Smuggler Archive

Thread: Idea for Underworld

GalinHawk
Wed Jan 07, 2004 9:27 am
#1


I had a thought occur to me about what to do with the Underwold tree to make it more useful. This idea DOES take into account play balance because of the limited duration (only 1 hour) and the high cost and required training. What I thought of was the ability to temprarily take on novice skills without spending skill points. How it would work is:


Underworld 1: Speak all languages (as it is now)


Underworld 2: Take on the abilities of any basic profession except Jedi


Underworld 3: Can buy & sell faction points (100:1, as it is currently with Underworld 4)


Underworld 4: Can take on the abilities of any elite profession


Master Smuggler: Can train other smugglers in novice professions


The limits on this are:


1) You must be "trained" in your new profession by a master smuggler (either a player or a NPC smuggler trainer who would charge 1,000 credits for a novice and 5,000 credits for a master)


2) The skill benefits will only last 1 hour


3) You can not use your "temporary" underworld skills to advance any other skills in that profession


4) You must have the pre-requisits for any elite profession you want to learn.


5) You can not "train" yourself (i.e. if you are a master, you can not train yourself in your own novice skill)


As an example - Assume I have the following skills:


Pistols 4 (29 points)


Unarmed 4 (29 points)


Master Smuggler (63 points)


Master Arizan (72 points)


I could use my underworld 2 skill to purchase the following novice skills: Medic, Scout, Entertainer or Politician skills.


I could use my underworld 4 skill to purchase the following novice skills: Pistoleer, TKA, Droid Engineer, Weaponsmith, Armoursmith, chef, architecht, Merchant or Tailor.


I could not combine my Underworld 2 and Underworld 4 skills together to get (for example) Medic AND TKA - I would have to chose one or the other.


I could also not learn skills like Novice Bounty Hunter since I don't have the pre-requisites.


Finally, I could not learn any advanced skills EVEN if I had the appropriate points. For example - if I picked up novice TKA and had 100,000 unarmed experience stocked up, I would still not be able to learn any level1 TKA skills.


Thanks for taking the time to read this idea. I will be happy to answer any questions or comments you may have. I think this is fairly well play balanced, since it will not allow smugglers to rampantly change professions and gain high-level abilities (although it would be easier for them to pick up novice skills - i.e. with the novice TKA getting unarmed experience to get to a REAL TKA would be easier).




Isith Char, Bootlegger extraordinaire, purveyor of everything immoral
Ghost Company

Helping the underdog Empire struggle against the might of the Rebellion
Master Chef, Master Smuggler, Novice Pistoleer & TKA
Port Valorum, 1KM east of Keren, Naboo, Kettemoor.
Alistaire
Wed Jan 07, 2004 10:32 am
#2

Keep in mind implementing the "taking on" of skills from another profession will likely be teh cause of MANY bugs and annoyances to some people. Don't get me wrong I like the sounds of this but I don't see it happening without alot of development time.




-Alistaire Goldenblade (Bloodfin)
Master Marksman, Scout(4-0-4-1), Creature Handler(3-3-2-2), Rifleman(4-4-4-3)

-Alistaire Goldenblade (Lowca)
Master Medic, Master Doctor, Novice Carbineer

-Costik (Tarquinas)
Fencer(1-0-0-1), Pistoleer(3-3-3-3), Smuggler(4-2-1-4)

GalinHawk
Wed Jan 07, 2004 10:41 am
#3






Alistaire wrote:

...will likely be the cause of MANY bugs and annoyances to some people....




Hehe, no doubt. But I would think this would be relatively easy to do. You just "turn on" the profession (as though it had been trained) when it is learned, and "turn off" as soon as the time is up. The problem would be in flagging it as a temporary skill so players could not learn "post-requisits" (like higher level skills in the profession).


Learning skills seems to be a very clean part of the game - as soon as you learn it you get all the appropriate skills & abilities. As soon as you "unlearn" it, those go away immediatly.




Isith Char, Bootlegger extraordinaire, purveyor of everything immoral
Ghost Company

Helping the underdog Empire struggle against the might of the Rebellion
Master Chef, Master Smuggler, Novice Pistoleer & TKA
Port Valorum, 1KM east of Keren, Naboo, Kettemoor.
Kav
Wed Jan 07, 2004 10:45 am
#4

this would be exploitable to the extreme. there is a reason for the skill point cap and only 5-10 more skill points would change the flow of character balance.





Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
GalinHawk
Wed Jan 07, 2004 11:02 am
#5

Exploitable how? We're talking about NOVICE skill level ONLY for a limited amount of time with no advancement opportunities. Plus the training requirement will mean additional expense.


The biggest "exploit" I can see is allowing an Expert Underworld person the ability to learn Novice TKA to level up to TKA. That would probably take about 3 hours and cost 15,000 credits to learn. Compare that to the abilities other professions have with expert-level skill in one tree. Perhaps the "Last Ditch" shot, or the ability to make the 2nd most powerful weapons in the game... I am only talking about novice level skills, just to give a slight advantage.


If you think that novice skill DOES unbalance the profession too much, you can increase the cost.. Perhaps Master Smugglers must first buy a "card" (like a union card) from an exisitng master at a cost of 25,000 credits before training someone in that skill. Too cheap? How about 100,000 credits (to encourage them to Charge for training)... The costs would make this less-exploitable.


That said, I really don't think the novice skills to most classes are all that unbalancing. So you have a novice weaponsmith grinding WUKs for an hour... is that going to unbalance the game? I doubt it.




Isith Char, Bootlegger extraordinaire, purveyor of everything immoral
Ghost Company

Helping the underdog Empire struggle against the might of the Rebellion
Master Chef, Master Smuggler, Novice Pistoleer & TKA
Port Valorum, 1KM east of Keren, Naboo, Kettemoor.
Kav
Wed Jan 07, 2004 11:20 am
#6






GalinHawk wrote:

That said, I really don't think the novice skills to most classes are all that unbalancing. So you have a novice weaponsmith grinding WUKs for an hour... is that going to unbalance the game? I doubt it.






dealing with just this for exsample. this game is built on a core value of inter-profession dependablity. with skill you can make your smuggler completely independent.


you don't just crank out WUKs for an hour, you would make 1000 unit schematics and use em till your hearts content. cutting out hte weaponsmith interaction. Same with armor smith.


Need to heal? little novice entertainer will take your BF off in a few minutes. and since you have an hour novice entertainer buff slowness would not hinder ya.


Novice medic, expensive for a reason you can use up to stim b's with only novice if i am not mistaken. so now you can have all combat skills and still have medic as well.


novice merchant=2 vendors


novice CH = level 12 pets


novice architect and you can whip up your own house.


the list goes on..this would make your smuggler independent of any outside needs. that isaginstthe intention of the game design.






Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
GalinHawk
Wed Jan 07, 2004 11:36 am
#7

Good points KAV. I actually would not worry about the novice Merchant (a merchant or two up for 1 hour isn't going to do that much, and at a cost of 10,000 credits per hour, not many smugglers would be interested in that...). Same with the ability to use level 12 pets for 1 hour...


But the scematic thing is definetly an issue. My way around that: No schematics (and no research) can be done using temporary classes. That leaves the option open to grinding through things, but at a cost of 5,000 credits per hour (as I suggested)plus the cost of the materials, it may be cheaper & easier to buy them externally.


But you're right, it does decrease the interdependence.


Another idea I had was being able to use other professions' master titles. i.e. have a smuggler walking around with a "master bounty hunter" title (of course with none of the abilities). That would be harmless, and would go more towards a role-playing idea of the smuggler as a "covert opperative".




Isith Char, Bootlegger extraordinaire, purveyor of everything immoral
Ghost Company

Helping the underdog Empire struggle against the might of the Rebellion
Master Chef, Master Smuggler, Novice Pistoleer & TKA
Port Valorum, 1KM east of Keren, Naboo, Kettemoor.
Exarukun
Thu Jul 01, 2004 9:51 am
#8

I was thinking the other day, while sitting in the terminal waiting for a shuttle. What does the Underworld tree do for me. I was thinking, connections...we, as Smugglers, should have connections. With connections, people should be able to pay us for information. I like the all the ideas I have read about having us be able to read bounties off the sliced terminals and so forth, but I think we should be able to provide more information. Ok, say we use our Underworld connections to talk to our friends and find out when the spawns of resources have changed, maybe we have even heard where a good spawn might be found.


