Combat Medic Archive

Thread: THE BOTTOM LINE

ckultgen
Wed Aug 13, 2003 12:11 am
#1

No one knows anything that is founded on conrete information about how to unlock the FSCS.


So why change you entire play style based on what anyone in any of these threads is saying?


If it turns out one of them was right all along, then go right ahead and visit every NPC in the game, or walk around trying to hit the invisible markers, or do missions of all different professions to fill up your Force Meter, but until that time wouldn't you feel amazingly horrible if you had spent the last month doing boring NPC missions and then learned that NPC's had absolutely nothing to do with unlocking the slot?




Louie Anderson
Some Guy: How much longer do you think you'll keep playing SWG?
Me: Oh, I stopped playing when holocrons came out. I just check macros now.
SirPayne
Wed Aug 13, 2003 12:43 am
#2

Exactly, you can't figure out a system without having had it worked once.
Espaeri
Sun Sep 14, 2003 3:26 pm
#3

(Long post,but worth it)


I don't intend to say anything that, I'm sure, everyone here isn't thinking and/or vocalizing in their own way.


I have, however, read the majority of these posts and see one trend; we're going around in circles. I would like to add my own perspective.


When I look at this game, I imagine what the combined efforts of George Lucas and Lucas arts have provided for us; a rich tapestry of a war-torn galaxy and the lives affected.There is no more Trade Federation. There is no more Senate. There aren't even any official self-governing planets or systems. There's only the Empire, the Rebellion, and the scraps left inbetween. With this in mind, consider the supply lines and the movement of resources and finished products. The Empire runs its own show, completely internally,and the Rebellion does whatever it can.


So whats left for everyone else? Smugglers. The galaxy survives based on the ability of a smuggler to get what is needed, where its needed. Not just for Jabba and other criminals, but for everyone. The rebellion especially. I don't think any of us want our smuggler to be as powerful as a bounty hunter or as industrious as an engineer, we want to be a SURVIVOR. Consider the movies. Consider what Han and Lando and any other 'rogue' characters were capable of.


I think, to make this possible, more than 1 line of 'rogue' skills will be necessary. I've heard a lot of great ideas, but there's the whole balance thing to take into play. I don't know, or want to know what's considered there. There does, however, need to be an 'end-state.' Stop focusing on this skill or that skill, and consider what you want the finished product to be. A character who can't kill everything it sees, but who can manage to live through anything. A character who can supply things that no one else can get. Maybe the ability to be a double agent? I myself was severely dissappointed that I wouldn't be able to become an imperial, just to 'defect' to the rebellion without working back up thousands of negative faction points. I understand the 'fixer' line of skills, but is that really the answer? Or is it a technical fix to a role playing problem.


I'd be prefectly happy with my pistol cap of 'specialist' if onlyI could gather intel from theImperials and give it tothe rebels, at threat of being jumped by a dozen stormtroopers.And then, with my limited actual weapon skill, still manage to get away with a little creative thinking and a touch of luck. No weaponexp gained, but what a story for the cantina when you finally stop running. Lets face it, any bounty hunter in the game could easily kill one of us toe to toe if you're a pure smuggler, but what gives us an edge when there are multiple contracts out on us? What allowed Han to survive?


This game has some interesting undertone. Artisan oriented characters need to focus on the ins and outs of business. Cost effectiveness, overhead and wages vs productivity and price. 'Fighting' characters have their own interesting dynamic of group fighting, and some pretty heavy tactics if you know what you're doing. I could go on with examples, but I'm sure you can all figure it out for each other character. You might notice, however, that smugglers don't have that. We cry out in the markets, offering services or spices. Or we put things on the market. If you're in a faction, you can sell its perks, but wouldn't that be treason? Should you be able to get caught? And then what? You're in the hole with the other side for thousands of points? Thats a lot of credits to buy that back. Give us our own intrigue. Don't focus on the skills, focus on the tangible results of our actions and lack of actions. It will balance by the simple nature that we're as vulnerable to failure as we are to success. We're gamblers, let us gamble. No one will become too powerful, the law of odds won't let it happen. The house always wins, right?


this has gone on longer than I originally planned, but I hope it clicks with a few of you out there.


Good hunting.


(P.S. speaking of hunting, why am I, as a smuggler, hunting creatures for exp for smuggler skills? Just a thought....)


Gaavin Espaeri

silenyabyss
Sun Jun 26, 2005 7:36 am
#4

With my enhancements adding 6-11 minutes to buffs I would like to know especially having well over 100 uses what do you feel is a good price for these enhancers.
silenyabyss
Sun Jun 26, 2005 7:45 am
#5

With my enhancers adding 50-130 damage (up to 1265 effectiveness)per tick or increased healing (up to 1216 effectiveness), what is an adequate charge for a 150-230 use stim?
Anach
Sun Jun 26, 2005 5:18 pm
#6

They seem to cost more to make than they are worth to buy. At least for now. Unless we see a more widespread useage of Doc skills.



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taxxyou
Sun Jun 26, 2005 10:14 pm
#7

I sell 1102 effec deuterium toss's, 122 uses at 60k per bottle and 250k per crate of 5, neurotoxins 1255-1270 eff 144 uses same price they sell FAST and if u already have the resources u need then its mostly all profit )



SWG+NGE=RIP
Zimal
Mon Jun 27, 2005 12:48 am
#8

dunno, i find them pointless to buy



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Mejowepra
Mon Jun 27, 2005 10:40 am
#9

My opinion is that enhancers that only add duration are worthless. The exception COULD be the Combat Medic ones, since during combat an extra 15-30 seconds might be useful. However I think there as well they are mostly pointless.

The enhancers that add power to heals and dots are probably worth it.

Considering the resource needs and labor effort I'd say that the cost would be around 80-120k per pack.




Mejowepra: Final Spec: MD/MTKA

bjer
Tue Jun 28, 2005 11:36 pm
#10






silenyabyss wrote:

With my enhancements adding 6-11 minutes to buffs I would like to know especially having well over 100 uses what do you feel is a good price for these enhancers.





There's another thread around that discusses what docs are charging for buffs and heals, and it seems that many aren't charging much, if anything. If people lined up to get a 10% boost in health for 45 minutes, and an enhancer could increase it to 55 minutes or an hour, then perhaps I'd have an advantage over the next doc and people would pay me instead of him. This was the scenario in the starports, when docs yelled out their buff stats and it was important to buy the very best buff packs.


But docs don'tsit in the starport selling buffs, because the benefits aren't really worth waiting in line. In fact, buffs are so useless that I usually don't even bother buffing myself. So if I can't sell the buffs, it's difficult to imagine why I would pay for enhancers. Sorry to have to say this ... but maybe docs will be un-nerfed at some point andenhancers will be valuable.




___________________________________________
Ninoo (canceled Nov. 2005 due to NGE
... and again Dec. 2006 due to server desolation)
Inge (canceled Nov. 2005 due to NGE
... and again Nov. 2006 due to server desolation)
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