Smuggler Archive

Thread: Smuggler Profession Summary for the Devs.

Smuggler_Caylin
Thu Jun 03, 2004 4:29 pm
#1


Weare asked to make another write up ofthe Smugglerprofession. Not anessay or novel, but a1 to 2 page document, containing concise summarieswith whichthe developerscan build a vision doc.


They need it to have:


Profession title.
Summary of skill points and path.
List of abilities and what they do in the world. What is fun / unfun, useful and not useful for each one. Anything that is labelled unfun or not useful must have an objective reason.
Combat Role Summary
Grouping Summary.


This needs to be done by the 13th.



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

Smuggler_Caylin
Thu Jun 03, 2004 4:30 pm
#2

Smuggler







Skill Point and ExperienceInvestment Breakdown:




  • Novice Smuggler
    64Skill Points / 141,000 PistolXP /91,000 UnarmedXP



    • 29 Skill Points / 91,000 Pistol Experience- Pistols 4 from the Marksman Skill Tree.

      • 15 Skill Points - Novice Marksman
      • 2 Skill Points / 1,000 Pistol Experience - Pistols 1
      • 3 Skill Points / 5,000 Pistol Experience - Pistols 2
      • 4 Skill Points / 15,000 Pistol Experience - Pistols 3
      • 5 Skill Points / 70,000 Pistol Experience - Pistols 4


    • 29 Skill Points /91,000 Unarmed Experience - Unarmed 4 from the Brawler Skill Tree.

      • 15 Skill Points - NoviceBrawler
      • 2 Skill Points / 1,000Unarmed Experience -Unarmed 1
      • 3Skill Points / 5,000Unarmed Experience -Unarmed2
      • 4Skill Points / 15,000Unarmed Experience -Unarmed3
      • 5Skill Points / 70,000Unarmed Experience -Unarmed 4


    • 6 Skill Points /50,000 Pistol Experience- Novice Smuggler.


  • Master Smuggler
    121 Skill Points /2,041,000 PistolXP /91,000 UnarmedXP /90,000 Slicing XP /56,000 SpiceXP / 620 App. XP



    • 64Skill Points / 141,000 Pistol Experience /91,000 Unarmed Experience-Novice Smuggler


    • 14 Skill Points /675,000 Pistol Experience - Underworld 4 (Fixer)

      • 5 Skill Points /75,000 Pistol Experience - Underworld1
      • 4 Skill Points /100,000 Pistol Experience - Underworld2
      • 3 Skill Points /200,000 Pistol Experience - Underworld3
      • 2 Skill Points /300,000 Pistol Experience - Underworld 4


    • 14 Skill Points /90,000 Slicing Experience - Slicing 4 (Slicer)

      • 5 Skill Points /5,000 Slicing Experience-Slicing1
      • 4 Skill Points /10,000 Slicing Experience- Slicing2
      • 3 Skill Points /25,000 Slicing Experience- Slicing3
      • 2 Skill Points /50,000 Slicing Experience- Slicing 4


    • 14 Skill Points /1,225,000 Pistol Experience - Dirty Fighting 4 (Rogue)

      • 5 Skill Points /175,000 Pistol Experience - Dirty Fighting1
      • 4 Skill Points /250,000 Pistol Experience - Dirty Fighting2
      • 3 Skill Points /350,000 Pistol Experience - Dirty Fighting3
      • 2 Skill Points /450,000 Pistol Experience - Dirty Fighting 4


    • 14 Skill Points /56,000 Spice Crafting Experience - Spices 4 (Fence)

      • 5 Skill Points /8,000 Spice Crafting Experience - Spices1
      • 4 Skill Points /12,000 Spice Crafting Experience - Spices2
      • 3 Skill Points /16,000 Spice Crafting Experience - Spices3
      • 2 Skill Points /20,000 Spice Crafting Experience - Spices 4


    • 1 Skill Point /620 ApprenticeshipExperience - Master Smuggler




Profession Abilities:






Novice Marksman to Pistol 4

(Comments withheld on these skills.)


