Smuggler Archive
Thread: Idea for the fix of the smuggler class ?
First this is a place to post your idea an i am posting my idea hopfully the Dev will read this and listen to what the people want.
1.i this this is a must along one of the smuggler skill trees the should add a skill + 1 to smuggler missions. this ofcorse would alow you to do smuggler missions.
example of a mission: you talk to and NPC he says hey your just the guy i have been looking for i need someone to get an atifact for me its not what you would call leagal so dont get caught. meet a guy in mos esily get it and come back hear is a round tip ticket. you go to mos esily get the item and return you talk to the guy and give him the item and he pays you for it. basicly its like this the item you get has the word contraband writen on it . if you go near any of the gaurds the have a chance to see whats the item thats contraband.(depens on what you conseal contraband skill is see below)
2. new skill conseal contraband : adds to the %chance that when you go near a graurd they wont see items marked contraband.
3. new skill slice bags : this skill adds a false bottem in bags depending on how well you do it adds % to conseal contraband in the false bottem. ( the false bottem is basicly a new slot in the bag for implement issues)
could use some ideas for what happens if you get caught on a mission.
if u get caught the guards attack, they can incap and take the goods : u fail
if its highily illegal they deathblow : u fail
the underworld tree should have 20% reduction on training fee, maybe on shuttles too. This tree isn't really attractive right now.
The master smuggler skills isn't really good too. Maybe add better spices and more dirty fighting...
Of course mission would be really nice butit's a lot of work. I think it's an interesting all-around profession that just need tweaking.
smuggler mission terminals? **edit**...good game.
Have a public smuggler mission terminal, you just don't make sense.
There should be a smuggler mission +1, which lets certain npcs, such as crimelords, and random people detect that you are a smuggler, or you tell them you are and can help their problem, etc.
I understand why pistol specialist is a prereq for smuggler, but not unarmed combat.
The specials you do in the unarmed combat tree are like ninja fighting stuff, and spinning kicks; stuff like that.
I don't recall any smugglers ever doing or needing to do a roundhouse kick to get out of a situation...
The whole unarmed tree should be wiped for a prereq of smuggler, and replaced with either medicine crafting (Organic Chemistry from the medic profession-similar to crafting of spices I assume) or it could be replaced with an engineering 4 prereq (closest thing to mechanic/slicer/tweaker/modifier they have).
The engineering is what hsould be required for slicing (unless you just magically know how to because you took karate and can shoot a gun).
The medical crafting of organic chemistry 4 in the medic tree would make sense as a prereq for the spicing part of a smuggler. Medicinal items are very similar to spices, and spices even have some medicinal purposes.
I don't know why you would want to slice a bag, and how you would modify it to hold more: bags are usually as big as they can be while being as bulky as they are, you can't just fit mroe in cause you waved a laser slicing tool in front of it.
Hopefully smuggler does get tweaked around a bit, and has a better 'feel' to it. Basically, SWG has a long ways to go for content and profession balance.
Oh yeah- i guess the business tree woudl make sense, like it used to be, to have a smuggler, but maybe they should split up the skill boxes more. Why not have like a business 2 or 3 prereq for smuggler, or if you have rereqs, not have to have a full tree, but part of a tree to get the inital skills down.
Han Solo might have been a master busines man (smoothe talker, and had connections, etc, which would be good for the underground connection tree in smuggler) but you could put some worthwhile abilities that a smuggler might use in the business tree, or the engineering tree ( you might use these for powerups in which you could possibly slice, and add a bigger bang to your gun) or have skills in the medic organic chem tree that would come in handy in crafting spices.
As it stands now, you could master a tree for a prereq, and never need that tree again in the rest of your professional career. Take for example Smugglers and unarmed Combat. Sure you could use unarmed combat, but why get close to the worst kind of scum if you have a trusty blaster at your side. Most smugglers I picture don't know how to do ninja flips and stun a guy with his bare hands, or do an unarmed lunge attack from 10 meters away and make his opponent kneel or go prone. The ONLY time i see unarmed skills come in handy is if you get arrested and you have no gun, or if you can't carry a gun while smuggling something (but if you are smuggling something, why can't you just smuggle your gun, ya?). You can't even get arrested in SWG.
