Smuggler Archive

Thread: Blatent lack of knowledge of smugglers:

gassygunslinger
Mon Aug 01, 2005 5:48 pm
#1






http://forums.station.sony.com/swg/board/message?board.id=ep3expansion&message.id=26804



It kills me when people think they are helping smugglers, when they are just nerfing them. Here's a preivew (though he adds even stupider comments later on showing absolutely NO knowledge about smugglers):


There needs to be two new professions in SWG:
Smuggler ( Space Profession, they can actually smuggle like someplayer's are screaming about). Smuggler as a Space Profession could have droid commands like IFF Scramble Signature, that could throw off Imperial Inspections ( Need NPC Imps that stop random ships for inspections like Troopers do on the ground.)

Archeologist would be a profession where the Players serch Planets like Lok for finds. Loot could be rare parts, from ANY past SW timeline, including uber weapons, shields, parts, Guns, Old Ship Schematics ( work into an Expanded Galaxy Expansion with new ships, and the Planet Korriban, which would be a haven for "Diggers". Diggers could contribute new items to the econimy and sell them either on the Bazzar to to Museums, or to Junk Dealers? Fence's. They'd have to establish a Archeological Site after surveing for possible % of finds. This would allow for a seamless way to introduce such ships as the Much Asked for Ebon Hawk Style of ship, or any of a number of other "Cool" Ships. These older ships would not be up to the combat level of the present ships ( they are out of date) and would amount to Yacht's like the Soru Suub only with Basic Weapons for self defence. Also, Diggers could take Archeological Missions from either terminals or Museums to travel to other planets and dig for specific items fot the Museum that they are aligned with.

Other details?

Let your imagination run wild.



Then we have this comment:



Right now, Smuggler is a Ground Elite Profession, I'm obviously talking about adding a SPACE BASED Smuggler profession. I KNOW that there's already a ground based smuggler profession. But they can't SMUGGLE anything, and they have NO CONTENT. But if it was a dual profession, maybe merged and based both in space and on the ground, it would actually be the profession that Han Solo had, which is what they wanted when they signed up for it.


And this lovely comment right here:


OK, lets see if this can solve any of the isggers"?

Lets make Archeologist an Elite Prof. Lets make the Prerquisites one from the Artisan Trees, and one from the Marksman Trees, kinda like those for Smugglers. These guys are gonna go to hazardous planets to dig. There's safety in numbers, so while they CAN do it solo, they get a combat bonus for taking a crew. Give them the same kinda combat level deal that smugglers get. The new loot that they get contains a spinkling of items that are decent on their own ( not great, but good) but that have good RE numbers, and can be RE'ed into shematics that have either multiple uses, or can be crafted into new items that can, in return, be turned into permanent schems. Crafters can now go to museums and buy, for a reasonable price, the schematics for these items. Make adjustments on what can be bought at different levels to balance it out.


By not making the loot uber, but keeping the good stuf rare, the crafters don't get borked, but end up with a quest gift by putting Diggers into the game.


Take for example the above mantioned Ebon Hawk type ship, make it craftable, but only from Digger's schems. Items that go into it come from Museums Schems ( for crafters, components are given to all the crafting professions, thus divercifying the market and helping the economy.) By adding Diggers to the Galaxy, you boost the economy without taking anything away from anyone. Archeological groups need crafted items, some of which need to be made by the Diggers, saome by other crafters. Not only does the loots need to be diverse, but it needs to include art, information, history, some items to be for Crafetrs, some for the diggers, some for the other professions. Lots can be done to balance out a profession like this, and it has massive possibilities. It can be played with more than usual, and adjusted without nerfing it or anyone else.


EEMAN
Mon Aug 01, 2005 6:04 pm
#2

well his idea isnt all bad but just not developed enough... Im so tired of jedi being the endgame for everyone and if the devs feel that a long slow building acomplishment is good then fine, but dont force a single endgame on the entire player mass. Not too long ago I gave an example of other elite-elite professions that served 2 purposes ..

1) kill double mastery which in itself undermines everything about the CU
2) create elite-elite that are just as long and time consuming (while still fun), require no skill points but have strict pre-requisites that would lock people into certain templates in order to enter into those elite-elites.

my example was actually a smuggler who, as a pre-req, had to master the current smuggler trees (i renamed those to scoundrel), master the smugglers alliance in privateer, and master merchant (afterall a smuggler is verymuch a merchant). Templates like these that require 1 combat and 1 non combat eliminate the stacking problem that was _supposed_ to be fixed in the CU. The reward would be an elite-elite profession just as powerful as jedi adding more choices to pvp. The skills granted to this profession included combat specials, new smuggling skills, new space pilot commands, ability to buy and sell all npc faction, and XP is granted by way of actually smuggling contraband.

the coding downside is that every elite-elite would take as much time/resources that went into pub 9 and 10. Worth it I'm sure, just not sure they are willing to invest more than 6 man hours in anything that isnt jedi or whined about by jedi.



Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

- It's time the devs end the bitter fighting by giving the community a Non Jedi server. We have a few servers with TINY populations that could be changed to this ruleset. I support this idea because it punishes noone. - You can support it too. Click Here!
gassygunslinger
Mon Aug 01, 2005 6:11 pm
#3

The only thing I was concerned about, was the ideas of giving smuggling to something other than smugglers! That and having very innacurate information about them (having a crafting tree requisite and marksman requisite, getting a CL deal or something, and having ground content, and thinking that giving smuggling up to another proffession entirely was what we wanted)



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dlc3007
Tue Aug 02, 2005 5:54 am
#4

What a pr!ck


On the other hand... he proudly states that he's almost a padawan, so I'm not really surprised he's a moron. He'll be crying for nerfs on the jedi board soon enough.




Imperial Col. Croda L'to

Jedi kiss their sisters -- repeatedly.



Zombie_Arsani wrote: Quiet jedi, grownups are talking.
AngusMacGregor
Tue Aug 02, 2005 5:58 am
#5

Heh... I read the thread title and thought you were talking about the Devs.




"C O L O N E L A N G U S" M A C G R E G O R
DEAD SMUGGLER - KILLED BY LACK OF CONTENT AND COMMUNICATION
I am Jack's ignored profession.
My account payment has been moved to a long term implementation.
dlc3007
Tue Aug 02, 2005 6:12 am
#6

yeah, well.... that too.



Imperial Col. Croda L'to

Jedi kiss their sisters -- repeatedly.



Zombie_Arsani wrote: Quiet jedi, grownups are talking.
HOTDOG
Tue Aug 02, 2005 9:46 am
#7

I no longer read "idea" posts.


Like the devs.








TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
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