to make and if I remember rightly it is a single use item as well, the real problem is that it needs a lot of milk to make it, this is the reason that it is kinda rare, IMHO




Kobei Edalfod
"He who dies with the most toys still dies"
Isleh
Tue Sep 07, 2004 4:14 pm
#3






Kobei wrote:

smuggler's delight is a pain to make and if I remember rightly it is a single use item as well, the real problem is that it needs a lot of milk to make it, this is the reason that it is kinda rare, IMHO






Shame.. I'll hold on to the last that I have... this stuff has a 97% reductionon the spice downer and lasts about an hour.
cshauny
Tue Sep 07, 2004 10:45 pm
#4


Smugglers Delight is not a pain to make anymore, as long as you are working with a good chef. It used to be hard to make because of the Milk requirement. Milking is a time consuming process. However, what many people don't realise is that you can kill a creature and then do /harvest milk OR you can milk the creature, kill it and then /harvest milk again to get twice the amount.


I've been working with a Master Chef on Starsider to provide me with crates of Smugglers Delight tosell through my vendor. He makes a tidy profit and I break-even. The benefit to me is that it encourages more and more sales of my spices. He produces 99% experimented SD which is the best possible as 100% experimented SD is bugged and does not work.


I break the crates of 25 into crates of 5 and they crates just fly off my vendor and I have to constantly ask him to supply me with more. Just yesterday I asked him to supply me with 5 crates of 25 and he informed me that he could go upto 20 crates if I wanted. I declined because I didn't want to tie up so much money in inventory. But, this goes to show that you CAN produce SD on a large scale.


I tried it out myself and found that the downer period is almost NON-EXISTANT! There are only two things that could make this really really popular:

1) Change spice downers to how they were before. Once the downer period ends, immediately return stats to normal - remove the slow healing.

2) Allow SD to have a stack size greater than 1. Most foods like Synthsteak, Thaktillo, Pikata Pie etc. all have stack sizes greater than 1. It would only be fair that SD also have a greater stack size.


If these changes were made, you would start to see a lot more SD being sold. For the moment, it is only sold on very few vendor and doesn't move very fast. I've been selling it through my spice vendor for quite some time and have noticed that it isn't just repeat customers who are buying it.


I posted a thread with some proposed changes regarding SD on the Chef forums and a lot of them agreed with me. While many didn't agree with changing the schematic, they did agree than increasing the stack size would be a good change.



Charm-O-Shaun
Resource Vendors at Zlatan's Vendor Mall [Offer items here]
/waypoint -375 -5480 Coronet

KefkaQ
Tue Sep 07, 2004 10:49 pm
#5

I have never seen it on my server o_o I'm probably not looking in the right places, though.



-------
Misume Tyrae - Master Snuggler - Master Smuggler of DOOM! Bwhaha my precious....
Corbantis Galaxy
Making a deal - short story - updated 9-10
Jedi Jedi Jedi! Cheeseburger cheeseburger! by Karamak.
Alts: Lomea - Kettemoor, Caranthir - Starsider, Tyrae - Scylla

Surseance
Wed Sep 08, 2004 1:35 am
#6

These are really good ideas. 5-star!



XLacq LaithlindX

Pirate Patriarch & Friend of Bib Fortuna

SWG Gamblers play Snake Eyes and Pirate Craps




My alt is more famous than any of us will be!
Isleh
Wed Sep 08, 2004 2:03 pm
#7






cshauny wrote:

I don't like the idea of Spices having a poison/disease DOT effect. Things are bad enough already in combat without having to deal with DOTs. The things with Spices is they have to be used in a smart manner. You can't just enter into combat all spiced up. You have to use ti when the time is right. On quite a few occasions it can actually act as a stim as it provides an instant boost to your stats. After that, it's just a matter of you finishing the fhight before your downer occurs.


If you were smart enough to take Smugglers Delight beforehand (you could take it half hour before the fight if you wanted), the downer period would be non-existant and it would only take one heal to return your stats to normal.


