Game Guides Archive
Thread: What the Novice Scout Needs to Know: For New Scouts and SWG Players
Message Edited by Tiggs on 10-13-2004 05:21 PM
There are other possibilities. It could be a Dev, it could be TC (yes, players have on occasion (very special occasions) gotten full suits of matchingMandalorian armor), it could be touched up in a picture editing program....
mikedealer wrote:
Tiggs, off topic, who is in charge of the screenshot of the day? i am looking the other day and notice this picture
http://starwarsgalaxies.station.sony.com/images/player_screenshots/20041004.jpg
Now this is obviously a client side hack! and it was still posted on the homepage, is this to decieve new players or something? i feel very decieved know the fact that i will never own a single peice of mando armor the way it is now, Or More to the point, 2 peices with matching colors lol. Can i start modding my .tre files and sending in screenshots? i always wanted to play as a jawa with a lightsaber
RTL3 wrote:
i though the only thing novice scouts needed to know was how to drop a prof?
Hey!
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Lethian_Tulkhas wrote:
"The best part about SWG is that you are never locked into a choice. If you choose pistols and want to choose rifles, you can drop any skill boxes you've picked up, or you can just start using a rifle. Nothing (except your race) is permanent in SWG, allowing for an infinite number of changes to you character based on your playing style at the time. "
If this is true how come you cant get rid of padawan?
Message Edited by SioBabble on 10-07-2004 03:18 PM
WarNerve5776 wrote:
Instead of making it possible to pull vehicles and pets without a camp,you should have just made basic camps usable by anyone,tho only craftable by scouts. Taking away the neccesity of camps made Scout an almost worthless profession. Ranger too for that matter.
Baiyne,
There were two schools of philsophy around this, and we went back and forth over them for a long time. In the end, the Scouts and Rangers felt that camping - in whatever form - was one of three fundamental skills that made a scout a scout (the other two being harvesting and trapping) and that to allow anyone to use a camp would dilute our uniqueness - just like allowing anyone to sample resources would dilute Artisans, or allowing anyone to use a stimA would dilute the Medics.
We instead focused our attention on developing ways to make camping more useful - increasing the bonuses, allowing them to stay up in combat, creating different specialty camps using DE or artisan crafted components, etc. That's the direction we've been moving in for a while.
Also, I assume that you have clothing, use food, wear armor, and use weapons in the game ... without Scouts, you couldn't do any of those things. I wouldn't be so quick to call us "almost worthless".
I would call us "almost fundamental". ![]()
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