Smuggler Archive
Thread: Smuggler Revamp Community Vision Document (Template)
- Smuggler / BH visibility
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- Specialized Delivery missions that provide PvE encounters during the travel portion. These encounters can come in the form of direct combat, threatened combat in exchange for the smuggled item, or non-combat encounters seeking to bribe or convince the PC to give up the item.
- Rewards:
- Immediate Travel Tokens
(This, for the record is extremely complicated)
- Equipment buff programs
- Datadiscs to further adventure
- Immediate Travel Tokens
- Ethical decisions that effect the smugglers reputation.
- City and travel combat.
- Rewards:
- PvP smuggling whereby a player can contract another player to take a shipment from point a to point b.
(Just as an example, this is a great statement of a single sentence that probably amounts to months of work by multiple teams. Some challenges are, “where do they take it from and to? How is it registered? How is it discovered? How do you prevent it from being exploited by a player with two accounts?” etc…)
- Redoing unused or superceded spices.
- Adding new spices.
- Adding a vehicle durability slice.
- Increasing melee bonuses and abilities.
- Eye gouge: Melee blind attack.
- Trip: Melee Knockdown attack.
- Eye gouge: Melee blind attack.
- Update/fix Smuggler skill box descriptions
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- Try to keep in mind how things work in the SWG environment. The farther away we get from what is existing, the more raw code there is. The more we use what is existing in new exciting ways, the more we can get into the revamp.
- Be forewarned, we need to minimize new art assets so what we do ask for should be vital.
- Please, no UI requests. That team is pretty much booked through space. Thunderheart is looking into any possibility of the ID window being re-used to some extent, but my guess is that slim left town.
- The community should compose and have a majority endorsement of the plan. Kick around the ideas and then pull it together into a rough draft. Thunderheart will lurk and pop in as needed. It’s helpful if there is one official correspondent thread. This way, Smuggler_Caylin can email Thunderheart the link andhe can drag it tohis desktop.
- Appoint some “devil’s advocates” to tear apart the plan and poke holes through it so we can firm it up and make it a better plan. Again, Thunderheart will lurk and pop in as needed.
- Smuggler_Caylin will take the rough draft and email it to Thunderheart.
Smuggler_Caylin wrote:
Smuggler Revamp Community Vision Doc
Please, no UI requests. That team is pretty much booked through space. Thunderheart is looking into any possibility of the ID window being re-used to some extent, but my guess is that slim left town.
Process:
HimFan wrote:
Smugglers shouldnt make spice. They should smuggler it. Steal it. Anything, it just doesnt feel right to have to make them. It would be great if you got spices form missions that we could turn around and sell. Only problem is that the way spices are now, no one would want to buy them. We need "chef like" spices in order for anyone to want to use them.
It would be nice if we got spices from NPC based missions , then we are free to do whatever with them .
Havok3060 wrote:
HimFan wrote:Smugglers shouldnt make spice. They should smuggler it. Steal it. Anything, it just doesnt feel right to have to make them. It would be great if you got spices form missions that we could turn around and sell. Only problem is that the way spices are now, no one would want to buy them. We need "chef like" spices in order for anyone to want to use them.
It would be nice if we got spices from NPC based missions , then we are free to do whatever with them .
I think that the whole spice thing is complicated. For some of the following reasons.
1) This game is a player based economy, and thus players make and sell the majority of items in the
game.
2) Spice has to come from somewhere.
3) Smugglers smuggle spice and various other illegal goods, but do not typically produce it themselves.
So the first thing is that since spice exists someone (non NPC) has to make it because of the way the game is designed around a player based economy.
Smugglers want to smuggle the spice, it's what they do. Well that and other illegal goods.
If the two professions were seperate then the people who made the spice would just sell it, completely
negating the smugglers smuggling the spice.
So they were made in to one single profession so that spice could be in the game without smugglers completely feeling gyped.
First point, smugglers make spice, no some of us don't like it but it's going to happen anyway.
So then how do we move it?
I think upgrading spice with regards to contraband. That way if you have spice on you and you are NOT
a smuggler it increases the chances of being caught dramatically. And it also increases the chances if you are a smuggler (more so than it does now).
