Smuggler Archive

Thread: A easy fix to the profession

isvadermyfather
Sat Jul 17, 2004 10:03 pm
#1

Ok here are my thoughts on SPICES this is one of the most under used skills or enhancements in the game.
I have thought long and hard on this and yes I know that we Smuggler's have been over-looked by the devs for a revamp until the JTLS is up and going, I am cool with this, all smugglers should be cool with this we are the under dogs in the galaxy, nothing goes our way and that is to be expected it is our abilty to find a way around this that makes us resiliant. So lets keep our feet on the ground for now and continue on the way we can here are some thoughts on what I think will make this profession an awesome profession: if you like post here if not post here.


Smuggling: There are many things to smuggle I am sure we will see more on this on the JTLS expansion pack, this should involve Spices, sliced weapons, information, and other forms of contraband, this should be key to us, this is the reason the smuggler exists, getting things done when they arent supposed to be done. The smuggling should start as soon as the mission is accpeted, so from point A where the mission was accepted to Point B, person or ship, then to point C where the delivery is made, and payment is made of course to us. There should be suprises along the way of course, lets just say we would like avoid any imperial scans.


Spices:Spices are so pathetic right now it scares me but thats ok, there should be in my opinion a "addicted" affect put into the game the more you use the more you need...like disease ticks away at your stat that is affected well the "addiction" should do the same on all the stats it affects until it is fed by more spice or treated by a medic or doctor. Spices should be able to be experimented on as well..like stims and buff packs offering a variety of different affects from the time the spice lasts to the amount of the enhancement given. I think we should be able to use the food experimentation tapes to enhance them even better....there is a reason why spices were illeagal and people paid good money for them. The Hutts made good money doing this, why cant we??? I think all of these ideas well make the spices more dynamic in game and better represant their importance to the smugglers.


Slicing: If I am a master smuggler than I am a slicing expert....i should be able to determine what i am slicing, speed....damage....effectivness....encumberance allowing us to choos the type of slice should cost the smuggler something which should be passed onto the customer payingg for the "specefic" slice. I am sure there is a math genius out there that can or already has come up with some sort of UBER design paradigm that would take this into affect, thus adding more to the slicing game. Make ship components sliceable...like modding it out e.g Han Solo..Falcon was "sliced" you could say...in fact in think han said he made some "special" modifications to her himself.....hmmm i like it.


Dirty Fighting: Let me suggest some just crazy stuff, a pistol whip knockdown that works, some sort of hand to hand special cert, brass knuckler or a specially designed pistol for smugglers only at the master leve..commandos get launcher pistol....BH's get the scatter pistol and pistoleers get the DX-2..Geo Pistol cert..and the new master level weapon the DE-10 so gives us an "illegal" type pistol that is a special quest just for us??? This offers a new breath to the game/profession as a whole.


Underworld: We shoulg get underworld contacts like the Bounty Hunters have their Spynet operatives, this could go along with the smuggling part of things i suppose not many ideas here....post any you have.

I know this may have been said over and over but this is just my simple fixes not the overhaul.

Thanks



"Jabba, you're a wonderful human being."
Smuggler_Caylin
Sat Jul 17, 2004 10:16 pm
#2






isvadermyfather wrote:

Ok here are my thoughts on SPICES this is one of the most under used skills or enhancements in the game.
I have thought long and hard on this and yes I know that we Smuggler's have been over-looked by the devs for a revamp until the JTLS is up and going, I am cool with this, all smugglers should be cool with this we are the under dogs in the galaxy, nothing goes our way and that is to be expected it is our abilty to find a way around this that makes us resiliant. So lets keep our feet on the ground for now and continue on the way we can here are some thoughts on what I think will make this profession an awesome profession: if you like post here if not post here.


Smuggling: There are many things to smuggle I am sure we will see more on this on the JTLS expansion pack, this should involve Spices, sliced weapons, information, and other forms of contraband, this should be key to us, this is the reason the smuggler exists, getting things done when they arent supposed to be done. The smuggling should start as soon as the mission is accpeted, so from point A where the mission was accepted to Point B, person or ship, then to point C where the delivery is made, and payment is made of course to us. There should be suprises along the way of course, lets just say we would like avoid any imperial scans.


Spices:Spices are so pathetic right now it scares me but thats ok, there should be in my opinion a "addicted" affect put into the game the more you use the more you need...like disease ticks away at your stat that is affected well the "addiction" should do the same on all the stats it affects until it is fed by more spice or treated by a medic or doctor. Spices should be able to be experimented on as well..like stims and buff packs offering a variety of different affects from the time the spice lasts to the amount of the enhancement given. I think we should be able to use the food experimentation tapes to enhance them even better....there is a reason why spices were illeagal and people paid good money for them. The Hutts made good money doing this, why cant we??? I think all of these ideas well make the spices more dynamic in game and better represant their importance to the smugglers.


Slicing: If I am a master smuggler than I am a slicing expert....i should be able to determine what i am slicing, speed....damage....effectivness....encumberance allowing us to choos the type of slice should cost the smuggler something which should be passed onto the customer payingg for the "specefic" slice. I am sure there is a math genius out there that can or already has come up with some sort of UBER design paradigm that would take this into affect, thus adding more to the slicing game. Make ship components sliceable...like modding it out e.g Han Solo..Falcon was "sliced" you could say...in fact in think han said he made some "special" modifications to her himself.....hmmm i like it.


