Smuggler Archive

Thread: Smuggler Revamp Community Vision Document (Template)

Smuggler_Caylin
Wed May 05, 2004 6:03 pm
#1

Smuggler Revamp Community Vision Doc


Overview


1-2 Paragraphs about the vision of the smuggler profession. This is a short, concise overview and is a summary. The first paragraph should be a clear mission statement and the second should clearly state the vision of the final smuggler “vision”.


Salient Details


In one or two paragraphs, identify the key challenges, such as defining the essence of PvE and PvP smuggling in a virtual environment. Then list the elements of those details:


  • Smuggler / BH visibility
  • Bullet List
  • Bullet List

The Good and the Bad


Make a short list of what’s good and what’s bad, objectively stated. This is so we don’t throw away the baby with the bathwater. 2 lists with maybe a sentence or two for clarification.


Skill Tree Changes


Here is a list of the skill trees. We should make a list of bullet points of changes and/or activities for each tree. Don’t focus on the numbers; focus on the quintessential statement of the change.


Underworld: (example)


Goal Statement: 1 sentence.


  • 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

    • Ethical decisions that effect the smugglers reputation.
    • City and travel combat.

  • 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…)

Spices:


Goal Statement: 1 sentence.


  • Redoing unused or superceded spices.
  • Adding new spices.

Slicing:


Goal Statement: 1 sentence.


  • Adding a vehicle durability slice.

Dirty Fighting: (example)


Goal Statement: 1 sentence.


  • Increasing melee bonuses and abilities.

    • Eye gouge: Melee blind attack.
    • Trip: Melee Knockdown attack.

Details:


Here, we should have a basic 1-2 sentence describing the focus that defines the key details of “the big picture”. Then list the details.


  • Update/fix Smuggler skill box descriptions
  • Bullet List
  • Bullet List

Pool of Wishlist Items:


Finally, lets make a list of things to choose from so in the event that something in the core document turns out to be problematic, we have a list of things the devs can choose from as an alternative.


  • Bullet List
  • Bullet List
  • Bullet List

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.
  • 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.

Process:


  1. 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.
  2. 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.
  3. Smuggler_Caylin will take the rough draft and email it to Thunderheart.




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

DrevenStrobe
Wed May 05, 2004 8:01 pm
#2






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:







So...the experimental slicing idea could work...since it reuses both the existing Slicing interface, and the existing crafting experimentation interface...


...couldn't it?



Dreven Strobe (Colonel) Tristyn Strobe
TKM / Master Pistoleer / Master Smuggler / Master Merchant
Imp FP Broker: 130c/FP Starsider Imp FP Broker: 130c/FP
Smuggler 'til the end...and then some.
"Everything I tell you is a lie. The truth is always bigger than the words we use to describe it."
Smuggler_Caylin
Wed May 05, 2004 8:08 pm
#3

yup sure could.



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

HimFan
Wed May 05, 2004 8:08 pm
#4

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.



4Tearfin The-Wise Smuggler Gorath3
4
Magius The-Great Jedi Gorath3
4The Hermit/Racing Guide
3
The original firespray crafter ©

Havok3060
Wed May 05, 2004 8:26 pm
#5






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 .



_________________________________________
Nerf Me-
Outer Rim Smuggling Supplies
Master Smuggler Master Merchant Servicing Bria Since 2003
Tarne_Monter
Wed May 05, 2004 8:45 pm
#6



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.



Tarne Monter from Elderhome, Naboo, Ahazi
Vendor "Tarne's Droids" in the Merchant Tent at 5680 4451 Naboo
Master Droid Engineer and Master Artisan
Smuggler 0/2/0/0

Kadaara, Naboo, TC
Marksman 0/0/3/0
LordBrat
Wed May 05, 2004 9:05 pm
#7

I’d like to see spice have a more ‘illegal’ feel to it, but I also don’t want to be the token ‘spice’ holder of a group just because I won’t get scanned.

Perhaps if it were 5+ items of spice on a person (crated or not) they would get the 90% chance of getting caught.



Av'e Bratt
Minister of Military Operations for Bellicose Imperious
Leader of Shadow Squadron


Maliciously obedient, yet positively deviant.
Vampirerobot
Wed May 05, 2004 9:30 pm
#8

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?




Kelsin Redgrave
Master Smuggler, Master Gunfighter
Starsider
lisasdarren
Thu May 06, 2004 1:03 am
#9






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







Trax Treort - Rifleman, Fencer & Imperial Pilot
_Paclya_
Thu May 06, 2004 1:49 am
#10

I really find the slice for vehicule durability idea useless. If someone shots your vehicule it usually goes down in few hits. And even with more durability we'll still pay the same to repair it.
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).



---------
Paclya, little pistolero extraordinaire (but still killing people with a sardonic grin ... well, to be honest I can't kill much people)
Visit PacTweak, all the slicing tools you need (closed for renovation)
-Chimaera-
Darksbane00
Thu May 06, 2004 2:32 am
#11







I'll jump in here with my suggestions for the dirty fighting line


Dirty Fighting:


Goal Statement: To increase the smugglers skills in Pistol and Unarmed combat, while expanding on the concept of them getting in and out of combat quickly or avoiding it all together.


  • 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.

LuapLink
Thu May 06, 2004 3:09 am
#12






Darksbane00 wrote:










    • Hamstring: Melee root attack. On successful hit prevents target from moving for 10 seconds.







You would need to make it clear that this would only stop the target from moving from where they are, they could still do attack, specials and stand-up. Otherwise it could looks like the old version of warcry.



Orba Bunsen - Master Snuggler/Pistoleer(Test Center)
Oorba - Master Fencer/Brawler/Swordswookiee(Test Center)
Abor Ava - Master Commando(Test Center)
WerTaal
Thu May 06, 2004 3:24 am
#13

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.





Draden Moore
Metroplis Militia

Watch the master,
Follow the master,
Walk with the master,
Become the master.
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