Basically I think that if you have spice on you and you aren't a smuggler you should have a 90% chance of being caught. Something really drastic so that if you want to get spice from point A to point B you NEED a smuggler.
Perhaps if it were 5+ items of spice on a person (crated or not) they would get the 90% chance of getting caught.
So is this thread for suggestions for the Community Vision? If so, I'll contribute a suggestion for the Overview, as I'd like to see it:
Overview
The goal of the Smuggler Revamp is to bring Smugglers in the game in line with the iconic conception of Smugglers in the Star Wars Universe. Our mission is to create a profession that has both utility to other players (Interactivity) and fun and challenge for the Smugglers themselves (Content). In addition we want Smugglers to fill a unique role in the game because of their iconic nature: That of gatekeeper to the illicit and illegal.
Thus the final Smuggler "vision" isa profession which has two components: First, the ability to acquire highly desirable but illegal goods and services for other players. Second, drawbacks to the acquisition of those goods and services (representing their illegal nature) andabilities to help overcomeand survive those drawbacks. Smuggler Interactivity is in their utility to other players via the first part, and SmugglerContent is in the challenges presented by the second part. What will make Smugglers useful is the first part. What will make them unique and fun is the second part.
How does that strike you?
Smuggler_Caylin wrote:
Smuggler Revamp Community Vision Doc
Notes:
- Try to keep in mind how things work in the SWG environment. The farther away we get from what is existing, the more raw code there is. The more we use what is existing in new exciting ways, the more we can get into the revamp.
I just feel the need to highlight this point, as i was going to post something very similar to this today anyhow...
All these clever and very interesting ideas about infamy levels, reputation etc. in a actual numerical sense (rather than just playersrecognising us)is unlike nothing that is already in game, and as TH just said, if we can re-use existing systems we get more.
Just something to concentrate on with your ideas
Cool slice would be for mission terminal, but leave the reward increase till we choose a mission. And raise the reward bonus with the slicing rank (at master we could have double reward couldn't we ?)
Durability weapons and armors slice would be more interesting. HAM cost of weapons, range modifier.
I'd also like to see the quality of tools (clamps, knives and upgrade kits) having influence on the slice result (to at least make slicing something to make money with).
I'll jump in here with my suggestions for the dirty fighting line
- General abilities
- Feign Death - Mobs keeping aggro should be fixed. Should appear as corpse to PC's
- Sneak/Hide - Turns the character invisible to PC's and NPC's, movement gives chance for detection if close to enemy.
- Increase Pistol speed and accuracy throughout the DF skill branch
- Un-nerf Panic Shot
- Scare shot: Ranged Intimidate 2
- Increasing melee bonuses and abilities.
- Hamstring: Melee root attack. On successful hit prevents target from moving for 10 seconds.
- Trip: Melee Knockdown attack.
- Hamstring: Melee root attack. On successful hit prevents target from moving for 10 seconds.
Darksbane00 wrote:
- Hamstring: Melee root attack. On successful hit prevents target from moving for 10 seconds.
UNDERWORLD
To create player smuggling.
Having an illegal item in your inventory would add a number to a counter the more illegal items in your inventory the higher the counter. Then at space ports the scanner only has to check thiscounter rather than checking ones entire inventory. Smugglers could get a reduction modifier to the counter the further up the underworld tree they go. Thenif the number is high enough on anybody they can get stopped at cutsoms. So carrying your modified scatter pistol would give you a much lower chance of beging stopped than if you have 300,000 units of an illegal substance stashed down your trousers. Then all that is needed is to make illegal resource spawn on planets that you can build harvestors but you can't build facotries on and hayprestow you've got yourself a smuggling market to get the required goods to the crafters.
Also can someone please get them to remove the 500 cap from buying faction points and make it so that we can donate a greater amount to recive a greater sum of faction points. This would further the GCW as it would make it a lot easier to requestion items. While they're at it they could beef up the requisitioned weapons. Military grade guns should always be better than those you can pick up at your local walmart.