Downers don't kill spices. It is poor thinking which kills spices. If you use it smart, it can give you a real edge in combat.





I think your tactics would still work and you still have to be smart to use spice. The problem is that if you're hit with a downer while still fighting, you can pretty much kiss your butt goodbye. A DoT would at least give you a chance to get away or find a doc to throw an area cure. Of course, smugglers delight would still reduce the downer effect ( The DoT in my suggestion ).


My question is why would you want to choose a sudden drop in the HAM as opposed to gradual drop in the HAM over time that gives you time to react? In the current system, you are still left with the damage to your stats even though the smuggler's delight reduced the downer to nothing, In the system I'm suggesting, the downer would end before it caused any real damage (much like another request in this forum to restore the HAM after the downer is over).


The BF DoT was added asone possiblemeasure to limit stacking of spice if stacking of spicebecomes available.


It is possible to stay pumped up on spicefor a good amount of time given enough smugglers delight. It is very easy to create a "spice junkie" macro to do so until the stomach is full.



  1. clear the combat queue

  2. heal self

  3. hit SD

  4. hit pixie or muon

  5. wait to the end of a very short downer and repeat.

The devs may or may not see this as a problem. I would guess this is why the damage is not restored after the downer is over because it would make it easier for a macro such as this to work.


I don't use it because I have vecupti, SD, pixie and muon loaded in the "Oh Dang!" section of my quick keys.

Isleh
Thu Sep 09, 2004 12:03 am
#8






cshauny wrote:


Smugglers Delight is not a pain to make anymore, as long as you are working with a good chef. It used to be hard to make because of the Milk requirement. Milking is a time consuming process. However, what many people don't realise is that you can kill a creature and then do /harvest milk OR you can milk the creature, kill it and then /harvest milk again to get twice the amount.


I've been working with a Master Chef on Starsider to provide me with crates of Smugglers Delight tosell through my vendor. He makes a tidy profit and I break-even. The benefit to me is that it encourages more and more sales of my spices. He produces 99% experimented SD which is the best possible as 100% experimented SD is bugged and does not work.


I break the crates of 25 into crates of 5 and they crates just fly off my vendor and I have to constantly ask him to supply me with more. Just yesterday I asked him to supply me with 5 crates of 25 and he informed me that he could go upto 20 crates if I wanted. I declined because I didn't want to tie up so much money in inventory. But, this goes to show that you CAN produce SD on a large scale.


I tried it out myself and found that the downer period is almost NON-EXISTANT! There are only two things that could make this really really popular:

1) Change spice downers to how they were before. Once the downer period ends, immediately return stats to normal - remove the slow healing.

2) Allow SD to have a stack size greater than 1. Most foods like Synthsteak, Thaktillo, Pikata Pie etc. all have stack sizes greater than 1. It would only be fair that SD also have a greater stack size.


If these changes were made, you would start to see a lot more SD being sold. For the moment, it is only sold on very few vendor and doesn't move very fast. I've been selling it through my spice vendor for quite some time and have noticed that it isn't just repeat customers who are buying it.


I posted a thread with some proposed changes regarding SD on the Chef forums and a lot of them agreed with me. While many didn't agree with changing the schematic, they did agree than increasing the stack size would be a good change.







I dropped artisan so I can get some of pistoleer speed and accuracy so I can no longer add items to my vendor. No matter, I had a large order of pixie and muon and I'll suggest to my buyer to also try to put crates of smugglers delight to help with sales. If it works out, I won't need my vendor.


Regarding Downers:


A friend of mine said he was in a duel for 20 min. That's insane. If one of them had used muon, the duel would have ended in 10 min. when the downer hit. The current downer system is what really kills spice. Right now, it's like adding a timer telling you when you're going to be killed.


Spice is a poison/disease, so why no change the downer to apoison/disease DoT to the stats effected by the spice? Muon would have a mind DoT poison/diseases downer, pixie would have a strength and/or action DoT poison/disease downer.Strength of the poison/disease would be equal in strength of the boost given by the spice. That would give the person at least a chance to get away.


