GreenMarine
Dev
Posts: 610
Registered: 07-31-2003
Server: Test Center
The smuggler revamp is still scheduled for "post space." In the mean time, I've been working on a smuggler revamp design proposal. I wrote a similar document prior to the Chef revamp. The goal is to identify and define a series of key changes to the profession that will enhance the game's fun factor. When I have a draft that I like, I spend time discussing the ideas with other designers and integrating the suggestions that I like. Once the final document is complete, I get approval to have it scheduled. I break down how long each section will take and create a personal schedule for implementation.
The documents tend to be somewhat more ambitious than the final implementation. There are a couple reasons for that. 1) I might find out that something was easier than expected and I have time to add something extra. 2) I might find out that something isn't technically workable and I need to replace it with something else.
I draw a lot of my design from player feedback. I've read the "Smugglers in SWG History" threads. I've read the "Smuggler Revamp Community Vision" document. I also read other misc threads on the profession (as well as PMs, external discussions of the profession, and so forth). Not all the ideas for the profession are inspired by the community, but community interaction is important.
So with that long introduction, it's time to start discussing some of the details of the revamp. Remember, I cannot give any dates on when the revamp will happen. We are going to be working out details well advance of the implementation date. We should avoid getting too detailed...talking about specific numbers, recipes, or system details isn't necessary at this point. We want to identify and categorize the goals for a revamp.
First, let's set overall goals for the profession revamp:
The first goal of the revamp is make all of smuggler fun.
The second goal of the revamp is to make smuggler more thematic.
These are very much the same goals the Chef revamp had. First, we want the profession to be more fun and offer smugglers lots of options and interactivity. Second, we want the profession to feel more like what a smuggler is all about.
The second step is to realize that we do not need a consensus to accept a feature for the revamp. Not all smugglers will agree to everything in the revamp document. Just saying you don't like something isn't sufficient grounds to kill an idea! Explain why you don't like it. Think about and describe how you think the game would change as a feature is implemented. The best thing you can do as a smuggler (or aspiring designer) is to be clear, concise, and creative.
I have several areas defined in my design document. They are:
Contraband Rules
Smuggling Missions
Underworld Skills
Spice Crafting
Slicing
Dirty Fighting
Player Casinos
Option: Sidekick
Over the next few weeks, we'll discuss each of these areas and try to work out a common plan for smuggler that addresses as many of these areas as possible. I'll create seperate threads for each section and introduce discussions over time. I have a lot of responsibilities in my day to day work, so if I post everything today, I'd be hard pressed to keep up with the discussion.
So keep your eyes open for "Revamp Discussion" posts.
Message Edited by GreenMarine on 06-14-200402:02 PM
Brandon Reinhart / GreenMarine SOE Designer, Star Wars Galaxies
I think there will be a lot of happy smugglers when they see your note...
Personally, i was excited by the inclusion of Casinos !!
____________________________________________ Way'ev-Da on Eclipse Came to life in Restuss, on Rori, 07/03/2003 Master Rifleman 10/18/2003 - present Master Smuggler 1/25/2004 - 11/05/2004 Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol (Man, I love this job!)
wow....a.....thank you so much, really its so cool of you to take time out for us. Thank You... oh and side kick?!? first time i have heard of it and i like it, i like it a lot!
~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Star Wars vs. Star Wars Galaxies 1.5 (Revised) ( Maybe one day these ideas will be considered or implemented. Bump it, please? )
I have several areas defined in my design document. They are:
Contraband Rules
Smuggling Missions
Underworld Skills
Spice Crafting
Slicing
Dirty Fighting
Player Casinos
Option: Sidekick
I really like the idea of Player Casinos and would like more info on the Sidekick option. If anyone can pass on some info on sidekicks that would be great.
~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Star Wars vs. Star Wars Galaxies 1.5 (Revised) ( Maybe one day these ideas will be considered or implemented. Bump it, please? )
GreenMarine
Dev
Posts: 610
Registered: 07-31-2003
Server: Test Center
Nolan, I'll read the link, but my current design for smuggler quests & changes to the contraband system will give a lot of content for bounty hunters. I'll post info on it soon. Tonight or tomorrow night. I want to pass over my stuff a couple of times first.
Smuggler bounties...and bounties on other professions that use contraband...would be a side effect of the changes to the contraband and specifically for smugglers, slicing & smuggler quest systems.
Message Edited by GreenMarine on 06-14-200402:16 PM
Brandon Reinhart / GreenMarine SOE Designer, Star Wars Galaxies
I always thought that there should be some risk not only to the items being sliced, but to the actual act of slicing an item in a public place. Perhaps each time a smuggler slices an item the system performs a check to see if he gets a factional TEF. This would make smugglers more prone to slicing items out of the public eye, as opposed to right in the center of a starport. Then add mods so that a Master Smuggler has less of a chance of getting "noticed" slicing, hence getting a TEF. Just my 2cr...
