Smuggler Archive
Thread: Smuggler Revamp and Core System changes...
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Sonax
Mon Jul 11, 2005 4:25 am
#1
This is my proposal for new content and more possibilites for SWG. I came up with this about 6 months ago let me know what ya think:
I) New "end-game" proffessions for Star Wars Galaxies
1) I beleive that one of the argest problems plauging this game is the fact that there is oneproffession that is considered "elite-elite" and it is a much sought after achievement among SWGplayers. What makes Jedi so special is that they can do thing's that no other player has the option to do (barring other Jedi that is), it is a hard proffession to unlock and even harder to level up in.
2) I beleive that the solution is very similar to the "problem". Create 5 new prffessions that are onpar with the status that Jedi now has, each with at least 3 complete Trees (4 branches each). proffessions that take an extended time to aquire through questing and xp gathering and/or gating.
A) New Proffs
1) Mandolorian Bounty Hunter (previously mentioned by others)
2) Smuggler (replacing the current smuggler profession with slicer and removing the need fora smuggler revamp)
3) Gangster/Crimelord (Also mentioned before by others)
4) Elite Rebel Trooper (spy/commando/officer-trees)
5) Elite Imperial Trooper (Royal Guard/Dark trooper/Officer-trees)
B) I also beleive that the perk of an alternate Character slot should be included upon completionof your particular proffession. This eliminates the nessecity of all players who want a secondslot to create Jedi and increases Game content at the same time.
1) I beleive that one of the argest problems plauging this game is the fact that there is oneproffession that is considered "elite-elite" and it is a much sought after achievement among SWGplayers. What makes Jedi so special is that they can do thing's that no other player has the option to do (barring other Jedi that is), it is a hard proffession to unlock and even harder to level up in.
2) I beleive that the solution is very similar to the "problem". Create 5 new prffessions that are onpar with the status that Jedi now has, each with at least 3 complete Trees (4 branches each). proffessions that take an extended time to aquire through questing and xp gathering and/or gating.
A) New Proffs
1) Mandolorian Bounty Hunter (previously mentioned by others)
2) Smuggler (replacing the current smuggler profession with slicer and removing the need fora smuggler revamp)
3) Gangster/Crimelord (Also mentioned before by others)
4) Elite Rebel Trooper (spy/commando/officer-trees)
5) Elite Imperial Trooper (Royal Guard/Dark trooper/Officer-trees)
B) I also beleive that the perk of an alternate Character slot should be included upon completionof your particular proffession. This eliminates the nessecity of all players who want a secondslot to create Jedi and increases Game content at the same time.
3) How this would effect the current game mechanic.
A) My first concern was that with all these new proffessions crafting would become something more mundane now that crafters have to try to stock items that only an elite-elite proff can use. I did not want this to be like Jedi where there is no contribution to weaponsmiths/Armorsmithsbecause all of there weapons and armor are craftable by themselves. Instead I came up with the idea of the craftable schematic.
B) Craftable Schematics
1) Each Proffession is granted special certifications (Special armor with built in traps that work like specials for Mando BH's for example, i.e. flamethrowers in the bracers) and atthe same time as they progress they are given the ability to craft schematics that they will have to create and then deliver to an Armorsmith/Weaponsmith/Shipwright/Droid Engineer/Etc. to be crafted. This will increase the need of elite crafting proffs and increase good player relations in the
A) My first concern was that with all these new proffessions crafting would become something more mundane now that crafters have to try to stock items that only an elite-elite proff can use. I did not want this to be like Jedi where there is no contribution to weaponsmiths/Armorsmithsbecause all of there weapons and armor are craftable by themselves. Instead I came up with the idea of the craftable schematic.
B) Craftable Schematics
1) Each Proffession is granted special certifications (Special armor with built in traps that work like specials for Mando BH's for example, i.e. flamethrowers in the bracers) and atthe same time as they progress they are given the ability to craft schematics that they will have to create and then deliver to an Armorsmith/Weaponsmith/Shipwright/Droid Engineer/Etc. to be crafted. This will increase the need of elite crafting proffs and increase good player relations in the
marketplace.
C) Current Elite Proffessions
1) The current elite proffessions would be prerequissite's for gaining entrance into the "theme park/village" of choice. To become a Mandolorian you must master the Bh proffessionas is and get whatever other badges SOE deems necessary such as Jabba's palace, Downed smuggler ship, etc. that would apply to the proffession that you want to start. Becausethe current proffs would be pre-req's for the "elite-elite" teirs there will always be asteady supply of people playing these proffessions, and the fact that each "elite-elite" proff will have it's up's and down's just like any other proffession.