In addition, all spice will have a battle fatigue DoT poison/disease plus an initial hit to BF of a fixed amount when the downer hits. To keep someone from running around with BF at 1000 and wired on spice, the higher the BF the less effective the gain for the spice.


Docs can stop HAM the poison/disease effects but the fatigue DoT must run it's course.


This would allow spice to be stackable since the poison/disease DoT would also stack.
cshauny
Thu Sep 09, 2004 12:28 am
#9

I don't like the idea of Spices having a poison/disease DOT effect. Things are bad enough already in combat without having to deal with DOTs. The things with Spices is they have to be used in a smart manner. You can't just enter into combat all spiced up. You have to use ti when the time is right. On quite a few occasions it can actually act as a stim as it provides an instant boost to your stats. After that, it's just a matter of you finishing the fhight before your downer occurs.


If you were smart enough to take Smugglers Delight beforehand (you could take it half hour before the fight if you wanted), the downer period would be non-existant and it would only take one heal to return your stats to normal.


Downers don't kill spices. It is poor thinking which kills spices. If you use it smart, it can give you a real edge in combat.



Charm-O-Shaun
Resource Vendors at Zlatan's Vendor Mall [Offer items here]
/waypoint -375 -5480 Coronet

jbezorg
Thu Sep 09, 2004 10:07 am
#10






Isleh wrote:





cshauny wrote:

I don't like the idea of Spices having a poison/disease DOT effect. Things are bad enough already in combat without having to deal with DOTs. The things with Spices is they have to be used in a smart manner. You can't just enter into combat all spiced up. You have to use ti when the time is right. On quite a few occasions it can actually act as a stim as it provides an instant boost to your stats. After that, it's just a matter of you finishing the fhight before your downer occurs.


If you were smart enough to take Smugglers Delight beforehand (you could take it half hour before the fight if you wanted), the downer period would be non-existant and it would only take one heal to return your stats to normal.


Downers don't kill spices. It is poor thinking which kills spices. If you use it smart, it can give you a real edge in combat.





I think your tactics would still work and you still have to be smart to use spice. The problem is that if you're hit with a downer while still fighting, you can pretty much kiss your butt goodbye. A DoT would at least give you a chance to get away or find a doc to throw an area cure. Of course, smugglers delight would still reduce the downer effect ( The DoT in my suggestion ).


My question is why would you want to choose a sudden drop in the HAM as opposed to gradual drop in the HAM over time that gives you time to react? In the current system, you are still left with the damage to your stats even though the smuggler's delight reduced the downer to nothing, In the system I'm suggesting, the downer would end before it caused any real damage (much like another request in this forum to restore the HAM after the downer is over).


The BF DoT was added asone possiblemeasure to limit stacking of spice if stacking of spicebecomes available.


It is possible to stay pumped up on spicefor a good amount of time given enough smugglers delight. It is very easy to create a "spice junkie" macro to do so until the stomach is full.



  1. clear the combat queue

  2. heal self

  3. hit SD

  4. hit pixie or muon

  5. wait to the end of a very short downer and repeat.

The devs may or may not see this as a problem. I would guess this is why the damage is not restored after the downer is over because it would make it easier for a macro such as this to work.


I don't use it because I have vecupti, SD, pixie and muon loaded in the "Oh Dang!" section of my quick keys.






The problem is that you asking for people to be dependent of healers that often are not there or you have to travel a long distance to find. I usually have to travel to Coronet or Theed to find a dancer. Medics are impossible to find as well or their AFK healing a tumbler*. The BF and the wounds would be a pain in the butt. The current downer, even though it hits hard, leaves no lingering after effects ( well, maybe bad breath and stains on your shoes ).


Now, that may be offset if spice was changed so the duration lasted 2-3 hours but I wouldn't want to use spice that did this even if the duration was 30-40 min.


