Smuggler Archive

Thread: Some potential skills to consider for the smuggler revamp...

BigLands
Mon Oct 25, 2004 4:25 am
#1


I was thinking of some of teh skills I'd like to see smugglers have and I came up with these.

Some of them might work quite well into the smuggler revamp.

What do you think?


(BTW 100pts of gaming trivia to the first person that spots where I got the idea for most of these...)


Non-combat skills


Bluff

'Hey I'm not a Rebel, I must just look like one'

Outline : When confronted by aggressive humanoids the smuggler may attempt to Bluff his way out of the situation

Effect : When attacked by humanoid NPCs a smuggler uses this skill - if it's successful there will be a 30 delay before NPCs attack. This skill can be used once per minute. It's an area effect ability. This would be in Underworld : Fast Talker and develops as you progress up the Underworld tree.


Bribery

'I'll happily make a contribution to the retired Stormtroopers home'

Outline :A smuggler confronted by hostile humanoids can choose to attempt to bribe them.

Effect : Similar to Bluff, but more effective. When the Smuggler attempts to bribe NPCs a certain amount of cash is deducted from them (NOT their bank, it's got to be cash in their inventory - this skill won't work if you're only carrying a credit card!) and if successful the NPCs will be delayed from attacking for 30s. It's usable once per 5 minutes and It's an area effect ability. It has a relatively higher chance of success than bluff , but with an associated cost attached. This would be in Underworld : Fast Talker and develops as you progress up the Underworld tree.


Carousing

'One more little drinkie won't hurt'

Outline : Smugglers are known for hiding out in some really shady places. The Carousing skill simulates their familiarity with such locations and vices.

Effect : Smugglersgain enhanced BF/Wound healing from entertainers in Cantinas. Carousing also reduces the downer from spices and allows quicker digestion of foods.

The percentage would be based on the skill level of the smuggler. This skill would begin at novice and progress up the Underworld tree.

I'd also love to implement a drinking game where Smugglers use this skill as an advantage.


Forgery

'Of course it's a genuine ticket, do I look like a criminal?'

Outline : Smugglers can craft forged electronic documents

Effect : Skills would be 'Forge Shuttleport Ticket' 'Forge Starport Ticket' and at Master Smuggler 'Forge ID'

The first two do exactly what they say -a skill check is made using slicing tools and a forgery kit.

The Forge IDskill allows you to target another player and instantly remove an Overt status OR a TEF (but not in combat!!!)

this can only be used on an individual once every three hours. These Skills would be implemented in Slicing III and IV and Master Smuggler


Gambling

'I've got a system'

Outline : Smugglers have learned how to play games of chance to increase both their chance of winning and their payouts.

Effect : This is a skill smugglers develop living on the wild side of the Galaxy.The Good news is that wehn you use it it increases your chance of winning and your payout. Bad news is that if the skill fails you get thrown out of the Casino and possibly Tef'd to the gaurds.

this is a skill which begins atUnderworld 1 and develops as you progressup that tree.Skill determines the bonus chance to winning to winnings paid out. I'd suggest the skillrises from abase of 5% to a maximum of 25% with the chance of detection remaining at a relatively constant 10%


Streetwise

'Quick, Look nonchelant!'

Outline : By travelling the galaxy and meeting lots of alien species the smuggler becomes aware of how to blend into their surroundings.

Effect : When Streetwise is used the smuggler temporarily becomes invisible to NPCs around them. It's not that they're actually invisible per se - they just don't look like anyone important. It only works in cities, NPC or Player.

This is a skill gained at Underworld 1 which develops as you progress up the underworld tree. At Master you may even be able to fool players for a short time.



Combat Skills


Throw (Brawling Move): Basically a Judo throw, knocks a targetted individual down and dizzys them. Comes at Dirty Fighting 3


Sweep(Brwaling Move): Basically a foot sweep across the front arc of the Smuggler's vison - can knock down a number of individuals. Comes at Dirty fighting 4


Improvised Weapon(Brawling Move): The smuggler uses something close at hand (table leg, rock, bottle,wookie) to do a single high damage attack with a stun effect. Comes at Master Smuggler


EDIT: forgot to add this next bit in originally -


Hotwiring

Hotwiring is the art of 'tweaking' devices and equipment to give a short term bonus.

Hotwiring is part of the slicing tree and breaks down as follows

At Slicing 1 : You can hotwire ground vehicles (You can Hotwire for Speed or Handling)

At Slicing 2 : You can hotwire shields (You can hotwire a specific shield protection value (eg Stun , Acid or Heat))

At Slicing 3 : You can hotwire weapons (You can hotwire forAccuracy or HAM cost)

At Slicing 4 : You can hotwire armour (You can hotwire a specificArmour protection value)

At Master Smuggler : You gain a final further bonus to duration and power


Hotwiring is sort of like aslice - except you get to choose specifically what you want the effect to be and it's limited duration.

Thepower of these would be from 10% + Level of Slicing Skill (eg at level 1 it's 15%, at level 2 it's 20% at Master it's 35%).