2) Since you unlock your secondary character slot there is nothing preventing you from making your secondary character a Rifleman/Combat Medic, or Swordsman. these proffessions will still be playable, there will just be certain perks that only one proff will get overanother
a) (ability to wield a lightsaber, Special Modifications on Ships, Smuggling Missions,Special Armor Certs, Ability to hunt PC's, Etc.).
3) Balance is key in this new system i propose, there needs to be no clear Template for PVP'ing. Yes Jedi need to be Strongest melee prof, Yes Mandolorians need to be equallystrong ranged and toughness wise, Smugglers should have an advantage in space over others, but they SHOULD ALL HAVE WEAKNESSES.
4) Any suggestions to help aid making any prof obsolete please post it, and i will ad ithere.
D) Make the game more fun?... You tell me
C) Current Elite Proffessions
1) The current elite proffessions would be prerequissite's for gaining entrance into the "theme park/village" of choice. To become a Mandolorian you must master the Bh proffessionas is and get whatever other badges SOE deems necessary such as Jabba's palace, Downed smuggler ship, etc. that would apply to the proffession that you want to start. Becausethe current proffs would be pre-req's for the "elite-elite" teirs there will always be asteady supply of people playing these proffessions, and the fact that each "elite-elite" proff will have it's up's and down's just like any other proffession.
2) Since you unlock your secondary character slot there is nothing preventing you from making your secondary character a Rifleman/Combat Medic, or Swordsman. these proffessions will still be playable, there will just be certain perks that only one proff will get overanother
a) (ability to wield a lightsaber, Special Modifications on Ships, Smuggling Missions,Special Armor Certs, Ability to hunt PC's, Etc.).
3) Balance is key in this new system i propose, there needs to be no clear Template for PVP'ing. Yes Jedi need to be Strongest melee prof, Yes Mandolorians need to be equallystrong ranged and toughness wise, Smugglers should have an advantage in space over others, but they SHOULD ALL HAVE WEAKNESSES.
4) Any suggestions to help aid making any prof obsolete please post it, and i will ad ithere.
D) Make the game more fun?... You tell me
II)I have worked out one proffession on my own, this is still rough because i have not made skill mods orfigured out exactly how the xp system would work, but here is my idea for the "Elite-Elite" SmugglerProffession.
1) A little preface - I would like to see a slicer Proffession that replaces the old smuggler proff(the smuggler proffession would require badges other than "master smuggler" as the old smugglerproff would be removed from the game) or change the "slicing" to "modifying" as there is no slicing tree in this new proffession. This needs to be discussed in more detail. Please input would be good.
2) 3 new Complete trees for the smuggler "career"
A)Smuggler
1) Proffesional Contacts I-IV
A) this branch gives you the ability to get smuggling missions from various NPC's thehigher your rank. You start with two bit hoods and eventually work your way up the"Corprate Ladder" to Gangsters, Crimelords and Hutts. At each level Missiondifficulty increases.
B) Progression as follows
1) I: Two-bit Hoods
2) II: The Middle Man
3) III: Lieutenants
4) IV: Gangsters
5) Master Box: Crime Lords, Hutts
2) 3 new Complete trees for the smuggler "career"
A)Smuggler
1) Proffesional Contacts I-IV
A) this branch gives you the ability to get smuggling missions from various NPC's thehigher your rank. You start with two bit hoods and eventually work your way up the"Corprate Ladder" to Gangsters, Crimelords and Hutts. At each level Missiondifficulty increases.
B) Progression as follows
1) I: Two-bit Hoods
2) II: The Middle Man
3) III: Lieutenants
4) IV: Gangsters
5) Master Box: Crime Lords, Hutts
2) Smuggling I-IV
A) This Branch allows you to accept different mission types from the NPC's you encounter, Obviously Smuggling Guns will get you more creds than Smuggling Huurtonsto Dathomir.
B) Progression as follows
1) I: Illicit Components
2) II: Exotic Animals
3) III: Spice
4) IV: Stolen Imperial Armor
5) Master Box: Arms
3) Concealment I-IV
A) This Branch grants the Smuggler certs for ship compartments and containers used for smuggling. Ship compartments are crafted by Shipwrights, and Containers are crafted by Architects. The level of SW or ARCH. required depends on the complexity of theitem. (These will be craftable Schems the smuggler gives to the crafter).
