Smuggler Archive
Thread: Underworld Combat specials
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Bessja
Tue Aug 17, 2004 10:00 am
#1
I am in the middle of grinding my way to underworld 4
. Like most of you, I am wondering why it takes so much pistol XP to grant me some Factional bonuses and FP selling. I am not getting any combat bonuses out of this except for slightly cheaper Marine and Stormtrooper armor. That and the fact that it should really be Smuggling XP instead of pistol XP.
So how can we better justify the pistol XP. How about if we gave some combat specials to underworld. These combat specials would not be new pistol techniques, rather smuggler specific specials that would increase immersion. I have come up with five underworld specials that would allow for this type of immersion. The are smuggler specific in several ways
1) All the specials either avoid or end combat.
2) All the specials work off an attribute called Guile. The higher your guile ranking, the more likely you can pull it off. Guile would be granted as you moved up the tree.Guile could also be thought of as Smuggler's Luck
3) In addition to NPC combat, all specials would work against contraband scanners
4) I added the vehicle bonuses from the Enhanced Reflexes skill. Smugglers should have these as well.
The new tree would look as follows
Novice Smuggler
+5 Guile
Underworld 1
+10 Guile
+10 Vehicle Acceleration
Evade - Evade would be similar to mask scent, but would only work on NPCs/players. It would lessen the chance on an NPC aggroing a smuggler. For players of the opposing faction, the smuggler would appear neutral on radar and would be treated by the system as a covert faction member. Using contraband (spices), slicing,
Underworld 2
+20 Guile
+10 Vehicle Control
Fast Talk -This combat special would allow a smuggler to end combat by talking his way out of it.Itwould generate a random chat bubble whose content would be randomized based on the faction of the NPC. This command wouldnot work for the group, only the smuggler. The smuggler would have to exit the area (50 meters away) within 30 seconds to avoid combat again. This command would not work in PVP.
Underworld 3
+25 Guile
Bribe - This is a group wideversion of the fast talk command. The smugglerhas a chance to end combatfor the group by using a bribe. It would subtract 10% of the smuggler's earnings regardless of success.If successful the smugglerand his group would be immune toaggroing from the same faction/attacking party for 3 minutes. Anyone in the partyentering combat with that faction again during thattime windowwouldnegate the 3 minute window. If used in PVP, the attacking player would not be able to attack the smuggler or his party again for the 3 minute window.
Underworld 4
+25 Guile
Barfight - This combat command would only work in areas populated with NPCs. If successful, non-mission NPCs would aggro the smugglers attackers, allowing the smuggler and his party to either run or use the distraction tofinish off the attackers.The smuggler's Townsperson faction standing would affect the success of this command. This command could not be used in PVP.
Master Smuggler
+10 Guile
Narc - This command if successful would spawn an opposing NPC group of5-8 characters to attack the smuggler's enemies (Corsecs would spawn against meathumps, imps against rebels, Valarian against jabba, etc). If the smuggler and/or his party had negative faction in the spawn party, they would temporarily be immune to attack. Once the primary NPC group was killed, the spawned NPC group could turn on the smuggler if the party has enough negative faction. Since there are too many law factions spread across the planets, a smuggler's Guile modifier would affect the success of the plan. If the smuggler is in a city, the opposing NPC party would not spawn, instead the smugglers attackers would be aggroed by the NPC cities police force(RSF, FedDub, Jabba, Imp, Corsec, Valarian, Nym) or in player cities, the attackers would appear as if the citywarn flag had been applied and wouldbe open to attack by the cities' militia. This command could be used in PVP.
Comments, suggestions. Even if the Smuggler Revamp in 2005 changes this to smuggling XP, these specials would still be useful, especially in smuggling missions. I
Bessja
Tue Aug 17, 2004 10:04 am
#2
Whoops!
Forgot to complete the evade description. Two things
1) Evade would only work for the smuggler, not his group (cant' easily smuggler a group of 10 through town). This is so we do not steal the benefits that conceal grants Rangers.
2) Evade would be cancelled if the smuggler did any of the following
- Entered combat
- Started slicing anything
- Use a spice (might be tricky to program that)
- Traded contraband
In addition to all this the Fixer title should grant us an extra bonus. It would grant the Opportunist skill that has been talked about, allowing the smuggler to trade with anyone regardless of faction alignment.
jimmyjihad
Tue Aug 17, 2004 4:06 pm
#3
Those are some interesting ideas, I wouldn't call them practical, or realistic, but they are interesting.Barfight and narc are quite interesting... not sure how "vehicle control" works for jedi, so i'm not sure what it will do for smugglers.
Personally I expect to see underworld translate to one of the following things:
Something spice related, possibly like the first aid line for medic, tied in with new spices that grant efficient buffs.
Dual wielding of pistols.
Something to do with ship slicing or smuggling missions if they exist in JTL.
I like your ideas, I just don't expect SOE to implement anything quite like them.
Broken_Smuggler
Tue Aug 17, 2004 5:25 pm
#4
Interesting ideas. Some of these have been asked for before, but I think the barfight and narq abilities are pretty unique...I like them!
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