It's a pretty common topic among servers about whether they want to make tweaks or not, but among the ones that do one of the frequently discussed tweaks is making the underworld tree for smuggler... well... useful.
My question is, would this be something the powers at be are willing to look at for this server, and if so, what could be done to make it worth filling out?
Underworld tree
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Cynar
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Come up with some realistic, worthwhile ideas for the tree. Once you've have something post them under suggestions.
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My posts do not reflect the current views or opinions of the Awakening staff team. Please do not mistake them for that of the Awakening staff.
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darriandm
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Okay, thanks. I'm still relatively new to the server so I was mainly just wondering if this was something that would even be considered before throwing suggestions around. Didn't want to overstep my boundaries as a "new guy."
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tarnwar
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Even as a New Guy you still have a say
would be interesting to see some cool idea's.
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darriandm
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Well, maybe we could turn this thread into a discussion about that then, I'm sure I'm not the only smuggler around that always thought it was supposed to be more than what it was.
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Lasod
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ideas
if the slicing terminal concept would work on NPC quest givers let the underwold tree give us terminal slicing abilities to get higher payout from npc quests - possibly even increasing the rare loot chance with a "Fixer" in the group
i also really enjoyed the call a fence - junk dealer - ability that was added in the NGE
outside that it would be a discussion about actually smuggling i.e avoiding tariffs for bringing resources from one planet to another / avoiding scans for illegally sliced goods and carrying spice
quest givers that only talk to people with underworld tree.
ability to change someones faction standing with all factions other than reb/imp
if the slicing terminal concept would work on NPC quest givers let the underwold tree give us terminal slicing abilities to get higher payout from npc quests - possibly even increasing the rare loot chance with a "Fixer" in the group
i also really enjoyed the call a fence - junk dealer - ability that was added in the NGE
outside that it would be a discussion about actually smuggling i.e avoiding tariffs for bringing resources from one planet to another / avoiding scans for illegally sliced goods and carrying spice
quest givers that only talk to people with underworld tree.
ability to change someones faction standing with all factions other than reb/imp
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Lasod
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former underworld tree ability
How do I Evade Contraband Scans? (Smuggling)
Thunderheart- Novice Smugglers with “underworld” abilities will have a 15% chance to evade contraband searches plus an additional 15% for each skill box and Master Smugglers add another 20% for a total of 95%. Players in both the wilderness and cantinas may avoid shakedown searches if grouped with smugglers for the same bonuses. In order to receive the smuggler bonus from being grouped with the player the smuggler must be within range (35m)
while not my prefered use of the tree, as compared to other ideas mentioned
instead of having the scans in the cantinas, we all know how much the ents hate them, can we post troopers in factional aligned starports instead so it at least feels like there is a concern about being scanned.
if being scanned is even part of this game, been playing for a few weeks now and have yet to be scanned
How do I Evade Contraband Scans? (Smuggling)
Thunderheart- Novice Smugglers with “underworld” abilities will have a 15% chance to evade contraband searches plus an additional 15% for each skill box and Master Smugglers add another 20% for a total of 95%. Players in both the wilderness and cantinas may avoid shakedown searches if grouped with smugglers for the same bonuses. In order to receive the smuggler bonus from being grouped with the player the smuggler must be within range (35m)
while not my prefered use of the tree, as compared to other ideas mentioned
instead of having the scans in the cantinas, we all know how much the ents hate them, can we post troopers in factional aligned starports instead so it at least feels like there is a concern about being scanned.
if being scanned is even part of this game, been playing for a few weeks now and have yet to be scanned
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jimbo4822
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I know code is limited to what can be done but what about letting any junk dealer buy anything that was considered junk. Can be made a tier 2 or 3 possibly. I do faintly remember the call a Fence that is another good idea from post above.