B) Progression as Follows
1) I:?
2) II:?
3) III:?
4) IV:?
5) Master Box:
4) Smuggling Freighters I-IV
A) This branch grants the smuggler certifications for 5 new ships, two of which would be completley new, 3 of which would be modified from the versions that already exist nowtoo be useful for the smuggler proffession. You must use one of these ships whensmuggling, that is why there is another YT-1300.
B) Progression as follows
1) Novice Box: Smuggler Dune Lizard
2) I: Sorosuub yacht (completley upgradeable and useable by smugglers only, can befired upon just like any other combat ship. One turret added)
3) II: Nothing
4) III: Corellian JM 5000 (Dengars Ship, find it on starwars.com)
5) IV: Corellian YT-1300 smuggling freighter
6) Master Box: YT-2400 Freighter (Dash Rendar's Outrider)
B) No-Name as of yet
1) Special Modifications I-IV
A) This Branch grants the Smuggler the Ability to Enhance "Shipwright made" componentsand Smuggling Starships. This skill will be similar to RE'ing an item, but they mustbe in front of a Smuggler Workstation (craftable by Architects when given the schem).and the get a certain amount of modification points to enhance the equipment with.Again this may only be done with player crafted Parts.
B) Progression as Follows:
1) Novice Box: (Workstation Schem, +20 Modification points, teir 1 components)
2) I: (+5 Modification points, teir 2-3 components)
3) II: (+10 Modification Points, Teir 4-5 components)
4) III: (+15 Modification Points, Teir 6-7 Components)
5) IV: (+20 Modification Points, Teir 8 components)
6) Master Box: (+30 Modification Points, Teir 9-10 components)
C) Any enhanced part can be sold on a vendor or traded to another player.
2) Hired Help I-IV
A) This Branch grants the Smuggler the ability to Hire non Faction Based NPC's to act asBody Guards, Co-Pilots, and Gunners Sometimes more than one depending on the level you have attained.
B) Progression as follows
1) I: (Rodian/Mon Cal/Human Brawler, Difficulty Level 10, +1 Sidekick)
2) II: (Rodian, and Mon Cal, and Human Gunner or Pilot or Brawler Dif Lev 15)
3) III: (Wookie/Trandoshan Pilot. Human Brawler/gunner, Rodian Pilot/Brawler, MonCal Pilot/Gunner, Difficulty 20 +1 Sidekick)
4) IV: (Wookie Gunner/Pilot, Trandoshan Brawler/Gunner, Difficulty 25)
5) Master Box: (Wookie Brawler/Pilot, Trandoshan Pilot/Gunner, Dif Lev 35, +1 SK)
C) You may only have one of each "Pet" at a time, and the most owned at once is three.Obviously this would be one of the more difficult things to impliment, basically you would be giving your Multipassenger ship over to the NPC while you manned the turret, or you would have your "pets" man the turrets while you sit in the cockpit and fly.
A) This Branch allows you to accept different mission types from the NPC's you encounter, Obviously Smuggling Guns will get you more creds than Smuggling Huurtonsto Dathomir.
B) Progression as follows
1) I: Illicit Components
2) II: Exotic Animals
3) III: Spice
4) IV: Stolen Imperial Armor
5) Master Box: Arms
3) Concealment I-IV
A) This Branch grants the Smuggler certs for ship compartments and containers used for smuggling. Ship compartments are crafted by Shipwrights, and Containers are crafted by Architects. The level of SW or ARCH. required depends on the complexity of theitem. (These will be craftable Schems the smuggler gives to the crafter).
B) Progression as Follows
1) I:?
2) II:?
3) III:?
4) IV:?
5) Master Box:
4) Smuggling Freighters I-IV
A) This branch grants the smuggler certifications for 5 new ships, two of which would be completley new, 3 of which would be modified from the versions that already exist nowtoo be useful for the smuggler proffession. You must use one of these ships whensmuggling, that is why there is another YT-1300.
B) Progression as follows
1) Novice Box: Smuggler Dune Lizard
2) I: Sorosuub yacht (completley upgradeable and useable by smugglers only, can befired upon just like any other combat ship. One turret added)
3) II: Nothing
4) III: Corellian JM 5000 (Dengars Ship, find it on starwars.com)
5) IV: Corellian YT-1300 smuggling freighter
6) Master Box: YT-2400 Freighter (Dash Rendar's Outrider)
B) No-Name as of yet
1) Special Modifications I-IV
A) This Branch grants the Smuggler the Ability to Enhance "Shipwright made" componentsand Smuggling Starships. This skill will be similar to RE'ing an item, but they mustbe in front of a Smuggler Workstation (craftable by Architects when given the schem).and the get a certain amount of modification points to enhance the equipment with.Again this may only be done with player crafted Parts.
