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SWG: Evolve Forums

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whansbury93

@whansbury93
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Recent Best Controversial

  • Master Underworld Smuggler or Something Else?
    W whansbury93
    1. Should we focus on fleshing out Master Underworld Smuggler or create an entirely new system for Evolve?
    • I think the MUS theme park being fixed and upgraded would be the best approach as its foundations are currently there.
    1. Based on your answer to the first question, tell us how you would like to see a fleshed out Master Underworld Smuggler or how to create a new system for slicing for Evolve?
    • Updating mission rewards to accommodate slicing components is something a few servers have done with a good success rate. As well, the illegal weapon mods and cash reward.

    The three rank system worked on live and it was very beneficial. Perhaps the values can be adjusted to function better with EV’s mechanics and stats.

    Legends added a separate ability to obtain smuggling missions by slicing a mission terminal with a “chance” to fail the slice and obtain a small bounty. That should please the BH’ers out there as well. More to do is the name of the game. These missions were separate of the MUS theme park. They could be space or on land and you could still use private travel (just not NPC travel like shuttles)

    MUS needs to offer the innate armor, range, and damage benefits.

    I also think the ability to participate in th MUS theme park should require investment into the profession. Not the old 1pt in smuggler. You should be a master smuggler to enjoy the benefits of being a master of the underworld.

    Adding slicing components or bits to smuggler themed activities will make the profession what it was supposed to be, a hybrid between combat and business.

    Suggestions

  • Master Underworld Smuggler
    W whansbury93

    I was thinking about this grind and how it could possibly become a thing in Evolve.

    Given what we already have, it doesn’t have to be much more than a simple MUS “buff” of sorts.

    Per Rank:
    +1 to weapon DMG
    +1 to weapon Range
    +1 to ACR

    Giving a total of:
    +3 to DMG, Range, and ACR.

    Just an idea, very open to what others think on this as it’s an untapped resource for those who spent points to get Master Smuggler. Perhaps the benefits can be locked behind having the M Smuggler box.

    Suggestions

  • MUS / Smuggling
    W whansbury93

    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

    Suggestions

  • MUS / Smuggling
    W whansbury93

    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.

    Suggestions

  • City Hall Storage Increase
    W whansbury93

    I agree

    Suggestions

  • Vehicle Upgrade Kit
    W whansbury93

    On another server, there were craft-able Vehicle Upgrade Kits. These kits would make any vehicle of your choosing, top speed and handling etc. So, that being said, you could utilize one of these on your desert skiff, and suddenly, you have a speedy transport for 8 players that is also lava proof. Perhaps this could be put into the craft tables for whichever trader it makes most sense for. I would argue droid engineer or structure trader? I think it would be a very sought after item in the economy.

    Historical reactions: Like × 2

    Suggestions

  • Multiple Accounts Discussions
    W whansbury93

    Evolve Patch Notes, post: 121, member: 64 wrote:

    Current Policy:

    **Multi Accounty Policy

    With great power comes great responsibility**

      • No using multiple accounts by the same account owner to rank up cities
      • No using multiple accounts to horde an entire resource spawn with harvesters
      • No using multiple accounts by the same account owner to follow and use combat macros
      • No using multiple accounts by the same account owner to PvP
      • No using multiple accounts by the same account owner to AFK farm
      • Multiple Accounts are limited to TWO per person (No Excessive Account Creation)

    Please discuss pros, cons, thoughts, should we restrict to a single account?
    This seems to have stirred alot of debate, so lets debate here.

    If this is the current policy, why are we seeing 16 man teams farming POI's for rare loot drops while AFK? Many have seen this, many have commented about it.... So? What's up? Is this something that's being put to rest? Or did something change and now you can AFK Farm, (ie Holocrons) with 8-16 afk players on POI locations as players who are actively online arrive and are outgunned by 16 bots AOEing the whole area... Is this not an example of that? Perhaps that needs to be nuked because that can create another issue where we're back to AFK everywhere. Maybe a compromise, since AFK playing is a part of SWG, we can limit an AFK Macro duration to "2hrs"... Anyone who swears they're not "farming" shouldn't have any issue with this. Just my thought on a very specific example.

    Historical reactions: Like × 1

    Suggestions

  • Way-points
    W whansbury93

    As we continue to see massive improvements in such a short time period, I am wondering about the prospect of having some way-points in-game for these quests. Mustafar would be a good example. I find myself spending half my time on the internet researching way-points to locations to complete missions. I am wondering if these way-points, much like a legacy quest, can be stored within the missions themselves so that we can just play the game and not have to switch to the internet to find out where these specific areas are. A good example is how a terminal mission will show you where you need to go. I'm not sure what type of undertaking this will require, but it would be nice to be able to simply play the game and quest freely without having my phone by my side and researching every mission to find a way-point. These could disappear as soon as you approach them, like a terminal mission would. The Ryatt trail would be another place where having way-points added to a quest would be incredibly helpful and less frustrating. I'm sure there are countless examples.

    Suggestions

  • Multiple Accounts Discussions
    W whansbury93

    Reyna, post: 125, member: 204 wrote:

    Have one account with maybe 7 toons and a 8th unlock would solve this or even 6 toons and 7th unlock and have multiple household account for others be approved. Being a small population It can be hard to find certain crafter etc.

    That was my real point and I agree. IF the reason people want several accounts is to have double the characters, give them 7 with an unlock. Then, the only other reason for a second account would be to AFK farm and we really don't need it. Play the game, or don't. You're not going to miss out on things. Its a game meant to be played over a span of years, not weeks.

    Suggestions

  • Multiple Accounts Discussions
    W whansbury93

    Evolve Patch Notes, post: 121, member: 64 wrote:

    Current Policy:

    **Multi Accounty Policy

    With great power comes great responsibility**

      • No using multiple accounts by the same account owner to rank up cities
      • No using multiple accounts to horde an entire resource spawn with harvesters
      • No using multiple accounts by the same account owner to follow and use combat macros
      • No using multiple accounts by the same account owner to PvP
      • No using multiple accounts by the same account owner to AFK farm
      • Multiple Accounts are limited to TWO per person (No Excessive Account Creation)

    Please discuss pros, cons, thoughts, should we restrict to a single account?
    This seems to have stirred a lot of debate, so lets debate here.

    My opinion, if people are making two accounts to have more than 4 characters, we could just have the limit set to 6 or even 8 characters. That's really the only way I can see having multiple accounts. All others would be serving AFK farming and filling the game with "fake" players. I'd rather the population be small and filled with active players than full of everyone's "other" account. We know that credit farming is banned. The same with city ranks. I don't have an issue with making the game something you have to play and not have things superficially inflated by way of multiple accounts. I just don't want an artificial population like other servers. I have played on other servers and felt like I was surrounded by bots and it really cheapens the experience.

    Historical reactions: Like × 1

    Suggestions

  • Skills/Prof Calculator
    W whansbury93

    Would love to see a skills and/or profession calculator so we could experiment online at potential builds and things outside of being logged in. I know I have benefited greatly in the past from being able to check out and game-plan my character design using this as a tool to create a plan. It is also nice to be able to sit back and test out where to put points in different trees outside of whichever 2 professions you decide to master.

    Historical reactions: Like × 1

    Suggestions
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