  • Certifications

    • D18 Pistol
    • DH17 Carbine
    • DH17 Pistol
    • DL44 Metal Pistol
    • DL44 Pistol
    • DLT20 Rifle
    • FWG5 Pistol
    • Power5 Pistol
    • Scout Blaster
    • SR Combat Pistol
    • Striker Pistol
    • Tangle Pistol


  • Abilities

    • Body Shot 1
    • Body Shot 2
    • Dive Shot
    • Health Shot 1
    • Kip Up Shot
    • Overcharge Shot 1
    • Point Blank Area 1
    • Point Blank Single 1
    • Roll Shot


  • Skill Modifiers

    • Carbine Accuracy +10
    • Carbine Speed +5
    • Pistol Accuracy +50
    • Pistol Speed +25
    • Ranged Defense +2
    • Rifle Accuracy +10
    • Rifle Speed +5

Novice Brawler to Unarmed 4

(Comments withheld on these skills.)


  • Certifications

    • Dagger


  • Abilities

    • Berserk 1
    • Center of Being
    • Intimidate 1
    • One-Hand Lunge 1
    • Polearm Lunge 1
    • Taunt
    • Two-Hand Lunge 1
    • Unarmed Blind 1
    • Unarmed Hit 1
    • Unarmed Lunge 1
    • Unarmed Spin Attack 1
    • Unarmed Stun 1
    • Warcry 1


  • Skill Modifiers

    • Melee Defense +2
    • One-Handed Center Of Being Duration +5
    • One-Handed Melee Center Of Being Efficacy +10
    • One-Handed Weapon Accuracy +10
    • One-Handed Weapon Speed +5
    • Polearm Accuracy +10
    • Polearm Center Of Being Duration +5
    • Polearm Center Of Being Efficacy +10
    • Polearm Speed +5
    • Taunt +10
    • Two-handed Melee Accuracy +10
    • Two-handed melee Center of Being +5
    • Two-handed Melee Center Of Being Efficacy +10
    • Two-handed Melee Speed +5
    • Unarmed Accuracy +50
    • Unarmed Center Of Being Duration +13
    • Unarmed Center Of Being Efficacy +45
    • Unarmed Damage +50
    • Unarmed Speed +25
    • Unarmed Toughness +20

Novice Smuggler


  • Schematics


    • Slicing Tools

      • Precision Laser Knife

    • Spices

      • Grey Gabaki
      • Scramjet
      • Shadowpaw


  • Abilities

    • Slicing: Containers - Allows the smuggler to open locked containers in the game. However locked containers are scarce, and mag-seal containers in dungeons are not able to be opened by smugglers despite having a slicing option.
    • ScanEvasion Ability- Allows the smuggler and their groupsto successfully evade scans that search the player for contraband items and faction affiliation. This skill is undocumented in the skill tree and while critical to smugglers and their role, the need for this skill is bypassed by being involved with the Imperial GCW faction or using Droid storage. Almost completely useless at this time.


  • Skill Modifiers

    • Spice Assembly +20 - Does nothing.
    • Spice Experimentation +20 - Does nothing


  • Title Granted

    • Novice Smuggler - We are part of the criminal underworld, we shouldn't be declaring the fact we are smugglers.

Underworld


  • Underworld 1

    • Abilities

      • 10% Faction Perk Cost Reduction - Nice for GCW participants, but useless for smugglers who are not taking part in the GCW.
      • ScanEvasion Ability- Allows the smuggler and their groups to successfully evade scans that search the player for contraband items and faction affiliation. This skill is undocumented in the skill tree and while critical to smugglers and their role, the need for this skill is bypassed by being involved with the Imperial GCW faction or using Droid storage. Almost completely useless at this time.


    • Skill Modifiers

      • Language Comprehension +100 - No real value. Players can learn every language save Lekku comprehension in minutes upon entering the game. The jawa trash game is not worthwhile, though it does make use of this ability.


  • Underworld 2

    • Abilities

      • Half of normal faction lost in PVP deaths. - Only valuable for those players who participate in the GCW, does nothing for smugglers who do not take part in it.
      • ScanEvasion Ability- Allows the smuggler and their groups to successfully evade scans that search the player for contraband items and faction affiliation. This skill is undocumented in the skill tree and while critical to smugglers and their role, the need for this skill is bypassed by being involved with the Imperial GCW faction or using Droid storage. Almost completely useless at this time.