B) Progression as Follows:
1) Novice Box: (Workstation Schem, +20 Modification points, teir 1 components)
2) I: (+5 Modification points, teir 2-3 components)
3) II: (+10 Modification Points, Teir 4-5 components)
4) III: (+15 Modification Points, Teir 6-7 Components)
5) IV: (+20 Modification Points, Teir 8 components)
6) Master Box: (+30 Modification Points, Teir 9-10 components)
C) Any enhanced part can be sold on a vendor or traded to another player.
2) Hired Help I-IV
A) This Branch grants the Smuggler the ability to Hire non Faction Based NPC's to act asBody Guards, Co-Pilots, and Gunners Sometimes more than one depending on the level you have attained.
B) Progression as follows
1) I: (Rodian/Mon Cal/Human Brawler, Difficulty Level 10, +1 Sidekick)
2) II: (Rodian, and Mon Cal, and Human Gunner or Pilot or Brawler Dif Lev 15)
3) III: (Wookie/Trandoshan Pilot. Human Brawler/gunner, Rodian Pilot/Brawler, MonCal Pilot/Gunner, Difficulty 20 +1 Sidekick)
4) IV: (Wookie Gunner/Pilot, Trandoshan Brawler/Gunner, Difficulty 25)
5) Master Box: (Wookie Brawler/Pilot, Trandoshan Pilot/Gunner, Dif Lev 35, +1 SK)
C) You may only have one of each "Pet" at a time, and the most owned at once is three.Obviously this would be one of the more difficult things to impliment, basically you would be giving your Multipassenger ship over to the NPC while you manned the turret, or you would have your "pets" man the turrets while you sit in the cockpit and fly.
3)Smugglers Blues I-IV (Name Pending)
A) This Branch grants the Smuggler the only state Defences in the smuggler tree's, hevery little and this is his biggest weakness. He Also Gets an Intimidate attack at 4.
B) Progression as follows
1) I: The Walk (Defense vs.KD+20, vs.Stun+5,vs. Dizzy+10, Dodge+10)
2) II: The Talk (Defense vs. Blind+10, vs. Stun+5, vs. post change+20 Dodge+15)
3) III: The Attitude (Intimidate. Defence Vs. KD+10, vs. Dizzy+20, vs. Blind+20vs. Posture Change+20.Dodge +10)
4) IV: Gamblers Luck (Def. vs. KD+10, vs. Blind+10, vs.intimidate+10, Dodge+15)
C) Please feedback on these numbers would be really helpful.
A) This Branch grants the Smuggler the only state Defences in the smuggler tree's, hevery little and this is his biggest weakness. He Also Gets an Intimidate attack at 4.
B) Progression as follows
1) I: The Walk (Defense vs.KD+20, vs.Stun+5,vs. Dizzy+10, Dodge+10)
2) II: The Talk (Defense vs. Blind+10, vs. Stun+5, vs. post change+20 Dodge+15)
3) III: The Attitude (Intimidate. Defence Vs. KD+10, vs. Dizzy+20, vs. Blind+20vs. Posture Change+20.Dodge +10)
4) IV: Gamblers Luck (Def. vs. KD+10, vs. Blind+10, vs.intimidate+10, Dodge+15)
C) Please feedback on these numbers would be really helpful.
(ASOF CU THESE NUMBERS ARE OBSOLETE)
4) Duboious Buisness Practices I-IV
A) This Branch grants the Smuggler the ability to make a little profit on the side, byeither taking some of the cargo for himself, or "selling" what he embezlles immediatley for credits. There is Always Risk involved so Beware, unless you likebeing hunted and killed by a mandolorian Bounty hunter.
B) Progression as Follows
1) I: Off the Top (Shaving +12)(Abilites Fence (direct creds), Steal (Chance for items))
2) II: embezzelment (Shaving +13)
3) III: sleigt of hand (shaving +15)
4) III: A Smugglers Due (Shaving +20)
5) Master Box: (Shaving +25)
C) Notes: i don't think i spelled emebzzle properly, also this is a direct prcentage chance, so at master you have an 85% chance of pulling off your dirty trick. the loot should be random, but risk versus reward, if you steal from a hutt crimelord and getcaught then you should be hunted down and killed, but if you succeed, wel the rewardsshould be "more wealth than you can imagine".
