Smuggler Archive
Thread: Smuggler Issues a la Juspar
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Juspar
Sat Jul 16, 2005 4:50 am
#1
General
Experience
We get slicing and spice experience, those branches need to be driven off that experience.
Smuggling
I remain unconvinced we will actually smuggle. Smuggler missions will be delivery missions with an option to skim, steal or deliver the merchandise intact. We should focus on our ability to mittigate risk of discovery of contriband as a serivce. Increase (does it still exist, do we need to re-introduce?)the risk/ reward system for spices and sliced goods; then allow the quality of the smuggler who did the work to reduce the risk factor.
Brawler
Give us something here. Make a branch require brawler xp and deliver hand to hand type actions that can be performed with pistol in hand.
Slicing
DPS
It's pointless having a speed and a damage slice that effectively deal in the same stat. Especially when it is capped. Remove the speed slice and make the damage slice increase minimum damage by larger percentages than the current slice does.
SAC
This is the weapon slice we all want to see, replace speed.
Components
Having all required components as loot drops is crazy. It's not in character and it's not consistent with the rest of the SW universe. Low level components should be craftable by either Weapon/ Armor smiths or Master Artisans. High level components should be a chance of extraction from loot dropped all over the galaxy. Control the quantity by the probability of extraction, but give us the content of breaking down an old item for parts (this could simply mean substituting a 'broken' weapon/ armor piece icon over container code.)
Stacking
If the item's stats are the same, I should be able to stack them. Be it Tatoine Woly Hide, or an Illegal Blaster Core, unless they are somehow unique, they should not fill multiple inventory slots.
Tools
The move towards a no tool universeis troubling. Han and Chewie always had a welder or something in thier hands, even if it's a cheap 100 use item, give us a tool.
Spices
Variety
Mix it up a little. Give ability bonusses, double inspiration buff percentage, decrease cycle times. Spices have one use right now - combat, and the amount of difference between a mid level spice and a top level spice means the mid level might as well not exist.
GIGO
Garbage In, Garbage Out. Spice crafting needs to make use of the crafting system to adjust finished product to account for raw resources used, tools used and the skill of the manufacturer.
My thoughts, please disagree, correct or add your own.
I'm glad we didn't get a slicing mini-game, we're in SWG, we don't need a mini game, keep it fluid.
I think our corwd control is approriate, I've said it before, we need control so we can escape a toe to toe fight and come and knife someone in a dark alley latter. It's not level 5 though. If the Devs want it to be, we need an area mez and/ or an unbreakable root.
My space bar is acting up, please excuse any missing spaces in the above post.
ClevtonRyles
Sat Jul 16, 2005 4:55 am
#2
... I have comments, but they've been said before. I want my mini game. As its not really a game, but a 'skill' to be able to slice into a terminal... I've always disagreed with 'slicing' weapons, that, should be something entirely different... 'tinkering' blah blah... blah.
Juspar
Sun Jul 17, 2005 4:23 am
#3
ClevtonRyles wrote:
... I have comments, but they've been said before. I want my mini game. As its not really a game, but a 'skill' to be able to slice into a terminal... I've always disagreed with 'slicing' weapons, that, should be something entirely different... 'tinkering' blah blah... blah.
Good points, slicing in the movies is about breaching security and gaining information. I don't want to see a mini diversion in the middle of my SWG experience, but a process that allows me to apply my characters skills would have been a good thing.
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