  • Underworld 3

    • Abilities

      • Sell Out - The player can sell faction to a recruitor if they are GCW participants, however they are unable to sell faction to the opposing recruitor unless they resign from their current affiliation. The faction is sold in fixed amounts when it should be dynamicand for hardly any amount of credits compared to what smugglers have to spend to buy it. This skill is unrewarding and worthless at this time. This skill does not help smugglers who have not chosen to support a faction. This skill is not well documented.
      • ScanEvasion Ability- Allows the smuggler and their groups to successfully evade scans that search the player for contraband items and faction affiliation. This skill is undocumented in the skill tree and while critical to smugglers and their role, the need for this skill is bypassed by being involved with the Imperial GCW faction or using Droid storage. Almost completely useless at this time.


  • Underworld 4

    • Abilities

      • Faction Purchasing - Allows the smuggler who participates in the GCW to purchase faction from their recruitor in fixed amounts. The purchasing process is tedious and needs to be more dynamic. The cap imposed on smugglers as to the limit of faction they can purchase at one time is far too low and while it helps to fuel the GCW greatly, it does not help unfactioned smugglers any.
      • ScanEvasion Ability- Allows the smuggler and their groups to successfully evade scans that search the player for contraband items and faction affiliation. This skill is undocumented in the skill tree and while critical to smugglers and their role, the need for this skill is bypassed by being involved with the Imperial GCW faction or using Droid storage. Almost completely useless at this time.


    • Title Granted

      • Fixer - There has to be a better title that smugglers can have over this.

Slicing


It is believed that the quality of tools used in slicing have no effect on the outcome. Documentation of this in game is needed to prevent scams and other low business practices.


  • Slicing 1

    • Abilities

      • Slicing: Terminals - Nice, but very limited as far as to the variety of terminals we can slice. Mission terminals, when refreshed, do not carry over our bonus gained from slicing them.


  • Slicing 2

    • Schematics

      • Flow Analyzer Node - Approximatly 75% chance to choose the correct wire toslice. As smuggler tools require no certifications, these are never made as molecular clamps give a 100% chance of success.


    • Abilities

      • Slicing: Weapons - Works well,though it makes little sense to be cutting wires in weapons such as stone knives.There is no documentation as to how much it can affect the weapon.


  • Slicing 3

    • Abilities

      • Slicing: Armor - Works well. However there is no documentation as to how much it can affect the armor. When slicing composite armor the color pallette appears, this needs to be resolved.


  • Slicing 4

    • Schematics

      • Molecular Clamp - Gives the smuggler a 100% chance to slice the correct wire on an item. Novices are using these at novice as there is no certification for use, making the creation of the Flow Analyzer Node pointless.


    • Abilities

      • Slicing: Weapons - Advanced - At this point, smugglers slice weapons at an improved range. There is no documentation as to how much of a change this is.


    • Title Granted

      • Slicer - Good title.

Dirty Fighting


After achieving Pistols 4, smugglers receive no further modifiers to their pistol abilities. This makes them extremely slow and hardly accurate unless they take up the Pistoleer profession.


  • Dirty Fighting 1

    • Abilities

      • Feign Death - Feign Death can save your life if you’re with a group. Standing up from Feign Death in PVE will make the MOB come after the smuggler from several hundred meters away, which is absurd. Using Feign Death in PVP is openly inviting “Black Rot” (999 battle fatigue, 1/1 HAM on all stats from wounds, and 0 condition armor) and massive griefing. Players are also able to use 'Posture Up' attacks to take the smuggler out of a feigned state.


    • Skill Modifiers

      • Feign Death +45


  • Dirty Fighting 2

    • Abilities

      • Panic Shot - Apistol attack that fires in aconewith a delay. After publish 7, Panic Shot is worthless to any smuggler with decent pistol mods since the pistol will fire again, breaking the delay, immediately after Panic Shot is landed. This second tier elite profession skill was “balanced” to coincide with a Novice box starting profession skill. Self-breaking crowd control abilities are virtually pointless.