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Lasod
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Idea i just had while i was poor the other day
smugglers should be able to get reduced transport fees
smugglers should be able to get reduced transport fees
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Syke
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Or from any starport to any starport for an increased fee. You know, going outside the normal shipping lanes - a shortcut from Dantooine to Naboo would cost more than the cost of the two tickets, for example.Lasod wrote:Idea i just had while i was poor the other day
smugglers should be able to get reduced transport fees
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Murg
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The cost could take into account the faction of the two starports and the ship you're travelling aboard.Syke wrote:Or from any starport to any starport for an increased fee. You know, going outside the normal shipping lanes - a shortcut from Dantooine to Naboo would cost more than the cost of the two tickets, for example.Lasod wrote:Idea i just had while i was poor the other day
smugglers should be able to get reduced transport fees
Travelling from a rebel outpost to an imperial one on a neutral ship with whom you have poor standing would be very expensive, for example. Prices could range from below the cost of both tickets (5000 standing with both endpoints and the ship) to not being offered at all if you have poor standing.
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Starhunter
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While this idea has an obvious downside, what about a mechanic where travelling while carrying spice costs more (because you have to bribe people to look the other way, take non-chartered transport, etc), and for every box in underworld, the additional charge is reduced by 25% (because you are making more and more contacts and now "know people who know people"), for a total of 100% reduction, or no additional charge at underworld 4.Murg wrote:The cost could take into account the faction of the two starports and the ship you're travelling aboard.Syke wrote:Or from any starport to any starport for an increased fee. You know, going outside the normal shipping lanes - a shortcut from Dantooine to Naboo would cost more than the cost of the two tickets, for example.Lasod wrote:Idea i just had while i was poor the other day
smugglers should be able to get reduced transport fees
Travelling from a rebel outpost to an imperial one on a neutral ship with whom you have poor standing would be very expensive, for example. Prices could range from below the cost of both tickets (5000 standing with both endpoints and the ship) to not being offered at all if you have poor standing.
Downside of course being that non-smugglers and leveling smugglers will spend more for tickets if they are carrying.
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Viathan
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Murg
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Making the additional cost proportional to the quantity (and type?) of spice being carried could have interesting economic implications as well.
I don't see any reason why we couldn't have both.
I don't see any reason why we couldn't have both.
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Brim
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If we're going down this road it should apply to illegally sliced weapons and armor too. :-)Murg wrote:Making the additional cost proportional to the quantity (and type?) of spice being carried could have interesting economic implications as well.
I don't see any reason why we couldn't have both.
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IndianaSlone
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This was something that was floated a bit (by me and a few others) during the Non Jedi Player Bounty discussion a few weeks ago. I never saw an official answer on whether or not the code for this was still "in the system" since it was in LIVE at one point. I'd be curious to see what sort of discussions could be had on this topic. Unfortunately smuggler was one of the "iconic" Star Wars professions that was severely under developed at launch and the plans to upgrade with a revamp were scrapped, probably due to CU.Lasod wrote:former underworld tree ability
How do I Evade Contraband Scans? (Smuggling)
Thunderheart- Novice Smugglers with “underworld” abilities will have a 15% chance to evade contraband searches plus an additional 15% for each skill box and Master Smugglers add another 20% for a total of 95%. Players in both the wilderness and cantinas may avoid shakedown searches if grouped with smugglers for the same bonuses. In order to receive the smuggler bonus from being grouped with the player the smuggler must be within range (35m)
In addition to that topic, what would the thoughts be to adding some pistol stats to Underworld? Even with Master Pistoleer (which many run along with smuggler) I don't believe any of that pistol stats are close to being maxed out like they are for a BH. Since Underworld requires pistol XP, would it make sense to have some added accuracy, dodge, etc... in that tree?
Last edited by IndianaSlone on Fri Feb 19, 2016 12:10 pm, edited 1 time in total.
Ayse Starstrider - Freelance Transporter / Apprentice Smuggler
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saboteur
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I would also like to see a change to the different spices, its kind of lame that chef has all these amazing different effects/stats they provide and smuggler really only has two spices as there bread and butter.