Alright, now that I have been vague enough, heh. What if there was a mob that we could talk to that would sell us information. Maybe waypoints to good resource spawns,locations of rare spawn creatures,trainers, and other things people really hate looking for but really want to find. We could buy these waypoints or data discs off of certain NPCs. The kicker is, the higher up in Underworld you go, the more the disks cost. I know, I know, some people will say "**edit**, I AM UBER AND HAF HIGHR SKILLZ!!!!111 I WANT DISCONT!!111" actually, since only Smugglers will see this, we would look at this and say, "Hmm, I think I know where he is going" or at the very least, "Hey, it's something different *shrug* " When you are a low level Underworlder, why would the NPC really trust you to sell you the information. He would sell it to you cheap to get you off his back. Of course, the information may be cheaper, but is it more reliable? Nooooo. The NPC doesn't care about you, he doesn't know you and no one else does either. So the low level Underworlder could sell cheap information. What if it is wrong? What if the waypoint to a good spawn of iron turns into the waypoint for a lair of rabid kimogila or something? Well, the buyer gets stomped on and then the Smuggler gets his mugshot up on the bounty boards. If his name is already there, maybe make the price go up, add smuggler visablity or whatever may happen with the Smuggler revamp.


Why would someone want to buy information from a cheap source? Well, they could get the bonus of getting the right info at a much cheaper cost (thousands less, the price jumps would be severe) but also, when the bounty goes up, whichever bounty hunter gets it, has to report to the player who put the bounty up to get his/her reward. The person giving the bounty can even get a certain cash portion, maybe taken from the dead smuggler, or some of whatever the bounty hunter took from the smuggler. I don't know, I'm sure some type of reward could be put in.


The higher priced Smugglers have higher prices, but that is because the NPC's (maybe the bartender at cantinas or something) knows this guy, knows that they wouldn't be happy if they got bum info. So the bartender gives them better info, about better spawns, items, jedi, whatever. Someone seeks out a Master Smuggler and can buy rare info at a high price but still with a small chance of getting the kimo stomper.


Not sure how this would all work out, maybe the rest of the smuggling community could add their insight, but I think it would be very involving if we could sell information. Also, what type of information could we sell? Any ideas? Feel free to help develop my idea more then it is. Rock on Smugglers



- Xizxor Sar'ris -
Chilastra: Trophy House and Cheap Smuggling Supplies, Outside Moenia: 2316, -5740
Master Smuggler; Master Marksmen; Pistoleer 0443; Master Human Beatboxer
Exarukun
Fri Jul 23, 2004 10:54 am
#9

/bump



- Xizxor Sar'ris -
Chilastra: Trophy House and Cheap Smuggling Supplies, Outside Moenia: 2316, -5740
Master Smuggler; Master Marksmen; Pistoleer 0443; Master Human Beatboxer
ChrystalRhayne
Sat Jul 24, 2004 12:43 am
#10

I like it.


When I first started Jayden, he worked in the Imperial Intelligence Division.

He got demoted for failing the Dead-Eye missions...so he put his Intel career on the back burner...kind of.


He became a Smuggler...building his own contacts, he still works with the Impire...but only until something better (Hutt Faction)comes along.


I built his character around gaining friends...and contact....so he could gather and sell information.


I would be more than happy to Smuggle information.



Long Live the Emperor
_________________________________________________________
Monsoon Rhayne - Jedi & Imperial Pilot
Jayden Mavericson - Smuggler & Freelance Pilot
Chrystal Rhayne - Trader

RookTalon
Sun Jul 25, 2004 3:54 pm
#11

This might work. But forget the bounty stuff ... to much chance for grief.


Also the amount of info in a period of time would have to be limited, just like the slicing of terminals.


In addition as the cost and value of the information increases the time it is any good should be shorter.


But overall I think this is a good idea.


Mathurin Kerbostar

Smuggler

Drug Supplier to T & W Trading Posts

Hunters Rest, Ahazi


ps: As of right now my price for slices for paying customes is increasing, I swear!
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