Smuggler Archive
Thread: Spice changes for Revamp
Well that does also depend on how good the effect is. I think it would behoove us to have spice do something very different from the "buffing" effects of chef food like Brandy. There's just no way to really compete with that and even if you consider it as something stackable with Brandy (since spice doesn't fill you up) it's still a pretty poor comparison.
Spices either need to have WAY better buffing effects, or do something wild and crazy different from anything chef foods or doc buffs do. (like poison mitigation, non-stop burst run, all around combat mod increases, etc.)
I agree, there is no way to compete with the buffing abilities of chefs. We definitely need spice to do something wild and crazy to give it purpose. However, to me that would still not warrent making them a pain in the ass to craft. Using rocket launchers as an example, they are unique in that nothing can match their potential damage. The biggest factor which makes them rare though, is their insane requirements to craft. Weaponsmiths HATE making them. The cost of making them drives the prices high enough per shot (over 1k) to make even those commandos who aren't bothered by horrible skill mods to stay away from them.
Dont' get me wrong. I'm not comparing rocket launchers to spice. That would be like comparing squeedgie to a tank. I'm comparing craftability which is viable since crafting is the same no matter the proff. There would have to be a huge benefit to spices to make them require components we cannot create ourselves. Either that, or make the components from other professions enhance while not being necessary ala bio engi enhanced clothing and the master artisan components for droids.
Vampirerobot wrote:Well that does also depend on how good the effect is. I think it would behoove us to have spice do something very different from the "buffing" effects of chef food like Brandy. There's just no way to really compete with that and even if you consider it as something stackable with Brandy (since spice doesn't fill you up) it's still a pretty poor comparison.
Spices either need to have WAY better buffing effects, or do something wild and crazy different from anything chef foods or doc buffs do. (like poison mitigation, non-stop burst run, all around combat mod increases, etc.)
I think this will sound horribly trite, but let me pull a TH on this:
Wait for the combat revamp.
I am a mid-level smuggler, about my 15th class so far, and I like it. I'll like it a lot better when we have a cleaner niche; right now it was a good companion to pistoleer and leaves just enough points to stay TKM. I think however that you'll see a big change in doctor buffs with the combat revamp; my best guess is that the magnitude of the buffs will be halved, or maybe cut back to 75% of their present effectiveness.
As for how we compare to foods... there is a disparity. Because the chef revamp is pretty recent, I don't see them adjusting chef all that much with the CRevamp, so I'm guessing that they'll stay relatively stable.
Ceteris paribus though, I'd bump the spice durations up a bit, make them comparable to foods. I think the downtimes could stay the way they are, they do require a bit of savvy and rhythm to use effectively already; so much that it's presently much easier to use food/drink than drugs.
I like this idea very much. As you say, it adds a great deal of depth in a very easy way. One problem is the possible complexity involved (let's not have another RIS Armor situation) versus the power of the particular spice.
Also, ifmaking the spice/getting the components istoo involved, then it will take away too much from other aspects of your character (assuming you're using those other SPs for something).
It will make guilds--especially large guilds--a very helpful resource for any smuggler. But, one of the reasons I like smuggler is the social aspect, so that's not necessarily a drawback. It forces the smuggler even more than now to interact with other players, and by doing so forces other players to interact as well (such as scout/rangers, DEs, etc.).
All in all, a good idea!
Imagine the marketshare we'd get if all of a sudden we were the sole manufacturers of say, a compound that made buff packs slightly more effective. Every buff-doc would be clamoring for the additive and charging extra for the exceptional buffs.
Still though, I have this suspicion that buffs are going to be reduced with the revamp, they seem pretty incredible right now, with no drawbacks.
I'd say that this is a lovely proposal. One way to make both camps (Smuggler as crafter/not crafter) happy is to make all spice have a general effectiveness(regardless of resources) and the ability to add experimentation if so desired.
So at spices 1 every smuggler can make the same scramjet, but those that wish to make "the whip" or "the kind" can supplement additives (perhaps player-crafted elements and/or looted + mission recovered elements).
That way smugglers that don't want to get locked into a "crafter" role don't have to and can still make spices for themselves or their friends, and those that do want to "craft" spice can delve into making the good stuff.
Also, more spices need to be made available, and maybe we could get some that would boost crafting experimentation so crafters might want to establish reciprocal trade agreements with us.
Concerning new spice names -- please no "Deathsticks" -- it just is NOT Star Warsy and shows the drift in imagination that Lucas had from the original SW to the prequels. (Like revising the Greedo/Han Solo seen where solo shot first!) Booster Blue, Thruster Head, Zylopene Droid Lubricant, etc. those are all great names.
Another thing that needs to be fixed are the downers - c'mon man are you really gonna puke after toking on some Grey Gabaki? Maybe you see all creatures as aggro on your radar instead. Maybe you get miscellaneous tells from NPC's telling you to check the condition of your items. Maybe you can't find a certain item (i.e. it becomes invisible). You get the drift.....
Juzza - Soon to be Master Smuggler - Flurry