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Thread: SKILL POINTS
2222
4444
6666
8888
And
MASTER = 8.
That think of it you.?
yes but, what for skills.
For exemple:
Sombody take
All tree 2222, that make 190 + 26 FS make 216.
But what does he have for skill nothing. because after the bow are very expensive. In the view of tree cost anyway the same as before, it's just more easier on start. it would be better in the CU for young padawan to have 5000 pts of force but no hard skills. that permit to have all the time approximatly the same pts of force but adavnced skill at the end
Message Edited by Poiscail on 05-06-2005 04:08 AM
The skill points need to be changed some, maybe not the 250 part but other things about it!
1. It shouldn't take 15SP to just get a basic novice. Its like saying you need to have a pre req to get in to the class, You need xp before we can train you to be novice.
2. Why does TKA have to be Unarmed & Two-handed weapon, why not Unarmed & One-handed / Polearm.
4. Raising the SP would not creat a bunch of uber beings. Common, Where are you goning to have time to Fight, craft, go after bounties, survey, harvest. I am a MA. I know I don't have that kind of time. But what could be done is allow you to have the SP for more specific type things. for Example;
a. As a M.Artisan, I should be allowed: M.Merchant, M.TKA (optional, maybe not the full chain), 2-3 Elite Professions (Droid, Architect, Weapon, Armor, Ship, Tailor, Chef), Survival Skills, & one lvl IV weapon category (melee or non-melee).
b. As a M.Brawler, I should be allowed: M.Smuggler / M.Commando / M.SquadLeader / M. BountyHunter, M.TKA(optional), 2 of the following M.Fencer, M.Swordsman, M.Pikeman or non-melee weapon, Medic (general healing, wounds mostly). Reverse Engineer weapons & armor but only that of the category thye choose (since they deal with them most of their lives)
c. As a M.Entertainer, I should be allowed: M.Image Designer (should ID be even under ME, shouldn't it be under Artisan like tailor, or cook, domestic arts) & either M.Musician or M. Dancer. Reverse Engineer music equipment if a M.Musician.
d. As a M.Marksman, I shoulld be allowed: M.Smuggler / M.Commando / M.Squad leader / M.BH, 2 of 3 weapons (pistol, rifle, carbineer), Medic (general healing, wounds mostly). Reverse Engineer weapons & armor but only that of the category they choose (since they deal with them most of their lives)
e. As a M.Medic, M.Doctor / Bio-Engineer, Combat Medic (optional), weapons (optional). Reverse Eng. any medical stuff
f. As a M.Scout, M.BH / M. Commando / M. Squad leader, M.BioEng / Creature Handler, M.TKA & one weaponry of choice, general healing (wounds mostly)
Elite
g. As a M.Smuggler, I should be allowed: ID (general facial changes), either TKA & 1 weapon or 2 weapons cats, Medic (basic healing), & Merchant.
h. As a M.Commando, I should be allowed: M.Squad Leader, M.TKA, All weapons category, General wound healing, Reverse Eng. weapons & armor
i. As a M.SquadeLeader, I should be allowed; M.TKA, All weapons category (but with limitaions), General Wound healing, Reverse Eng. weapons & armor (but with limitaitons)
j. As a M.TKA, I should be allowed; One weapon category of choice (melee type), wound healing, Their should be a Grand Master of TKA.
k. As a M.Musician or Dancer, nut much for this.
l. As a M.Bounty Hunter, M.TKA, 2 weapons of choice(lvl IV), scouting, general wound helaing. Reverse Eng. only weapon cat chosen.
m. As a M.Doctor, I should be allowed; Combat Medic (optional)
this is just some of what should be allowed. It only makes since for some of these professions to have these abilities, If some of these can actually be done let me know. Their should be enough SP to allow for common sense stuff.
Anyone should be able to at least master on weapon, people do it for hobbies every day learn a trade or something.
Turkana wrote:
I do not know of anybody who has split their points between combat and artisan. I see either all artisan or all combat. Most every vendor I visit has no stock. the vendors that have things have scatter pistols, and clothing, since BH and Jedi are so overwhelmingly popular professions.
I happen to be one of those "anybodys" who has split my skill points between combat and artisan. I have to say that it's not an easy template to maintain and there's not a day that goes by when I wonder if I should drop one aspect or the other.
I've mastered Artisan and Architect. I've also mastered Carbines. At this time, I maintain two fully stocked vendors (which have provided me with more credits than I could ever imagine). After the CU respec, I had 4 skill points left and I have a measly combat level of 54. I will need a total of 24 skill points to complete the FS quests in the village. Eventually, some of my skills are gonna be dumped. Part of me thinks it's best to let the combat side of me go.
Having a CL of 54 ain't much but I figure it's better than nothing. Still, I think as time requires, my Carbine experience is going to get cut, little by little. When I think of the number of FS trees that are eliminated by not having combat skills, it makes deciding a much more difficult concept. Skills prior to the CU which required X amount of skill points now require X amount more. I have no clue while templates were forced into this design.
Not a daygoes bywhen I wish I had an extra handful of skill points available. But then again, if everyone could craft amazing stuff while standing formidable in the face of a Krayt Dragon, it would pretty much be like the game was prior to the CU.
question . . . are you planning on going the jedi route or are you just unlocking the extra character? The reason I ask is that it may be unwise to drop the combat skills in lue of the 24 SP needed for FS when in fact, you'll need that combat skill to complete the trails . . . and to survive as a new padawan.
Now if it was me . . . and I'm kinda in the same boat with Dancer rather than Archi . . . I'd amass as much crafting XP as I could . . . and hold onto it. Drop the crafting SP to complete the FS training and unlock the alt. At that point . . . drop the combat (unless you're going jedi) and use the stored crafting XP to regain your lost abilities.
The