Dirty Fighting: Let me suggest some just crazy stuff, a pistol whip knockdown that works, some sort of hand to hand special cert, brass knuckler or a specially designed pistol for smugglers only at the master leve..commandos get launcher pistol....BH's get the scatter pistol and pistoleers get the DX-2..Geo Pistol cert..and the new master level weapon the DE-10 so gives us an "illegal" type pistol that is a special quest just for us??? This offers a new breath to the game/profession as a whole.


Underworld: We shoulg get underworld contacts like the Bounty Hunters have their Spynet operatives, this could go along with the smuggling part of things i suppose not many ideas here....post any you have.

I know this may have been said over and over but this is just my simple fixes not the overhaul.

Thanks






I've taken the liberty of making it less painful on the eyes.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Dubbacca
Sun Jul 18, 2004 5:02 am
#3

nice one


/agree



Dubbs Smith - Smuggler, Dare Devil & all round nice guy.
Capt_Baobab
Sun Jul 18, 2004 6:42 am
#4

thanks you caylin, i was almost about to dismiss this thread..then i saw your quote...



R.I.P. Chenlambec 6-23-04 to 8.9.05. Rogue Wookie,Smuggler, and Go To Wookie for Radical Limb Removal.
"I was born a smuggler, and I died a smuggler, and only the spicefiends mourned my passing."
The Inimitable Capt. Baobab
Karlsonj
Sun Jul 18, 2004 6:50 am
#5

Very Nice

/agree


Tiloc

Master Smuggler

Master TK

Intrepid
swgsoul
Sun Jul 18, 2004 8:11 am
#6

UNDERWORLD UPDATES:


as we know master smuggler get -25% faction perc cost....but the underwould tree gets -10%. At this point in the game these don't stack and aren't much help when buying a base. I think we could improve this by making a stackable % increase up the tree, say 5% per skill +25% @ master = -50% for masters.


Also buying FP is the only thing my master smuggler can really make money on, but it takes hours to do. We need a sliding scale to buy FP, a person wants to buy 10k FP, atm we have to spend hours doing this, we should only need to spend 5mins...other wise we're sitting there ready to get cought doing something "Illigel" for a friend. This would mean the limit of buying 500fp per time is removed but thats a major improvment alone....



SoulMJ - undesided
Frost'cold - Jedi Elder

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)
jbezorg
Sun Jul 18, 2004 9:28 am
#7


Quick fix until the combat & smuggler revamp understand that these will only be temporary fixes.


Panic Shot - Make it and area Threaten Shot. This will kinda reproduce the delay as well as reproduce Han's storm trooper charge ( Lucky mass Threaten Shot effects the entire ST mob, they were in a hall way so they only had one way to go )





"There's one, frag her ass" - What the Storm Trooper who spotted Leia should have said
/panicshot - "You have succefully delayed the smuggler revamp 10 seconds"

themaskedrebel
Sun Jul 18, 2004 11:17 am
#8

AMEN MAN! PREACH IT! YEAH! SMUGGLERS SHOULDNT BE FORGOTTEN TOO! WOOO!!



I am the masked rebel...I AM A REBEL DO YOU UNDERSTAND. Yes, I have no mastered abilities but when I get a 3 hour and 30 minute buff session I become very dangerous!

Infinity-Keign Katern

Really, the novice pistoleer just for the fun of the "1337" republic blaster, Fencer i!
is for the amazing defenses, TKA for meditation/Unarmed special furry against BHs when I become a jedi.

My elite real-life skills has enabled me to enhale large amounts of junk-food and actually lose weight the next morning! I think its called high-metabolism! LOL,,

Ahh, the funniest quote in the whole world: I ams what I ams.
themaskedrebel
Sun Jul 18, 2004 11:19 am
#9

Oh yeah, and when Im cheap and cant afford a good buff from a doctor I whip out a neutron pixie and use it. It's like a weak buff, but it works at least. I only do it if im fighting in LARGE groups, like non-solo naff hunting groups or if Im trying to get lots of CH exp off of spice fiends. See? We need to be able to experiment on the spices to try different things out. And i like that food-experimentation skill tape thing too...Nice idea, man.



I am the masked rebel...I AM A REBEL DO YOU UNDERSTAND. Yes, I have no mastered abilities but when I get a 3 hour and 30 minute buff session I become very dangerous!

Infinity-Keign Katern

Really, the novice pistoleer just for the fun of the "1337" republic blaster, Fencer i!
is for the amazing defenses, TKA for meditation/Unarmed special furry against BHs when I become a jedi.

My elite real-life skills has enabled me to enhale large amounts of junk-food and actually lose weight the next morning! I think its called high-metabolism! LOL,,

Ahh, the funniest quote in the whole world: I ams what I ams.
Folap
Sun Jul 18, 2004 11:32 am
#10

God I wish they would make the FP buying/selling interface easier to do.... its HORRIBLE right now, even with the macro it takes forever and is very difficult to keep track of.



Folap Lightingwaver (ISB)
Master Smuggler, Master Pistoleer
Imperial Colonel
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