Smuggler Archive
Thread: My Smuggler Revamp
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Agori
Thu Feb 24, 2005 12:17 am
#1
Yes yes I know there is a stickied topic for this, but if you are like me and don't tab to the second page, that is why I am making my own.
Underworld - Something I have noticed in the time that I have played this game is that there are mission terminals for just about all professions. Except, wait for it.... Smuggler
nerfherder321
Thu Feb 24, 2005 12:24 am
#2
Agori wrote:
Yes yes I know there is a stickied topic for this, but if you are like me and don't tab to the second page, that is why I am making my own.
Underworld - Something I have noticed in the time that I have played this game is that there are mission terminals for just about all professions. Except, wait for it.... Smuggler
Said Before, etc etc etc, we cant smuggle yet, etc etc
Now we are here: >> After Being rejected, we wait for news of revamp
then >> After hearing news of revamp jedi complain or something
Then>> TH Drops our revamp again because they make 32 more Jedi patches
Then>> We get formally rejected 2 months later, appologizes and says it wont happen again
then>> Rinse and Repeat
Agori
Thu Feb 24, 2005 1:15 pm
#3
Bah!
Underworld - ...Smuggler. So it would make sense that smugglers would get terminals or quest based npc to actually "smuggle" things. Now that isn't all. Depening on the outcome of the mission, a smuggler would earn renown or infamy points. These inturn will accumulate to a point where the smuggler will gather the attention of the bounty hunter guild. And thus like the jedi will be placed on the bh terms. Another thing would be for a smuggler in a party of overt faction members to temporarily conceal their status. This could help to by pass the gank squads that are found at starports and would help a base raiding party from being intercepted enroute.
Slicing - I definitly agree that a master smuggler should be able to choose the out come of a slice. There should also be additional things in the environment for smugglers to slice. Just a few would be vehicles, banks, structures, vendors, ships and components. Adown side of this could be incorported into the infamy system. As a smuggler slices more and more public electronics he would gain points. These would be added as above. They would also gain the attention of local law enforcement.
Ditry Fighting - This is the only skill category that I feel the smuggler needs the least change. I don't see the smuggler profession as a combat hybrid. If it were then every branch would have combat modifiers and skills. I do think that since you have to have some brawler skills to be a smuggler that there should be some mods and skills along the lines of the current pistol ones. Another thing would be for a smuggler to have the ability to make and use a signature weapon. This would be a weapon that has an exceptional slice, and one that only a smuggler could use. It would be not droppable/tradable. And the smuggler can only have one at a time.
Spice - This is the category that would need the most change. And in my opinion would change the entire system of buffs and food as well. Spice is a drug, not a food for one. Here is my analogy: I can drink all the alcohol in the world and it still won't meet the results ofusing PCP.There arepolice videoswhere an entire dept fires multiple times into an individual that is hopped up and he won't go down. This is how potent spice should be. You should become an instant tank with out the need for buffs. But there is still a downer. Here is my ranking system for spice, buffs, and food.
Spice: Highest potency, shortest duration, downtime
Buffs: Moderate potency, Moderate duration
Food: Smallest potency, Longest duration
One thing that is poor about the spice that is currently in use (or lack there of) is that most of them are not useful. The food revamp was great because it added foods that affected more than justcombat. Something else that could be done is to add spice to the enhancement of food and medical components.
There is the debate that materials should have some baring on the outcome of spice. I happen to think that since smugglers don't have an artisan base skill that they aren't a crafting based profession. The system is fine the way it is now as far as this goes.
GCW: This could easily go in the Underworld branch but I wanted it to get its own attention. Now since smugglers can supposedlygain connections to many factions. It would make sense that they shouldn't have to jointhe faction just to get some influence withina faction. Smugglers should get a generic faction point system. This way they can sell points to a member of either GCW faction and buy perks of either faction. Of course the use of these perks would be determined by which one they are a member of. To add to this is the current delegation system. It really has nothing to do with being a smuggler other than giving you the ability to buy the points. As the smuggler goes up in skill they should have a reduced delegation penalty, rather than having to make it all the way to Colonel in a faction. Along this line would be the ability to delegate non-GCW factionpoints. Let me tell you it really sucked to have to lose the -5000 Jabba and Hutt points that I had accumulated over months of playing.
So thats it. Please only give constructive feed back if youhave any.
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