C) Scoundrel
1) Smuggler Gear I-IV
A) This Branch Grants the Smuggler special Clothing and Armor Certs. It also grants allof the pistol and Armor/Clothing Schematics that are certed for a Smuggler. These Schematics are given to the Appropriate Elite Crafter and crafted for the Smuggler.
B) Progression as Follows
1) I: Basic Gear
2) II: Enhanced Pistols
3) III: Advanced Gear
4) IV: Illegal Firearms
5) Master Box: (Fuzzy Dice)
C) Note: I have not thought of any specific items a smuggler should have (except fuzzy dice
I have thought of hans Pistol, how an enhanced or illegal dl-44 would be ableto be a different gun, but same skin so it could be better. So any help orsuggestions here would be appreciated.
2) Dirty Fighting
A) This Branch Grants the smuggler Special fighting abilities for Street Fighting and Pistoleering.
B) Progression as follows
1) I: Pistol Trick (no delay when equip. pistol from unarmed)
2) II: Improvising (something to the effect of throwing a bottle or kicking sand)
3) III: Holster Shot (Blaster attack with a chance to delay the enemy for 10 sec.)
4) IV: Gouges (two, one causes Blind and Mind Bleed, other causes health Bleed andstun)
(AS OF CU THESESPECIALS SEEM OUT OF PLACE)
3)Unarmed
4)Pistols
I will fill in more later i just got sleepy i have both of these trees as well, just no skill mods, plus a list of possible specials for fighting, i don't want him to be very defensivley tuff, but i want him to hit hard so whatever you guy's think let me know, also i plan on discussing a system for implementing the smuggler missions including imperial customs, or checkpoints where Imps may acctually board your ship and you have the option of fighting, of Dumping your cargo. how cool would that ne. goodnight cc Please any feedback is Good
4) Duboious Buisness Practices I-IV
A) This Branch grants the Smuggler the ability to make a little profit on the side, byeither taking some of the cargo for himself, or "selling" what he embezlles immediatley for credits. There is Always Risk involved so Beware, unless you likebeing hunted and killed by a mandolorian Bounty hunter.
B) Progression as Follows
1) I: Off the Top (Shaving +12)(Abilites Fence (direct creds), Steal (Chance for items))
2) II: embezzelment (Shaving +13)
3) III: sleigt of hand (shaving +15)
4) III: A Smugglers Due (Shaving +20)
5) Master Box: (Shaving +25)
C) Notes: i don't think i spelled emebzzle properly, also this is a direct prcentage chance, so at master you have an 85% chance of pulling off your dirty trick. the loot should be random, but risk versus reward, if you steal from a hutt crimelord and getcaught then you should be hunted down and killed, but if you succeed, wel the rewardsshould be "more wealth than you can imagine".
C) Scoundrel
1) Smuggler Gear I-IV
A) This Branch Grants the Smuggler special Clothing and Armor Certs. It also grants allof the pistol and Armor/Clothing Schematics that are certed for a Smuggler. These Schematics are given to the Appropriate Elite Crafter and crafted for the Smuggler.
B) Progression as Follows
1) I: Basic Gear
2) II: Enhanced Pistols
3) III: Advanced Gear
4) IV: Illegal Firearms
5) Master Box: (Fuzzy Dice)
C) Note: I have not thought of any specific items a smuggler should have (except fuzzy dice
2) Dirty Fighting
A) This Branch Grants the smuggler Special fighting abilities for Street Fighting and Pistoleering.
B) Progression as follows
1) I: Pistol Trick (no delay when equip. pistol from unarmed)
2) II: Improvising (something to the effect of throwing a bottle or kicking sand)
3) III: Holster Shot (Blaster attack with a chance to delay the enemy for 10 sec.)
4) IV: Gouges (two, one causes Blind and Mind Bleed, other causes health Bleed andstun)
(AS OF CU THESESPECIALS SEEM OUT OF PLACE)
3)Unarmed
4)Pistols
I will fill in more later i just got sleepy i have both of these trees as well, just no skill mods, plus a list of possible specials for fighting, i don't want him to be very defensivley tuff, but i want him to hit hard so whatever you guy's think let me know, also i plan on discussing a system for implementing the smuggler missions including imperial customs, or checkpoints where Imps may acctually board your ship and you have the option of fighting, of Dumping your cargo. how cool would that ne. goodnight cc Please any feedback is Good
Sonax
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