You can't even surprise people in PvP combat, lol. "Oh, don't shoot that guy, he is unarmed". "Thats what you think, SHAZAAAM! POW! THWACK! JUDO CHOP! - oh he got us good.
You could quickdraw a weapon in no time anyway, no surprise for having deadly hands. No one can see your inventory (your guns should really be holstered to tell if people are agressive or not , would add to starwars feel. (Come on, DAoC did it, they had your weapons on your side, or back, even with no sheaths..at least they were there...)
Man, i must be tired, sorry if this sounded like a flame, this is what I believe of smugglers atm , as well as SWG, thanks for reading if you got this far.
Denmark on Corbantis
My biggest problem right now is the missions. when I thought of smuggler I thought of gettin contraband through a line of stormtroopers. Maybe running and gunning at cor sec trying to chase you down because they discovered you had spice on you.If I get caught I wanna have to use my smooth-talking skill to get out of being killed.
The skills and pre-reqs could use some work, but right now the #1 thing that is ruining this class for me is there are no smuggler missions. Someone needs to chase me when I deliver things. I need to feel illegal. Right now this class isnt even fit to be named scoudrel; its more fit for a name like delivery boy.
First up, the Underworld Line.
Our first skill, languages, is practically useless and everyone knows all the languages already, and nobody ever uses lekku. Also we get to talk to Jawas. Thst's about it. What needs to be done is make it so you can only learn about one other language. Then protocol Droids would have more use.
The rest of the boxes in the tree are fairly useful. Losing only half FP per death and giving only half is a good way to sick faction-hungry players on more important targets first. After that is Sell out, which doesn't work at the moment (SURPRIZE!), but the last one is indeed the most helpful: The ability to purchase faction. So if anything, just do the languages thing.
Next Line: Slicing.
At the moment, slicing is not really that great. you need hideously expensive loot to slice, and slices are only worth a few %s. Slicing should have other options, like adding elemental damage or something.
After that: Dirty Fighting.
This is a pretty good line, except it gives absolutely no bonuses to Ranged attacks. I guess that's what Delinquency is for. At least it gives some ranged attacks that are pretty helpful. I suppose if ranged bonuses were added to this line it would just have more idiot dabblers.
Finally, Delinquency.
First off, I Never see ANYONE using spices anymore, so they need uses that don't pale in comparison to food. And they need a wider range of applications. Beginner spices (Novice Smuggler, Spices I) should be small, momentary self buffs. Just a quick bonus to accuracy or speed or damage, with no drawbacks and only a few-minute duration.
The next line of spices (Spices II) could be offensive, for example. Similar to Combat Medic Debuffs, but not so extreme, and would have to be applied at a fairly close range (Throw it in their face or something). Stuff like blurred vision, or temporary paralysis.
After that, (Spices III) you'd have your Utility spices. Spices that improve Pet strength/speed/accuracy, Movement speed, terrain negotiation, Melee/Ranged Defense, Healing Speed, even stuff like Vehicle control. They would also be short lived, but longer than the first spices. Maybe 30 Minutes.
Finally, (Spices IV, Master Smuggler) should be immensley powerful stimulants with serious drawbacks. Things like Doubled Speed, 90% Accuracy, Immunity to state effects, with drawbacks like downers causing halved speed, 10% accuracy, and vulnerability to state effects after the spice wore off. They'd be one of those "Oh shi-" spices you take when things look bad. They'd have incredibly short durations, perhaps a few econds, with the downers lasting slightly longer than the effects.
