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Thread: SKILL POINTS
Gnuut wrote:
Menoetius wrote: Making money with CM is harder than Doc, but it can be done.
What do you propose we sell to non-CMs? Is there something we can stock on our vendors that the non-CM crowd will buy from the CM crafting tree?
That was going to be my point exactly Gnuut. Doctors can sell buffs for 8-35k per set to people who are going off to hunt, yes I've seen them go for as much as 35k on sunrunner. Those people can have any skill and find some use for buffs. The entertainers even like action type buffs. CMs would only be able to sell to CMs who are either too lazy to make their own stuff, don't have the lots or skills to gather their own stuff, or who would rather just save a ton of time and buy it from somebody else. Then comes the selling part, either on the baz, which would leave out selling crates I think or on a vendor. That would require you to have the skill to put up a vendor and will basically mean you can't master a weapon skill. Since a CM can't kill alone, most won't go for that.
A doctor merely has to sit on the starports /shout buffs for X amount, x hours x mins, + x to your stats /tip me. People line up.
jfang wrote:
The reason why BH's were having their SP requirements changed was they have significant problems and balance issues which could not wait for the combat revamp or a BH specific revamp. I would ask of any profession that wants to have an SP requirement changed "do you have similar pressing issues?" I can not speak for other professions, but I think combat medics can not in good faith say they areexceptionally underpowered for the SP requirements they have.
that was true, but does not appear to be something that will be true if the proposed changes are put into play.
My second concern is that the SP requirements were instantiated such that people couldn't do everything they wanted to. In essence SP is the limitation on power. I do not think that they should be changed lightly (and I expect a great deal of fallout, a significant amountnegative,from the BH SP change). The goal of an SPchange such as this would be to both allow master combat medics to also master a crafting profession or a melee profession, which I am not convinced is a good thing. A secondary result would be that the cry for "let CM's fully experiment subcomponents" (as 1 experimentation point is basically worthless)will become even more pressing which will likely eventually make CM's more independent. While this might be good for the combat medics, I think fostering profession independence is ultimately detrimental to the health of a *MM*ORPG.
if we gett progressively fewer effective abilities, we should have a lower sp requirement. that is the bottom line in BH. they became ineffective due to being "fixed," so no one was going BH much. a skill point reduction was appropriate, and will surely have fallout, as you said. CM is marginal for its cost. a reduction in effective abilities will make it overpriced.
more interdependence, while a pain in the tush, does make for a better game. i don't think many of us would argue with that. so make the innoculations heavily dependant on cm crafted components/items. and leave area heals to the area heal guys -- yeah, that would be CM.
Third, I would say that organic cemistry is very used by combat medics. I use it whenever I craft wound packs, for example. I used it extensively when climbing the combat medic skill tree, and when crafting the majority of my stims (until I had mastered combat medic and made my "final schematics"). Not to mention that it makes logical sense, as a battlefield medic would need to be able craft medical supplies in an emergency situation. Finally, a combat medic should be the best type of medic around (read: at least a master medic), assuming you subscribe to the battlefield healers vision of combat medics. Alternatively, a biological warriorwould also also need to know organic chemistry to craft effective poisons and diseases.
i can buy this argument, but we have to have effective product at the end of the line to justify the sp expense. the proposed changes have the potential to render poison/dz useless.
By using the "you don't use it" argument, If anything I would say that a doctor should be able to get by with organic chemistry and pharmacology... But for balance issues that should not happen.
TomtheBitx wrote:Obtaining pilot skills will not affect your ground based skills, except for shipwrights.So getting Rebel/Imperial/Neutral pilot skills will not force you to lose your current skill set up.
hes right..but what i wonder is..Early on i heard somethin about the devs sayin youll only be able to be Imperial Pilot...Privateer or Rebel pilot not a combination like Reb/Privateer..dont remember where i saw it..but i hope not lol otherwise im not gonna be a rebel fighter
Solace1 wrote:Ohhhh, one more thing.There will be an entirely new way of obtaining the Shipwright profession. It will not be a starter or elite profession as we know it. It will also be different from obtaining Politician (via Apprentice Points). Take your best guess on how they are going to implement that one, hehe.
Where did you hear that I have heard that wil will be a regualr started calss with no prerequesitis.