chronic
Exemplar
[ Star Traders 2 Supporter ]
I bloody well hate two things in this galaxy; Independants and Xenos.
Posts: 389
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Post by chronic on Nov 12, 2013 23:49:15 GMT -5
So recently I was thinking, even though it probably wont be implemented till ST2 the factor of some kind of black market.
The purpose of smugglers; by definition is to smuggle things, to sneak things in under the governments nose. Therefore if that is the purpose why are we smugglers paying those damn syndicates for trade permits?
Wherein lies my idea: perhaps the smuggler gets a special ability where he has no need to purchase trade permits, or even have a decent Rep with them. Perhaps the smuggler can sell his illicit wares directly to the exchange (maybe to balance it would be a reduced price than that of a licensed good.) Also, no matter what his Rep is with said faction, the smuggler always finds a way to access it.
Obviously sneaking in like this would draw all sorts of heat, and this is where his negotiate skill comes in to play. I really feel like this would add to the smuggler character because to me he feels like a glorified merchant with a ffew juggled stats. Anyway, thoughts?
Sent from my Huawei u8650 using proboards
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Post by neddapirate on Nov 13, 2013 9:01:52 GMT -5
Pirate should be able to get a small part of that action as well
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Post by Cory Trese on Nov 13, 2013 10:44:06 GMT -5
Great thread -- some previous examples on the forum have spawned excellent discussions into Smugglers and the ST universe. I hope this one does the same.
This concept, however, won't probably find it's way into any of the games I'm working on -- "No matter what his Rep is with said faction, the smuggler always finds a way to access it."
The Smuggler is a character class that exists to support an economic pattern in ST driven by the love/hate nature of the relationship between Independents and the Factions.
Your Smuggler character will be a Merchant if you are trading between Factions -- the Smuggler's lot in life is to ply the spaces between conflict worlds and exploit cracks in the Faction's taxation, trade restriction and embargo.
I do really hope that this thread becomes a solid discussion of how Smugglers work today and how they might be able to improve in ST or ST2.
They're one of the least understood, but also hilariously fun, character types and play styles in the current game. Definitely one of my favorites, just judging by the amount of time that has gone into the design.
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Post by neddapirate on Nov 13, 2013 10:54:36 GMT -5
Smugglers and Pirates to a lesser degree work in the shadows of the economies of the worlds. Probably should even have the option to be a member of the independent factions as well. Since it is their nature to be independent. I agree they should have access to the exchanges no matter their rep with the factions, maybe have them pull a higher encounter rate as they leave the planet. Pirates should get a lower drop in rep as they pirate ships to be honest but when they hit larger negative rep points within factions they should have an increased encounter rate with those specific factions. Possibly a better chance of escape if the encounter isn't n their favor.
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Post by Officer Genious on Nov 13, 2013 11:07:34 GMT -5
Cory Trese - Interesting insight into how you created the smuggler, but I'm still not sure what makes the smuggler so different from the merchant in practice. The smugglrr gets no bonuses from using Ind worlds that I know of, and not needing a trade permit only saves the smuggler a pittance and maybe two or three delivery contracts. The only thing I can think of that the smuggler is better suited for are delivery missions.
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Post by neddapirate on Nov 13, 2013 11:19:47 GMT -5
They also should get to shoot first
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Jamozk Ekhiss
Star Hero
This is not the Personal Text you are looking for.
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Post by Jamozk Ekhiss on Nov 13, 2013 14:28:53 GMT -5
That raises an interesting point about the relationship between bounty hunters & smugglers that I can't think of right now (due to having awesome music playing very loudly next to me), but it'll come to me at some point.
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Post by Officer Genious on Nov 13, 2013 14:44:15 GMT -5
That raises an interesting point about the relationship between bounty hunters & smugglers that I can't think of right now (due to having awesome music playing very loudly next to me), but it'll come to me at some point. Hurry up and remember, I wanna know!! And did anyone else swear this thread said 'smugglers wanna snuggle'?
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Jamozk Ekhiss
Star Hero
This is not the Personal Text you are looking for.
Posts: 599
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Post by Jamozk Ekhiss on Nov 13, 2013 14:57:03 GMT -5
It was something to do with smugglers & pirates being a bigger target for bounty hunters than, say, merchants - I may be able to work that into a coherent idea that's a somewhat useful contribution to the discussion at some point in the near future...
