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MUS / Smuggling

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  • W Offline
    W Offline
    whansbury93
    wrote on last edited by
    #1

    I was thinking of aspects of MUS and smuggling missions as a whole in SWG and it prompted me to post this discussion to see if others have ideas as well.

    Slicing: I know anyone can slice a terminal now for extra creds, but Smugglers need the ability to obtain smuggler missions from mission terminals as well. I don't know the % chance to fail, but I would say it should be based on luck I guess. A failed slice, will put you on the bounty board. The numeric value of the bounty is up to you guys. I couldn't tell you where to start. BUT it would make it more fun and stimulate the BH boards more than just PVP bounties.

    Secondly, weapon and armor slicing, this has been around forever. I think it’s a valuable resource for smugglers since we're glass canons, we don't want a fight going on for a long time. Also, with everyone stacking block or dodge, and having 12k armor, the extra dmg/range/etc depending on the slicing method is massive help when escaping a bounty.

    For slicing weapons, armor, etc, the only thing I’d want to see changed is NOT allowing for the destruction of the item. Losing the materials to slice is fine but people work hard to make weapons and I’d hate to see a capped weapon get consumed on a failed slice attempt.

    Illegal weapons modules: These are a DMG increase buff, it should last an hour to coincide with the off the books buff duration. Again, values can be left up to staff because this is not my area of knowledge and I don't want to request something dumb.

    Contraband, this is already in-game. However, perhaps the ability to have a central hub (Jabba's Palace would be a perfect fit) for smugglers to "exchange" their items for cash at the risk of being caught by security forces/empire would be another fun aspect of the game.

    Running Imperial blockades in space during space smuggling missions would be awesome.

    Smugglers can use any weapon they want, and I already know that specifics are dropping off so no need to rock the boat there.

    On smuggling missions, having lvl 80-90 NPC's spawning to try to trip you up on (non-pvp) smuggling missions would be fun. The pvp missions should stay open as it would create issues if an NPC attacked and then a player BH showed up.

    Having a bounty placed during an instance where your contraband is found during a routine inspection is an option as well as having the normal "loss in faction"

    Upon reaching certain thresholds of Underworld faction, you will be rewarded.

    These bonuses do stack, meaning once you reach the final rank of the Underworld faction, you will have:

    +600 Innate Armor
    +3 Damage
    +3 Range

    You will lose the attribute bonuses if you happen to drop Master Smuggler as a profession.

    1000 Underworld Faction Points
    Title: Bootlegger
    Gear:
    Choice of
    Underworld Recon Armor Chestplate
    Underworld Recon Armor Leggings

    Attributes:
    +200 Innate Armor
    +1 Damage
    +1 Weapon Range

    2000 Underworld Faction Points
    Title: Pirate
    Gear:
    Choice of
    Underworld Ring of Luck
    Underworld Necklace of Precision

    Attributes:
    +200 Innate Armor
    +1 Damage
    +1 Weapon Range

    3000 Underworld Faction Points
    Title: Master Underworld Smuggler
    Gear:
    Choice of
    Underworld Sureshot DE10
    Underworld Sureshot DL44
    Master Underworld Smuggler Blade
    Master Underworld Smuggler Knucklers

    Attributes:
    +200 Innate Armor
    +1 Damage
    +1 Weapon Range

    Any suggestions, fixes, etc are welcome, I sure as hell won’t be offended.

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    • G Offline
      G Offline
      Griffy
      wrote on last edited by
      #2

      whansbury93, post: 1792, member: 351 wrote:

      I was thinking of aspects of MUS and smuggling missions as a whole in SWG and it prompted me to post this discussion to see if others have ideas as well.

      Slicing: I know anyone can slice a terminal now for extra creds, but Smugglers need the ability to obtain smuggler missions from mission terminals as well. I don't know the % chance to fail, but I would say it should be based on luck I guess. A failed slice, will put you on the bounty board. The numeric value of the bounty is up to you guys. I couldn't tell you where to start. BUT it would make it more fun and stimulate the BH boards more than just PVP bounties.

      Secondly, weapon and armor slicing, this has been around forever. I think it’s a valuable resource for smugglers since we're glass canons, we don't want a fight going on for a long time. Also, with everyone stacking block or dodge, and having 12k armor, the extra dmg/range/etc depending on the slicing method is massive help when escaping a bounty.

      For slicing weapons, armor, etc, the only thing I’d want to see changed is NOT allowing for the destruction of the item. Losing the materials to slice is fine but people work hard to make weapons and I’d hate to see a capped weapon get consumed on a failed slice attempt.

      Illegal weapons modules: These are a DMG increase buff, it should last an hour to coincide with the off the books buff duration. Again, values can be left up to staff because this is not my area of knowledge and I don't want to request something dumb.

      Contraband, this is already in-game. However, perhaps the ability to have a central hub (Jabba's Palace would be a perfect fit) for smugglers to "exchange" their items for cash at the risk of being caught by security forces/empire would be another fun aspect of the game.

      Running Imperial blockades in space during space smuggling missions would be awesome.

      Smugglers can use any weapon they want, and I already know that specifics are dropping off so no need to rock the boat there.

      On smuggling missions, having lvl 80-90 NPC's spawning to try to trip you up on (non-pvp) smuggling missions would be fun. The pvp missions should stay open as it would create issues if an NPC attacked and then a player BH showed up.

      Having a bounty placed during an instance where your contraband is found during a routine inspection is an option as well as having the normal "loss in faction"

      Upon reaching certain thresholds of Underworld faction, you will be rewarded.

      These bonuses do stack, meaning once you reach the final rank of the Underworld faction, you will have:

      +600 Innate Armor
      +3 Damage
      +3 Range

      You will lose the attribute bonuses if you happen to drop Master Smuggler as a profession.

      1000 Underworld Faction Points
      Title: Bootlegger
      Gear:
      Choice of
      Underworld Recon Armor Chestplate
      Underworld Recon Armor Leggings

      Attributes:
      +200 Innate Armor
      +1 Damage
      +1 Weapon Range

      2000 Underworld Faction Points
      Title: Pirate
      Gear:
      Choice of
      Underworld Ring of Luck
      Underworld Necklace of Precision

      Attributes:
      +200 Innate Armor
      +1 Damage
      +1 Weapon Range

      3000 Underworld Faction Points
      Title: Master Underworld Smuggler
      Gear:
      Choice of
      Underworld Sureshot DE10
      Underworld Sureshot DL44
      Master Underworld Smuggler Blade
      Master Underworld Smuggler Knucklers

      Attributes:
      +200 Innate Armor
      +1 Damage
      +1 Weapon Range

      Any suggestions, fixes, etc are welcome, I sure as hell won’t be offended.

      Last time a discussion was brought up about it, it was told that slicing will be its own future content. As far as the glass cannons point, it would stand well in a single class atmosphere but since you can go off into other trees to complement the smuggler kit here, that really isn’t an issue. Especially with impossible odds and skullduggery working here.

      Historical reactions: Like × 1

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      • W Offline
        W Offline
        whansbury93
        wrote on last edited by
        #3

        Griffy, post: 1793, member: 386 wrote:

        Last time a discussion was brought up about it, it was told that slicing will be its own future content. As far as the glass cannons point, it would stand well in a single class atmosphere but since you can go off into other trees to complement the smuggler kit here, that really isn’t an issue. Especially with impossible odds and skullduggery working here.

        For sure, I wrote this thinking of my only experience with the MUS system which, I’ll admit, was very limited. But I do miss the smuggling missions via terminals with the chance of a bounty upon failure

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