It's not random you always get that value; the trade off is that it only lasts a limited time (Making some regular money for smugglers)

There are specific hotwiring kits for vehicles, shields, weapons and armour.

The duration of the hotwire is based purely on the skill of the Smuggler - 60 minutes at Slicing 1 and 30 extra minutes each level above that - a Master Smuggler hotwires for 3 hours.

Sliced items cannot be hotwired.


Obviously, these would need to be developed further, but I think they'd give us waaay more depth.

Message Edited by BigLands on 10-25-2004 06:15 AM



Shaw Lands
Formerly Pistoleer & Entirely Legitimate Businessman
One Time Avatar of the Old Republic
Cancelled after waiting for the Smuggler Revamp for a year and a half.
Cpl_Fisher
Mon Oct 25, 2004 4:32 am
#2

I'm only a 0/1/1/0 smuggler and never plan on going any further, but those ideas ROCK!



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Kcocemag
Mon Oct 25, 2004 4:41 am
#3

Damn dude........I think i love it!!! It's actually something different as opposed to some of the same ideas we have seen for over a year. The only problem with the gambling one is the fact that nobody even seems to use the lugjack machines in the hotels. It would be much nicer if the devs would add a different form of gambling, dare I say......Sabaac?




...................
= Rups Kcocemag=
...................
=Clubbing baby Ewoks since 1985=
...................
If you can read this, then you don't need glasses.


BigLands
Mon Oct 25, 2004 7:34 am
#4

Come on' - someone must have picked up where I got these skills from by now....



Shaw Lands
Formerly Pistoleer & Entirely Legitimate Businessman
One Time Avatar of the Old Republic
Cancelled after waiting for the Smuggler Revamp for a year and a half.
KodaVeers
Mon Oct 25, 2004 8:22 am
#5






Kcocemag wrote:

Damn dude........I think i love it!!! It's actually something different as opposed to some of the same ideas we have seen for over a year. The only problem with the gambling one is the fact that nobody even seems to use the lugjack machines in the hotels. It would be much nicer if the devs would add a different form of gambling, dare I say......Sabaac?







It was part of an earlier discussion to give Smugglers the ability to drop casino's. Similiar to a Dancer droping a theatre. Would be nice. You could gamble away your items..hehe





"We are the people that can find whatever you may need, If you got the money honey, we got your disease" GNR

To those of you who feel ripped off by NGE, here you go. "You bought an apple, you ate that apple, you enjoyed that apple. Now you've been given a lemon. Eat it, chuck it, squeeze it over a pancake. The choice is yours." As explained by "Coldreboot"


Kodda Veers Master Smuggler Kodda Veers Master Bounty Hunter
BigLands
Mon Oct 25, 2004 11:31 am
#6

I think having Smugglers able to drop a casino is still a great idea.

You could have Architects and Droid engineers work together to build gambling machines

You could have the ability to set house payouts and percentages.


You could even set up a stage for cabaret.


Anyhting to make Smuggler a little more involving



Shaw Lands
Formerly Pistoleer & Entirely Legitimate Businessman
One Time Avatar of the Old Republic
Cancelled after waiting for the Smuggler Revamp for a year and a half.
DeIncRampage
Mon Oct 25, 2004 4:59 pm
#7

You know, ANYTHING that has to do with creds(like gambling machines) would be dependant on either 1) Increasing payouts to a level that makes them worth using. Running a moke mission can earn 27k in 5 min(40k if sliced). OR 2) Make creds harder to come by. No 10-50k missions that can be completed SOLO. SOLOing has caused server econimies to go haywire. I remember when comp armore (a full set) was 70k. Now they are sold for 400k-500k. Because the smiths know that players have the money.


If the credits for gambling paid out something worth it, then yes, make casino's(and depending on the owner's standing with the governing body of the planet, perhaps they will have to pay them a tax or "protection" money.)



Bowzer Koopus - Imperial Major - Shadowfire

-------- TKM/Smuggler Master/Novice Merchant FORCE SENSITIVE-------

Me? Paranoid!? Paranoid is what you call someone that IMAGINES that they have a deathmark on their life...... I HAVE a deathmark on my life....
BigLands
Tue Oct 26, 2004 3:32 am
#8

You're right onthere De - part of the problem with SWG has been the balls-upped economy.

Right now it's waaay too easy to make money, which leads to inlfation, which leads to higher prices,which leads to the need to make more moneyand you end up spending millions on a single pistol. Right now there are weapons that cost more than a house.


But hey, I'd love to have smuggler specific building - if not a casino how this idea:


Black Market


Concept : A building where vendors can sell contraband.

System: Normal vendors and the Bazaar lose the ability to carry contraband - eg spices, slices etc UNLESS they are placed in a black market building.


A black market building looks like any other building - basically you can choose any building type to be one.

The addition of a Counter Surveillance pack craftable by a smuggler toany Architect schematic turns the building into a black market.

Blackmarket vendors do not show up on the planetary map.

Only Smugglers mayoperate a Black Marketbuilding.



Shaw Lands
Formerly Pistoleer & Entirely Legitimate Businessman
One Time Avatar of the Old Republic
Cancelled after waiting for the Smuggler Revamp for a year and a half.
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