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Post by neddapirate on Nov 13, 2013 15:00:11 GMT -5
I just remembered what my first reply to this post was going to open with.
Smugglers want to snuggle?
Sorry off topic.... Like I said Jamozk(can't figure out how to tag you) I believe in a diferent post. Increase the bounty and encounter rates.
Thank You NedDaPirate
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chronic
Exemplar
[ Star Traders 2 Supporter ]
I bloody well hate two things in this galaxy; Independants and Xenos.
Posts: 389
|
Post by chronic on Nov 13, 2013 17:01:33 GMT -5
Great thread -- some previous examples on the forum have spawned excellent discussions into Smugglers and the ST universe. I hope this one does the same. This concept, however, won't probably find it's way into any of the games I'm working on -- "No matter what his Rep is with said faction, the smuggler always finds a way to access it." The Smuggler is a character class that exists to support an economic pattern in ST driven by the love/hate nature of the relationship between Independents and the Factions. Your Smuggler character will be a Merchant if you are trading between Factions -- the Smuggler's lot in life is to ply the spaces between conflict worlds and exploit cracks in the Faction's taxation, trade restriction and embargo. I do really hope that this thread becomes a solid discussion of how Smugglers work today and how they might be able to improve in ST or ST2. They're one of the least understood, but also hilariously fun, character types and play styles in the current game. Definitely one of my favorites, just judging by the amount of time that has gone into the design. Thanks for the reply! As for the smuggler class I play it all the time and to date, I'm not sure what differentiates it. You said the purpose is to 'slip between the cracks' and sell stuff during an embargo, taxation and restriction Here's the issue though; none of that is unique or buffed in anyway.. sure he can sell things during an embargo.. so can anyone they just lose Rep. He can also sell things during a taxation, but then again so can anyone else. Maybe if he lost less Rep when selling during an embargo it would make sense but he doesn't! Maybe since I didn't code the game Im missing something but I'm not seeing anything different from a merchant. Heck, if I'm right ANY class could be a smuggler if they bought a ship and cranked their stealth+negotiation. I feel that the smuggler should gain some sort of buff or special ability similar to say the bounty hunters. Ill leave any modifying up to you honestly because you know how to balance it. However as it stands I feel the smuggler is a little underpowered for it's role. Edit: two things: sorry for my formatting, mobile is dreadful for it. Second: you mentioned something about the relations between indys and factions. Could you elaborate? Sent from my Huawei u8650 using proboards
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Post by Cory Trese on Nov 13, 2013 18:00:00 GMT -5
Cory Trese - Interesting insight into how you created the smuggler, but I'm still not sure what makes the smuggler so different from the merchant in practice. The smugglrr gets no bonuses from using Ind worlds that I know of, and not needing a trade permit only saves the smuggler a pittance and maybe two or three delivery contracts. The only thing I can think of that the smuggler is better suited for are delivery missions. The Smuggler's fastest route to profit and XP is exploiting his or her special abilities trading into Blockades, Taxes and Embargoes -- triple so if against Indy worlds.
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Post by Cory Trese on Nov 13, 2013 18:00:59 GMT -5
"sure he can sell things during an embargo"
Sorry -- you are confusing an Embargo and a Trade War.
One is a conflict and one is a rumor.
Smugglers should avoid Conflicts -- they're a Rumor class.
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Post by Officer Genious on Nov 13, 2013 18:06:30 GMT -5
Cory Trese - Interesting insight into how you created the smuggler, but I'm still not sure what makes the smuggler so different from the merchant in practice. The smugglrr gets no bonuses from using Ind worlds that I know of, and not needing a trade permit only saves the smuggler a pittance and maybe two or three delivery contracts. The only thing I can think of that the smuggler is better suited for are delivery missions. The Smuggler's fastest route to profit and XP is exploiting his or her special abilities trading into Blockades, Taxes and Embargoes -- triple so if against Indy worlds. Ok that makes more sense. Thank you!
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chronic
Exemplar
[ Star Traders 2 Supporter ]
I bloody well hate two things in this galaxy; Independants and Xenos.
Posts: 389
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Post by chronic on Nov 13, 2013 18:24:09 GMT -5
@corytrese, @cory Trese (not sure what works. Granted you are correct, however you can sell during both.. could you explain on the Indy-smuggler XP?
What special abilities regarding selling during the afformentioned events?
Sent from my Huawei u8650 using proboards
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