I also wanna say Reckless shot needs work. It does LESS damage than Critical shot and gives US a defensive Penalty. What Reckless shot needs is a damage tweak, and if we're gonna have a defensive penalty, so should they. If we "Unleash a large barrage of shots on the target", it should catch them off guard. We already HAVE a last-ditch attacks, we don't need two.
oh nuts, I think I ranted a bit.
It's funny how all the spices I ever use are eather in the Novice Smugglerbox (Shadowpawmostly)or SUPER high supply in bazaar terminals (crates and crates of pixie!) which should be fixed right there, selling illigal things over the bazaar? Right... No that just doesn't make any sence to me.
Anywho, Spices are very redundent! I think they should have other, more varied effects, and severely more dangerous downers! Here's what I see Spices doing...
Novice Smuggler : Asperin (hp regen up, mind regen down) and maybesome perscription-only drugs. Not illigal, just impossable to get legally. (downeris Action/Mind regen -20%for 60 seconds, "May cause drowsyness")
Spices i : Adrenalin (attack speed +5%, mind regen -10%) Basicly portable Doctor buffs, but with down sides and downers. Downers may cause dizzy spells and coughing fits (all action stops until we're done with that animation, I notice currently when we stop to puke I'm still using skills and causing damage)
Spices ii : Droid Lubricant (makes skin tough and rubbery, 10% damage reduction (does not stack with armor or natural armor), all speeds -10%) basicly the chemicals that most people wouldn't think could be used in this way, or discontinued drugs.
Spices iii :Gunjack(If you're about to miss, 25% chance that you'll hit instead. 10% accuracy bonus to anyone attacking you) drugs illigalized for a REASON here, as the downers start getting powerful. Downer for this one would be something like, 50% miss rate, movement speed -50%, terrain negotiation nullified. Also, maybe even an "Instant Stimpack - J" a stimpack so powerful that it has an instant, very painfuldowner (such as HP regening backwards for a few moments), although it would require items only craftable from the xxx# Medic branch.
Spices iv :Overcafinated Pixie(50% dodge rate on all attacks, +25% accuracy, health regen stops)reflex booster of scary power, but it only lasts 2 minutes and the downer lasts 3x as long! And the downer would be nothing to scoff at eather, something severe like, skills-50% (accuracy, speed, terrain negotiation, all of it), andgetting incapped kills you instead! (even in friendly duels)Wouldn't wanna fall asleep with this stuff running threw you... Somebody pops this and the duel would turn from even grounds to, survive for 2 minutes, then kill 'em.
Master Smuggler: Smuggler Candy, the higher your Dirty Fighting branch the less chance it'll incap you instantly upon taking. But if you manage to endure the mindblowing effects it could be something extreme like, tripple HP regen, or unlimited action for 60 seconds.The downer wouldn't be as severe as in Spices iv, but would still hurt alot. Like stopped regen, or a weakness that occasionally forces you to /sit or /kneel
See, it's my oppinion that cooks have stolen the spices job, they get all those fancy effects and most of them don't even make sence. Snarfing this thing in the heat of battle will make you run real fast? Spices should do that, inject this in your thigh and run like hell, worry about fatigue later! ... A burstrun spice that lasts for 5 minutes, and instead of a downer it just incaps you, that would be pretty cool
Oh well, I wouldn't wanna ask for a cook nerf, I'm just complaining over nothing.
Sorry for lossing my focus halfway threw writing this, ment to give a full and detailed example of the spices I'd like then around master smuggler I lost it. Well, thanks for letting me type all this, I enjoyed it.
[edit] IDEA! (okay, gone from long post to insanely long post now) how about we can craft certain "illigal addatives" of varying levels, and cooks can insert these into an optional slot on foods (such as the burstrun food) to boost the effect to spice level, however in doing so the food becomes illigal and gains a small downer. Illigal Addative D would double the length and effectiveness of the burstrun food for example, but as a downer slows your attack speed for 5 minutes.
Message Edited by YuriaTayde on 07-25-2005 09:52 PM