If what you suggested was changed so that it did not cause wounds or BF, I would go for it. Currently, the pain is too great for the current gains for what you are asking.


* player cities have dispersed the population too much. I would love to see apartment buildings in non-player cities. I would also love to see PAs occupy those tall skyscrapers and cool buildings in those cities.





"There's one, frag her ass" - What the Storm Trooper who spotted Leia should have said
/panicshot - "You have succefully delayed the smuggler revamp 10 seconds"

OdiousEncounter
Thu Sep 09, 2004 9:46 pm
#11






Isleh wrote:




Surly, "How to tell if you patient is alive" must be covered in the medical profession early on.




Lol. Very nice.


I do agree that feign death can be a cheap PvP skill, it's balanced only by us opening ourselfs up to greifing. I'd be in favor of something like this, provided that we would be unattackable while feigned.


Good ideas overall, most of which I haven't heard before.



----------Auriga Starlighter----------

djswift2k
Fri Sep 10, 2004 8:18 am
#12






Isleh wrote:




Regarding some Feign Death Changes:


I've been reading where people are talking about making special force abilities for Jedi to see through Feign Death, same sort of thing thing for bounty hunters, smugglers. Maybe I missed it where it was suggested, butwhat about the Diagnosis skill in medic? Surly, "How to tell if you patient is alive" must be covered in the medical profession early on. I'm sure the master smugglers uses medicinal help to suppress and maybe even halt the metabolism, but a master doctor would most likely never be fooled and even novice medics wouldbe able to smoke out the novice smuggler trying to breath very shallowly.


The first time I had my armor ruined when I feigned death resulted in me vowing that I would never get involved in player vs. player combat again.






that is why i still keep my armor macro on toolbar 4, (armor still comes off immediately, the delay is only for putting it on) and i wrote a macro to switch to toolbar 4, hit my armor macro to dump my armor, and then feign. it works 100% flawlessly. i wrote it myself and have used it for months. it aws 2 seperate macros originaly one to swich toolbars adn dump armor othr to wait and feign, but about 2 montsh ago i put it allon one hotkey, the big zero key on my numpad, which is now my panic key. i almost never have to use it though, but its there for emergencies. there is your alternative to getting your armor all beat up when you feign.


ive been a smuggler since augest 2003


stealth mcownzjoo from valcyn


Message Edited by djswift2k on 09-10-2004 11:22 AM

Isleh
Thu Sep 23, 2004 4:18 pm
#13






djswift2k wrote:






Isleh wrote:




Regarding some Feign Death Changes:


I've been reading where people are talking about making special force abilities for Jedi to see through Feign Death, same sort of thing thing for bounty hunters, smugglers. Maybe I missed it where it was suggested, butwhat about the Diagnosis skill in medic? Surly, "How to tell if you patient is alive" must be covered in the medical profession early on. I'm sure the master smugglers uses medicinal help to suppress and maybe even halt the metabolism, but a master doctor would most likely never be fooled and even novice medics wouldbe able to smoke out the novice smuggler trying to breath very shallowly.


The first time I had my armor ruined when I feigned death resulted in me vowing that I would never get involved in player vs. player combat again.






that is why i still keep my armor macro on toolbar 4, (armor still comes off immediately, the delay is only for putting it on) and i wrote a macro to switch to toolbar 4, hit my armor macro to dump my armor, and then feign. it works 100% flawlessly. i wrote it myself and have used it for months. it aws 2 seperate macros originaly one to swich toolbars adn dump armor othr to wait and feign, but about 2 montsh ago i put it allon one hotkey, the big zero key on my numpad, which is now my panic key. i almost never have to use it though, but its there for emergencies. there is your alternative to getting your armor all beat up when you feign.


ive been a smuggler since augest 2003


stealth mcownzjoo from valcyn



Message Edited by djswift2k on 09-10-2004 11:22 AM



That's cool, could you maybe find some time tp post it here please?

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