    • Skill Modifiers

      • Feign Death +5


  • Dirty Fighting 3

    • Abilities

      • Low Blow - A handy ranged knockdown ability. However resists on monsters and players alike towards this effect are reaching extremely high levels, making this skill debatable in value.


    • Skill Modifiers

      • Feign Death +10


  • Dirty Fighting 4

    • Abilities

      • Last Ditch - Last Ditch is the most damaging pistol special in the game, with a stun effect. Long delay afterwards without sufficient pistoleer skill modifications.


    • Skill Modifiers

      • Feign Death +10


    • Title Granted

      • Rogue - Great title.


Spices


While portable buffs, all spices are in need of drastic improvement in order to compete with chef foods and doctor buffs. The new downer effect of spice introduced at Publish 7 has further devalued spices as the downer makes many spices more trouble than they are worth. Experimentation on spices does nothing to the spice in the end and does nothing forsmugglers at this time.


  • Spices 1


    • Schematics


      • Giggledust
      • Sweet Blossom
      • Yarrock


    • Skill Modifiers

      • Spice Assembly +20- Does nothing.
      • Spice Experimentation +20 - Does nothing.


  • Spices 2


    • Schematics


      • Zypolene Droid Lubricant
      • Pyrepenol
      • Sedative H4B


    • Skill Modifiers

      • Spice Assembly +20 - Does nothing.
      • Spice Experimentation +20 - Does nothing.


  • Spices 3

    • Schematics

      • Crash n' Burn
      • Gunjack
      • Thruster Head


    • Skill Modifiers

      • Spice Assembly +20 - Does nothing.
      • Spice Experimentation +20 - Does nothing.


  • Spices 4

    • Schematics

      • Booster Blue
      • Muon Gold
      • Neutron Pixie


    • Skill Modifiers

      • Spice Assembly +20 - Does nothing.
      • Spice Experimentation +20 - Does nothing.


    • Title Granted

      • Fence - Causes confusion with the profession Fencer. There has to be a better title out there for smugglers.


Master Smuggler


Only two of the fourskill trees are improved at Master Smuggler.


  • Abilities

    • 25%Faction Perk cost reduction - Very nice skill for those smugglers who participate in the GCW, otherwise it is useless. This ability is not well documented.
    • ImprovedWeapon/Armor Slicing range. - This undocumented increase in slicing ranges possible is appreciated, yet there needs to be documentation that there is indeed an increase and by how much.
    • ScanEvasion Ability- Allows the smuggler and their groups to successfully evade scans that search the player for contraband items and faction affiliation. This skill is undocumented in the skill tree and while critical to smugglers and their role, the need for this skill is bypassed by being involved with the Imperial GCW faction or using Droid storage. Almost completely useless at this time.


  • Title Granted

    • Master Smuggler - We are part of the criminal underworld, we shouldn't be declaring the fact we are smugglers.





Combat Role:






Reasonably combat proficient yet while other combat oriented professions would focus on dealing damage more quickly and reliably, smugglers specialize in techniques that allow them to insure their survival in various encounters throughout the galaxy. They succeed by taking risks that no one with formal combat experience would normally even try, or think of as anacceptable method of combat. On land or in space, smugglers are continually able to surprise their friends and foes alike with their resourcefulness and versatility when in a tight spot.


Smugglers may not have had official combat training, so they rely on unorthodox or downright dirty tricks to survive in an environment that does not encourage a long life. Single target techniques for the most part, powerful without a doubt but where more combat oriented players can generate sustained DPS, smugglers focus on sneak attacks, debilitating or confusingtheir opponents and if all else fails, finding ways that allowthem to escape the confrontation entirely. While smugglers tend to prefer some distance between themselves and their opponent, they arequite familiar with melee encounters and are quite capable of using both melee and ranged skillsin order toaccomplish their goals.






Grouping Summary:






"This issue is being discussed internally and as soon as I have some news, I will report to you on it."

Message Edited by Smuggler_Caylin on 06-07-2004 03:06 AM



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

WesBelden
Thu Jun 03, 2004 4:37 pm
#3



I'm not entirely sure what it is they're asking for. Is it basically a condenesedversion of the document template? What we have in 'The Good', 'The Bad' and the skill tree changes in the document, or something entirely different? (sorry, it's late and I'mtired, so my mind's not working too well).


