Smuggler Archive
Thread: COMMENTS PLEASE Fast Talk (Mask Faction) A Proposal for a New/Replacement Smuggler Skill
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Ramsey_Lanclo
Mon Apr 04, 2005 3:12 pm
#1
Purpose:
*To remove the "Passive" skill of avoiding contraband scans, requiring us to keep track of what we're doing.
*Allow us to "Fast Talk" our way past enemy factions (Both GCW aligned and other).
Basis:
Fast Talk as proposed works in a similar fashion to the Scout skill; Mask Scent, only for NPC's.
Suggested skill progression:
Novice Smuggler: Fast Talk +15
Underworld I: Fast Talk +15
Underworld II: Fast Talk +15 (Group +20)
Underworld III: Fast Talk +15 (Group +20)
Underworld IV: Fast Talk: +15 (Group +20)
Master Smuggler: Fast Talk +20 (Group +20)
Effect:
In essence, the Fast Talk skill, when used successfully, will give the smuggler positive faction for all NPC's for the duration of the effect. Any NPC has a chance of breaking the effect based on their combat level vs. the Smuggler's Fast Talk skill.
For instance, a Novice Smuggler would have a decent chance of fooling a group of Meatlumps outside of Tyrena, thus safely passing by without aggro, but a Nightsister (for instance) would automatically see through the "ruse".
As the Smuggler's skill increases, so does the chance of the fast talk (or "Mask Faction) holding. Like the Scout's "Mask Scent" skill, successfully passing an Aggro NPC would tick off a small amount of Smuggling XP.
Once the Smuggler reaches Underworld II, the Smuggler is able to use his Fast Talk skill to aid other players in his group who are within a 35m radius around him. This would use a secondary skill under the same command - A smuggler will always be better at talking himself out of a situation than he is at convincing an Elite Novatrooper that the band of ruffians he is with are actually just a rock band.
The "Fast Talk" state, like "Mask Scent" is broken when a nearby NPC "sees through" the skill or if the Smuggler engages in combat. Also, any group member benefitting from the state would lose the benefit by engaging in combat. As with Mask Scent, a "cooldown" timer would be used before the Smuggler could activate the skill again.
GCW Faction Detectors (which are, to the best of my knowledge, worthless now with the GCW upgrade we got a few weeks ago) would automatically break the "Fast Talk" state - Thus allowing turrets and and NPC's to see through the smuggler's ruse if the smuggler tries to sneak into a base (I don't PvP, so I don't know how these things work).
Further PvP note: A character under the Fast Talk state would appear "On Leave" to other PC's - Unless the state is broken as above. (Fast Talk vs. Awareness perhaps?)
Comments? Additions? Thoughts?
EDIT: Begging Title
*To remove the "Passive" skill of avoiding contraband scans, requiring us to keep track of what we're doing.
*Allow us to "Fast Talk" our way past enemy factions (Both GCW aligned and other).
Basis:
Fast Talk as proposed works in a similar fashion to the Scout skill; Mask Scent, only for NPC's.
Suggested skill progression:
Novice Smuggler: Fast Talk +15
Underworld I: Fast Talk +15
Underworld II: Fast Talk +15 (Group +20)
Underworld III: Fast Talk +15 (Group +20)
Underworld IV: Fast Talk: +15 (Group +20)
Master Smuggler: Fast Talk +20 (Group +20)
Effect:
In essence, the Fast Talk skill, when used successfully, will give the smuggler positive faction for all NPC's for the duration of the effect. Any NPC has a chance of breaking the effect based on their combat level vs. the Smuggler's Fast Talk skill.
For instance, a Novice Smuggler would have a decent chance of fooling a group of Meatlumps outside of Tyrena, thus safely passing by without aggro, but a Nightsister (for instance) would automatically see through the "ruse".
As the Smuggler's skill increases, so does the chance of the fast talk (or "Mask Faction) holding. Like the Scout's "Mask Scent" skill, successfully passing an Aggro NPC would tick off a small amount of Smuggling XP.
