Commando Archive
Thread: Why unarmed 4?
--Garm
JTGAlpha wrote:
How many drug dealers have business skills? Lots, actually. Some high ranking ones even graduated from prestigious colleges, like Harvard. But you mean street level dealers. You'd be amazed at how well they know the fundamentals like supply and demand. And that's all the Business 4 line is. Fundamentals.
Where do you think those street dealers learned the ropes of the "business" of smuggling?
Probably by getting beat up and issuing beatdowns of their own, not reading books or working as an intern. You pick up street smarts unconventionally, and Smugglers are unconventional businessmen at best.
Tackoi wrote:
Unconventional businessmen....I walk into a store and find a vendor with spice and sliced weapons on it. Unconventional?
Hehe, I'm talking my ideal, not the current incarnation of SWG.
I think if you want to put spice on your vendor, it should be open to raids by Imperials who can confiscate it.
Well, they only smuggler in SW with Buss skills was Lando ... but he wasn't much of a smuggler any way, if you ask me ...
I could be wrong, but I'm guessing that smugglers need unarmed IV to keep them from having too many left over skill points, and also because it's a Hybrid profession, which needs to come from two basic professions. That's what I really think....they just throw away logic for the sake of the game ![]()
Why unarmed IV was the chosen skill requirement, I have no clue....I think the most logical one would be engineering IV....well....now that I think of it...probably not, because being able to make AND slice your own weapons and armorwould probably make you too powerful (crafting-wise)....at least too powerful for the fewer skill points it would take than the current system. The way we have it now, if you want to craft and slice your own stuff, you're gonna have to dish out an extra 29 skill points, and then even more for weaponsmith or armorsmith, so you'll have stuff WORTH making and slicing.