If 'something entirely different' will the documents writen so far simply be going out the window?





=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Smuggler_Caylin
Thu Jun 03, 2004 4:43 pm
#4

They better not be going out the window, but it sounds very close to a repeat of things we've done already.


This hamster wheel is getting smaller all the time...


They are wanting this from all the professions.





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

P__Day
Thu Jun 03, 2004 4:48 pm
#5

why? they already got like 300 pages of, smuggler template suggestions, skill tree, role proposals , revamp proposals that have been posted by hard working people who actually care about what they do. Need any more input? chage your line of work devs you clearly need jobs that dont require thinking.
Geevo
Thu Jun 03, 2004 4:55 pm
#6

quite frankly "See revamp doc" ... it has it in there an we just did it.



I refuse to repeat my effort.





Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
RpTheHotrod
Thu Jun 03, 2004 5:08 pm
#7

It's called "buying time"
TheWok
Thu Jun 03, 2004 5:08 pm
#8






Smuggler_Caylin wrote:


Anything that is labelled unfun or not useful must have an objective reason.




Since "fun" and enjoyment are subjective, how can we provide objective reasons for this? We can provide examples of why we think they are not fun, but they're still subjective.




---------------------------------------------
Trini Rio
Owner/Operator of Rio Freelance Cargo - Tal Kyrte, Lok

we smuggler. we want smuggle. no smuggle. bad. no smuggle. no good.
- The Vampiric Hoshi
The History of SWG Smuggling (looking for a happy ending soon?)
How I would make the GCW more meaningful and fun
Exarukun
Thu Jun 03, 2004 5:14 pm
#9

They already have all the info they need from the Smugglers. How many times have they asked us for the same information? We can only say the same thing so many ways. Why don't they just do it themselves. They seem to be quite adept at saying "Combat Balence" 19 different ways each week.


21 days till my account expires.





- Xizxor Sar'ris -
Chilastra: Trophy House and Cheap Smuggling Supplies, Outside Moenia: 2316, -5740
Master Smuggler; Master Marksmen; Pistoleer 0443; Master Human Beatboxer
RpTheHotrod
Thu Jun 03, 2004 5:15 pm
#10

Caylin, just keep sending them the same 100 page doc everytime they ask for more. More than enough right there.
Bullhype
Thu Jun 03, 2004 5:34 pm
#11

Seriously, I am getting sick of this. We come up with all these ideas, then they turn around like we never gave it to them and say, "we need it by the 13th, cause we have been screwing off and not working on Smuggler like we said we would. Oh yeah, and here are all your new emotes nobody cares about."


Boy they find time to fit crap like that in, then they turn around and say they dont have the artists to do the Hutt Casino, but boy they got time to work on the sitting animations when I am AFK and dont care.



Shugal
Keeper Of The Boomstick
Shugal's Spice & Loot Vendor -1575, -2425 North of Bestine

Sapperlight
Thu Jun 03, 2004 5:36 pm
#12






Smuggler_Caylin wrote:


Weare asked to make another write up ofthe Smugglerprofession. Not anessay or novel, but a1 to 2 page document, containing concise summarieswith whichthe developerscan build a vision doc.







I'm sorry, isn't that their job? I sure wish I had a job where my customers developed my vision for me. While we're at it, maybe we should do their accounting for them and make them coffee, too. There's a Krispy Kreme just down the road from SOE Austin, maybe they'd like some Boston creme donuts as well. No wonder their division had a 40% drop in operating revenue last year.


Caylin, I can tell you're getting beat down because of this. It saddens me to see you this way.




S'per Light
Master Smuggler/Master Pistoleer/Master TKA
Rebel Colonel
"Duty is the sublimest word in the language. You can never do more than your duty, you should never wish to do less." Robert E. Lee


yimaz
Thu Jun 03, 2004 5:55 pm
#13






Geevo wrote:

quite frankly "See revamp doc" ... it has it in there an we just did it.



I refuse to repeat my effort.








Yep, its done already



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Page 1 of 8
Previous Next