Once the Smuggler reaches Underworld II, the Smuggler is able to use his Fast Talk skill to aid other players in his group who are within a 35m radius around him. This would use a secondary skill under the same command - A smuggler will always be better at talking himself out of a situation than he is at convincing an Elite Novatrooper that the band of ruffians he is with are actually just a rock band.
The "Fast Talk" state, like "Mask Scent" is broken when a nearby NPC "sees through" the skill or if the Smuggler engages in combat. Also, any group member benefitting from the state would lose the benefit by engaging in combat. As with Mask Scent, a "cooldown" timer would be used before the Smuggler could activate the skill again.
GCW Faction Detectors (which are, to the best of my knowledge, worthless now with the GCW upgrade we got a few weeks ago) would automatically break the "Fast Talk" state - Thus allowing turrets and and NPC's to see through the smuggler's ruse if the smuggler tries to sneak into a base (I don't PvP, so I don't know how these things work).
Further PvP note: A character under the Fast Talk state would appear "On Leave" to other PC's - Unless the state is broken as above. (Fast Talk vs. Awareness perhaps?)
Comments? Additions? Thoughts?
EDIT: Begging Title
Message Edited by Ramsey_Lanclo on 04-08-2005 02:50 AM
EDIT AGAIN: Added Timer note.
Message Edited by Ramsey_Lanclo on 04-12-2005 05:51 PM
oWs_DB
Mon Apr 04, 2005 3:41 pm
#2
I like that idea...I was a scout and loved Masked Scent so I didn't get aggroed on...Ah, not haveing NPCs aggro on me would be nice...
TimSpork
Mon Apr 04, 2005 3:55 pm
#4
Very Good Idea and one that would appear to take little amount of work to make as all it is is mask sent just throw out the creatures and add a npc list to the effected targets. Perhpas later they could add in speach bubbles like, "Hey you... Oh Sorry I thought you where a rebel (imperial) for a second there. Guess my eyes are tired."
Ramsey_Lanclo
Mon Apr 04, 2005 5:12 pm
#5
That's the idea, yes. But it would operate against any faction NPC's (in my perfect world, obviously) - Valarian's, Jabba's, Corsec, etc.
zakalex
Tue Apr 05, 2005 1:03 am
#7
I might suggestion one addition and that would be a timer of some kind for how soon after combat, or your detected, that you can reuse the skill. Other then that it's a great idea.
/sign
-Zaka'lex
Ramsey_Lanclo
Tue Apr 05, 2005 1:11 am
#8
zakalex wrote:I might suggestion one addition and that would be a timer of some kind for how soon after combat, or your detected, that you can reuse the skill. Other then that it's a great idea./sign-Zaka'lex
Excellent point. I had intended that, though I wasn't intelligent enough to mention it. Unless I'm mistaken, Mask Scent has the same type of timer, no?
Danei
Tue Apr 05, 2005 3:31 am
#9
Ramsey_Lanclo wrote:
zakalex wrote:I might suggestion one addition and that would be a timer of some kind for how soon after combat, or your detected, that you can reuse the skill. Other then that it's a great idea./sign-Zaka'lex
Excellent point. I had intended that, though I wasn't intelligent enough to mention it. Unless I'm mistaken, Mask Scent has the same type of timer, no?
Only if its broken. If it just fades away, you can reuse it instantly.
BeigeKnight
Tue Apr 05, 2005 7:40 pm
#11
Wow, exellent consept of an ongoing idea. Let's keep this one at the top
Ramsey_Lanclo
Tue Apr 05, 2005 8:38 pm
#12
If you've been in testcenter at all, you'll realize how handy this skill would be (assuming they don't significantly drop the levels of random NPC spawns) - I've been wasted driving by Desert Demons several times... Would be nice to convince 'em I'm an okay guy.
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