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Lasod
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IndianaSlone wrote:Lasod wrote:former underworld tree ability
How do I Evade Contraband Scans? (Smuggling)
Thunderheart- Novice Smugglers with “underworld” abilities will have a 15% chance to evade contraband searches plus an additional 15% for each skill box and Master Smugglers add another 20% for a total of 95%. Players in both the wilderness and cantinas may avoid shakedown searches if grouped with smugglers for the same bonuses. In order to receive the smuggler bonus from being grouped with the player the smuggler must be within range (35m)/quote]
This was something that was floated a bit (by me and a few others) during the Non Jedi Player Bounty discussion a few weeks ago. I never saw an official answer on whether or not the code for this was still "in the system" since it was in LIVE at one point. I'd be curious to see what sort of discussions could be had on this topic. Unfortunately smuggler was one of the "iconic" Star Wars professions that was severely under developed at launch and the plans to upgrade with a revamp were scrapped, probably due to CU.
In addition to that topic, what would the thoughts be to adding some pistol stats to Underworld? Even with Master Pistoleer (which many run along with smuggler) I don't believe any of that pistol stats are close to being maxed out like they are for a BH. Since Underworld requires pistol XP, would it make sense to have some added accuracy, dodge, etc... in that tree?
TBH the speed cap that is easily reached makes pistols a low use profession because you can get a rifle to the same speed as a pistol - the days of
pistols are fast low damage
carbines are med speed med damage
and rifles slow speed and high damage are long gone
perhaps added speed beyond the cap or damage to pistols
or a unique profession defence like dizzy immunity or something to that effect
or since unarmed abilities are part of becoming a smuggler allow for a few unarmed brawler abilities to be used even while a pistol is equipped
side mention as shown in Episode 7 han can use a bowcaster
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IndianaSlone
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Yes, I think pistols need an overall tweak. Pistol / Carbines / Rifles should each have their place in combat. But as you said, the speed issues allow a rifle to be used as quickly as a pistol which is not "correct" IMO. I don't know the correct answer, as balance is hard to achieve but it seems like something could be done. I'd just like to see the Underworld tree contain some combat stats since it does require Pistol XP to level. Following on your Han example, his pistol speed was greater than a bounty hunters (i.e. Greedo)TBH the speed cap that is easily reached makes pistols a low use profession because you can get a rifle to the same speed as a pistol - the days of
pistols are fast low damage
carbines are med speed med damage
and rifles slow speed and high damage are long gone
perhaps added speed beyond the cap or damage to pistols
or a unique profession defence like dizzy immunity or something to that effect
But beyond any combat changes I'm all for just about anything that helps smuggler feel more useful / needed / smuggly.
Ayse Starstrider - Freelance Transporter / Apprentice Smuggler
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Starhunter
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According to Lucas, Greedo had higher speed, Han had higher dodge.IndianaSlone wrote:Following on your Han example, his pistol speed was greater than a bounty hunters (i.e. Greedo)![]()
Still don't make it right
Darion Starhunter
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Viathan
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Lasod
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an idea i had, if there were specific underworld trade locations like the jawa outpost around the galaxy a teir 4 underworld smuggler would be granted a higher price for trading junk at these locations as well as a slicing bonus while slicing in these "zones"
also an underworld trading bazaar terminal that only underworld smugglers have access to with similar abilities granted for the artisan merchant line and permit smugglers having no cap on sales amounts at teir 4 ( wich imo the minimum should be raised to 100K for the entire game but thats an artisan forum conversation)
also an underworld trading bazaar terminal that only underworld smugglers have access to with similar abilities granted for the artisan merchant line and permit smugglers having no cap on sales amounts at teir 4 ( wich imo the minimum should be raised to 100K for the entire game but thats an artisan forum conversation)
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