Hmmm... on my PC, GreenMarine edited his last post almost two hours before he posted it!
Sorry.. off-topic... just never noticed that the edit times dont match up with the post times.
____________________________________________ Way'ev-Da on Eclipse Came to life in Restuss, on Rori, 07/03/2003 Master Rifleman 10/18/2003 - present Master Smuggler 1/25/2004 - 11/05/2004 Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol (Man, I love this job!)
Nolan, I'll read the link, but my current design for smuggler quests & changes to the contraband system will give a lot of content for bounty hunters. I'll post info on it soon. Tonight or tomorrow night. I want to pass over my stuff a couple of times first.
Smuggler bounties...and bounties on other professions that use contraband...would be a side effect of the changes to the contraband and specifically for smugglers, slicing & smuggler quest systems.
Message Edited by GreenMarine on 06-14-200402:16 PM
Will Dirty Fighting be revamped at the end of the year with the rest of the Smuggler Revamp...
Or will it be revamped when every other combat profession gets fixed in the Combat Revamp, as it is a Combat Tree?
Phoenix Orion -Master Smuggler, Master Teras-Kasi, Scoundrel, Rogue & Entrepreneur Owner, Operator- Orion Transport Company (-3579,4347), outside Theed, Naboo - Clamps, Knives, AUK's, WUk's & Spice! Slicing:5000cr/ItemFaction Point Sales:15k/100fp (1 day notice by email necessary!) (Known Rebel Terrorists and people who contact Zarrn Orion for Smuggler Services are automatically Blacklisted.)
Although I am excited about this feature, why is this smuggler-specific? I would think this would not be profession-specific. I can understand, however, why a smuggler mentality would haunt these places, but be careful about adding too much "criminal" content for us as opposed to actual "smuggling" content. We already have a lot of criminal characteristics.
I could see implementing player casinos in general, getting that working right, then adding bonuses of some kind for smugglers. Maybe a "back room" where only those grouped with a smuggler could get in where the really good games are played?? hehe....
____________________________________________ Way'ev-Da on Eclipse Came to life in Restuss, on Rori, 07/03/2003 Master Rifleman 10/18/2003 - present Master Smuggler 1/25/2004 - 11/05/2004 Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol (Man, I love this job!)
GreenMarine, looks like a good start. Looking forward to seeing what you have already fleshed out. How will the discussions take place? Will a given period of time be devoted to each of the sections you outlined or will discussion take place on all of them at once?
From the general outpouring of ideas we see on the boards, it might be more effective for the community to focus feedback on one section at a time -- at least for a first pass. Just an opinion.
Is the sidekick something like an NPC pet for smugglers? That idea had been tossed around quite a bit.
Message Edited by dorsai78664 on 06-14-200404:33 PM
COLONEL DRAEVYN TYR Master Gunfighter : Master Smuggler : Teräs Käsi Master The Spice Must Flow Corbantis.Naboo.Theed.-5851.3187
Lotussutol
Pilot
Posts: 6603
Registered: 06-26-2003
PA:
SIN
Server: Corbantis
the only idea i have is one that I have been pushing for about half a year...
player casino's no!!!!
player casino stations that can be dropped in player cantinas!
I was thinking entertainer line but smugglers would work too.
a smuggler could buy/rent a casino station from Jabba...they could then place it in player cantina's/pvp halls/houses.
people can use the structures and a big chunk of the money would go to Jabba (fun way to remove money from the game) and a small amount could go to the person who placed the structure.
The main thing is....SWG gambling games HAVE to be fun. they can't be text based...text based = boring.
Put a graphical interface on the games! My old intellevision had a graphical interface and any old teenager that can use flash can put together a flash gambling interface so I have NO doubt that the SOE devs can put together a nice graphical interface for SWG.
If this was to go into the game I would blow most of my 100million in a week and would be out killing stuff to support my gambling habit
**************************************************************** SWG = Misfit on the Corbantis server. Master Bounty Hunter/Master Pistol and co owner of Walmart north of Theed at -3989 5346 Pietas Nunquam Mor Moritur ****************************************************************
GreenMarine
Dev
Posts: 610
Registered: 07-31-2003
Server: Test Center
PhoenixOrion wrote:
GreenMarine:
Will Dirty Fighting be revamped at the end of the year with the rest of the Smuggler Revamp...
Or will it be revamped when every other combat profession gets fixed in the Combat Revamp, as it is a Combat Tree?
Dirty Fighting is on the list. We'll get to a specific thread sometime in the future. In general, I want to disassociate "smuggler" from pistols & pistoleer. Smugglers should have combat skills (being a smuggler is dangerous), but should be able to pick what kind of combat skills to use. The profession should not favor pistols, just because Han Solo was a pistol man.
Brandon Reinhart / GreenMarine SOE Designer, Star Wars Galaxies