Smuggler Archive

Thread: Stuff Missed In the Smuggler Revamp?

NarfleTheGarthog
Fri May 06, 2005 5:53 am
#1


I've been reading the Stickies regarding the revamp and I have yet to see anything other than Mission and BH related things. This is all a bit jumbled but.....


I was reading through the death of recursive macros and started thinking about how this effects us.


The first thing that came to mind was buying faction. I have never really agreed with the flat rate faction buys as there is no challenge in it. What I would like to see is more of a "chance" interface. Something that takes some skill (or at least participation) like Fishing or Slicing.


Maybe a series of questions from the NPC that dictate how much faction can be purchased or the FP/CR ratio. This could be similar to the Slicing window where how you respond dictates what you get. Failure, sucess, great sucess, amazing sucess could also have something to do with your IMP/REB faction ratios.

Also Visibility would have something to do with the ratios. If you had high vis, people would give less of a bonus knowing that it could be traced back to them.


5k reb and -5k imp would give a reb bonus, but 5k reb, 0 imp would give a slightly lower bonus.


It would also be nice if we were able to buy and sell other factions (borvo, RSF, etc.)

Non GCW aligned characters being able to buy both reb/Imperial faction (no bonuses)


Higher faction caps than other professions would make faction more of a viable trade commodity.


Creation of 1 time use items for faction gain (falsified documents) would allow us to bazaar/Vendor faction for offline consumption. (obviously this would be a contraband item in the GCW)


For Visibility it would be nice if we could do some kind of criminal mission to reduce vis. like covering our tracks, eliminating witnesses etc.


If we are good smugglers, evading a BHencounter should have some reward. ( lower/elimate Vis)


It would also be nice if we could see VIS on ourselves as well as others. Just like Jedi bieng able to see Crystal stats. ( extra money for a background check, requires craftable item from Politician?)


Smuggling people should have some inclusion as well. Maybe making a Jediun trackable for a while(dependent on smuggler skill level), or being able to remove some of thier vis. (other only not self)


Now for crafting. Borrowing an item from SWs, I would like to see a slicing kit that works like SW Component Analysis kits. This would eliminate the (WUK unpack, clamp unpack, clamp use, red wire, blue wire) grind by eliminating the need for these components. ( limited use schematic only)


Random is not fun. It would be nice if the smuggler had some control over what kind of slice is done or how much a slice effects an item. I would also like to see experementation be a factor in smuggling tools.

4 stats to each type: ( weapon example)


  • Min Damage

  • Max Damage

  • Range

  • Damage Range

  • required combat level

With a limited number of Experimentation points available you couldn't max everything, but maybe you could control a slice to effect mostly min damage and yeild a higher% while possibily lowering other stats (condition)


Combined with a kit you would have a cross between SW REing and assembling Loot kits.


I would also like to see some modifications to the existing Player city code.

Add a Slicing/ Experementation bonuus as a city perk.

Make a Smuggler building available ( Starports? JTL Terminals?)

Give cities a different effect if the smuggler isthe mayor.







Message Edited by NarfleTheGarthog on 05-06-2005 05:56 AM



Why not:
Get rid of professions altogether.
Move all the items, titles, and skills from the profession window to the expertise windows for each professionn.
Add a cap on Expertise points used per tree.
Increase Expertise points gained by 50% to 75%.
Give all characters access to all expertise lines.
Then CH/BE Wont suck when they are added in.
.

Geneticus - Jedi Retard
Redleg13
Fri May 06, 2005 7:14 am
#2

First there is not revamp. Smugglers were part of CU as were any other profession with any combat potential, so watch your wording or the Development community will be out talking about the long promised revamp and its wonderful results. If you are making suggestions for content there is some merit in your ideas.


Benefit of the doubt.


The revamp was promised to provide content and skills. We did get an unique weapon, I refuse to pay a million credits for it and there are so few smiths that I can find on my server that I think it is unlikely I will ever get to use on. Spices were made useful at least last I checked although i see no market developing and to save chef skills it will not last long, it will be back to the future with foods shortly. Finally ther may be some content unique to smugglers, but I have not found it, although my game play has dropped by 80% since CU so there is a good chance that if it exists I missed it.






Wimok IGO Elder Smuggler of Traveler's Respite, formerly a Colonel of the Rebellion, Officer of the RSF, Dagger of Gethzerion, holder of 100 badges
Sunrunner and mortred of Traveler's Respite Soldier of Fortune
NarfleTheGarthog
Fri May 06, 2005 3:36 pm
#3

Then What's this?


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=96114





Why not:
Get rid of professions altogether.
Move all the items, titles, and skills from the profession window to the expertise windows for each professionn.
Add a cap on Expertise points used per tree.
Increase Expertise points gained by 50% to 75%.
Give all characters access to all expertise lines.
Then CH/BE Wont suck when they are added in.
.

Geneticus - Jedi Retard
Akiram_Glockem
Fri May 06, 2005 3:46 pm
#4



NarfleTheGarthog wrote:

Then What's this?

Clicky




That's one of the old concept threads. None of that stuff ever actually got implemented.



Akiram "The Glock" Glockem
Master SmugglerXCommandoXPistoleerXAlliance Pilot
Grand de facto leader of DLW and bringer of DOOOOOM
"Old Jedi never die, they just end up on eBay"
I am Jack's ignored profession.
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