Development Cycle Archive
Thread: IT 6-6: Imperial Crackdown: Some changes made based on In-Test Feedback
Anyway.. to add on to my last statement:
"The TEF is a logical step given when you attack a factioned target (thus giving consent to having to deal with that faction)."
The TEF can be given to neutrals if they are groupped with Coverts of a faction if said covert choses to attack a factioned person/structure. So your statement about being neutral doesn't pan out either.
Ka-oan that is 100% not true.
One of my characters is neutral right now, and if my guild decides to attack a bunch of Rebel NPCs I can't join in on the fight.
I don't know where you're getting your info, but that's wrong.
Allow myself to quote ... uh ... myself
However. While imbalance in the GCW is great, faction perks overwhelming skill point investments is not great. This is the equivalent of adding to patch notes:
- Stormtrooper armor faction perks available to Imperial faction members will now have 90% resistances to all damage types.
- Stormtrooper armor faction perks will also have HAM encumberances reduced to 15/15/15 per item.
- Imperial Uniforms now added as faction perks. Gray overcoat with rank insignia, dark pants, black boots. Each of these will come with your choice of +25 Injury Treatment/Wount Treatment, or +3 Melee Defense / +14 Defense vs Stun.
Well, you know, Rebels will still buy armor from Armorsmiths, but high-ranking Imps never will again. And, Tailor's and Bio-Engineers will do far less business with Imperials, but the Rebs and Neutrals will still be good outlets for marketing.And that's okay. It's all in the name of the GCW and the Imperial Crackdown.
I think you're missing the complaint that we smugglers have. We are hurt because a faction perk now nullifies a profession's perk. If my bulleted examples above seem absurd, well good, that's the point. We smugglers feel that this system is no less absurd.
There has been no comment on this, and I expect that since only the trolls are reading this deep into this thread, and certainly no one who's name appears in Red on the boards is, there may not be.
I raise a perfectly legitimate question though. No other profession is superseded by a faction perk. AT-STs used to do this (superceeding CHs), and that has since been fixed. All I want is to understand the rationale. Why would a faction perk (being high level Imperial) supersede the ability of a profession (Smuggler doing the job after which his profession is named)? Why?
To quote a Movie that my Tailoring customers love so well (dude ... uh ... can you make an outfit in all black, it has to be cool, I want to look like Neo):
"Why? WHY? WHY, Mr. Developer?? Why do you persist (with these changes that don't really benefit a profession you've already told us needs significant work)?"
Is this all a prelude to the WoW we smugglers will all say when the big revamp is completed? I hope so. The majority of smugglers, as represented by the smuggler forum, are not fond of this change, becuase someone who invests no skill points whatsoever is now able to do something we invest many skill points for. Why?
Why?
ZebStokes wrote:
Imperial players SHOULD incur penalties... perhaps LOSS of ONE lvl of RANK??.. destruction of ONE faction pet random?? The Emperor would NOT allow such weapons on ANYONE for fear of an uprising.
Since when has the Emperor feared ANYTHING?
Oh I remember now: "I am *afraid* the death star will be quite operational when your friends arrive."
Bravo Devs....
Smuggler_Caylin wrote:
Cry4Dawn wrote:
Ok, so if I am an Imperial Col. With Sliced Storm Trooper armor ON and a Sliced FWG5, Does this mean I WONT be scanned or EVER becaught, meaning Fined, Lose FP, or charged ever? So as an Imperial I go scott free and basically play as I am now using Contraband items?
Yup.
While a master Smuggler would have a 95% chance, while you have a 100% chance.
That ain't right.
Gives you a real easy choice. Go imp if you want the benefit! Woot!
The only reason it aint "RIGHT" is for once rebels can't exploit the system, as was the norm.
Cafa Asia
Thogek wrote:
Hi Friends/Dear TH
Problem
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I'm sure you will understand that a jedi will have a sliced armor or some spice on him for emergency situations - esp. since he can't buff himself e.g. at mind (currently! - I'm sure the revamp will adress a lot of the issues that are currently out - but that shouldn't be a reason not to think now about jedi <-> contraband/scanning)
[snip]
Solutions
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1. Jedi don't get scanned because they have a nature ability to hide some items from the eyes of low level troopers
or
2. Jedi get in the Padawan Tree a Skill that they can use to hide items
or
3. Jedi become a Overt Flag but automatically set to Covert after 1h (like if you just talk to the recruiter as normal player - go overt - directly go covert again.)
4. And I'm sure a lot more ... any ideas from other guys?
2 and 3 could be combined
Please answer this post because I think it isn't really fun if a jedi got killed in kor vella, have to clone again just to get again scanned and gain the Overt-Status. Wouldn't be fair - or? :-) (at least just a msg that you will think/adress it in any way so that you haven't the situation that jedi won't be able to
Bye,
Thogek
Not a jedi, sorry for my lack of knowledge but wanted to ask....
You mean Jedi don't get the mind trick thing? That seems wierd.