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Thread: A 508 day vet breaks the silence to offer some suggestions!

Moricky
Wed Dec 22, 2004 2:11 pm
#14

no idea sorry.



A[Retard]Arikaan [Retired]A

shootingiron
Tue Dec 28, 2004 7:14 pm
#15

I don't agree with your skill point idea, but everything else is great. I'd love to rent out one of those towers in Bestine and perhaps even base some guild (or a group od guilds) operations out of it.



Keva - Bothan Master Bounty Hunter (pre CU/NGE)
Master Rebel Pilot many times over.
Expert Corvette Attack Pilot.
Corbantis.
Starson
Tue Dec 28, 2004 7:57 pm
#16

I agree on you idea for theskill pointsystem, Horizans Empire of Istaria, also seprates the combat from crafting. I am a Ranger, I allways am a Ranger type in allmy games. As a Master Ranger if I choose to Master one combat prof. as TKM, I only have 18 points left, which are good for nothing at all. I love being a ranger, but sometimes I would just like to kick back, no fighting for the day, and spend some time crafting. I think allowing players to master one combat line and one crafting line would not, repeat not damage the economy, its not as if I am asking to craft everything. The crafting and the pc vendors are really doing notanything, but taking up space. How many times have you spent hours looking for a vendor with that one weapon you need only to find that vendor empty. Last nite for example, my vibro knuckler went below 50%, so I say to myself, self time to buy a new one. Well my guildweaponsmith is away for a few weeks, so I go shoping. To make this story short, I spent my entire 4 hours of play time looking for a vendor with a vk on it.....none....even went to the big mall's in the big city's I know about,,,,nothing. It is most frustrating to travel 2 or 3 k from a shuttle port to find a vendor completely empty. At the least raise the price limit on the bizzars, so we can have vendors put some good stuff on them, at least we get a waypoint after we buy the item, and know it will be there.



Starrwalker, The Barefoot Ranger
MPilot/MRanger/TKM
Awing/Recon "First in, Last out"
Alliance Major
Eclipse (LOK)
Gruug
Tue Dec 28, 2004 9:28 pm
#17

Hmm??? Isn't this the Jump to Lightspeed discussion forum? Seems this thread is a little outta place.......





Have a nice day!

Mikivaup Gruug
Elder Jedi/Master Pilot/
Alt is a Bounty Hunter/
3rd Character is a Shipwright/

Time has come to start on SWG 2! Will be here myself till SWG 2 or Star Trek Online...whichever comes first!

http://www.myspace.com/gruug
Trienco
Wed Dec 29, 2004 1:31 pm
#18



Gruug wrote:
Hmm??? Isn't this the Jump to Lightspeed discussion forum? Seems this thread is a little outta place.......





*cough* youre about 6 days too late.
any merchants here? im kind of wondering if merchants are expected to be crafters as well or if other players can be allowed to sell their stuff through their vendors for a 10-20% share. sounds more tempting than endless bargaining and stat checking for a crafter to sell his stuff to a merchant so the merchant can resell it at a few % higher price.
SharkBoy007
Wed Dec 29, 2004 5:13 pm
#19






5noopy wrote:



p.s. Way to nerf my RSF pilot friends by disallowing them from attacking imperial ships. Now no one in my guild can help me with my rebel missions. Way to stick to a moderately unimportant sub-storyline at the sake of cooperative space combat. That said, you got the vast majority of JTL spot-on. Keep up the hard work.

Message Edited by 5noopy on 12-21-200412:42 PM


Message Edited by 5noopy on 12-21-2004 12:42 PM





I'll address the one JTL aspect of the post that no one else seemed to


They didn't nerf RSF pilots. The RSF is affiliated with the Empire, while CorSec on Corellia is aligned with the rebels. If your neutral friends had bothered to read the manual, or barring that therewas no information there, did a little more research, they would have found that out, and thus been able to join up with the right neutral faction. If this is still an issue, they can drop the RSF pilot line and join up with CorSec. And don't bother to post about how much that would suck for them. They could have saved themselves some headaches in the first place by doing the research ahead of time, so no sympathy or pity for them.


I'm an Imperial on Radiant, but I took another toon the neutral path. I wanted to still shoot rebel ships, so I did the research BEFORE I made the choice. Just a thought



Mox Shehalis
Former Unit Commander, Phoenix Rising (RIP 15 Nov 2005)
I AM A MORE THAN A DOLLAR SIGN, I AM A HUMAN BEING WHO DECIDED TO SPEND HIS SPARE CASH AND TIME IN A WONDERFUL GALAXY FAR AWAY.
5noopy
Wed Jan 05, 2005 9:13 am
#20

RSF were able to attack imperials until about a month in (*when they've already made it up the tree) had they known from the onset that only jabba's were truly privateer, they would have gone that route instead. perhaps an option or set of missions is in order where you could change allegiance between sub-factions without a skill loss is in order? in this line of thinking it wasa nerf, or an ex-post facto rule change (that's latin for stupid, i think...)


snoops.


(again, sorry for mispost, i put this thread in core systems btw.)

Malcolm_CaKre
Wed Jan 05, 2005 11:55 am
#21

Snoop,


Thanks for a good post! I like too see folks thinking about how to make my home game a better place!


A couple of suggestions:


The skill points that we've got now, are set up to allow us to, basically, fully master three (novice or one-line) professions, plus pilot, and have some slush left over to play with.


So, if you're a master Shipwright, that's one of your three (right? I've never tried SW). Two to go.


Try dropping Merchant. You'll need to find a Merchant to sell your wares, but there are people who like getting their characters into sales and marketing. You'll need to find a good one, of course, but they are out there. Ask around where you see a good mall set up, and I'll bet you can find a couple of promising candidates.


You can also drop down to Survey 0. You'll have less range, so your surveying will take a little longer. But with a good X34 (cheap!) speeder, you can zoom up 200m at a whack, survey, and then drive up to the survey point *and past it in the same direction* for a ways, and keep following the survey density that way. If you watch resource shifts (swgcraft.com), you'll only need to survey once a week or so, so the extra time shouldn't hurt you too bad. And the SP saved by going to Survey 0 will also help.


Or, you can subcontract to a professional miner. That's how I made my living for a long, long time. Good customers can usually get cheap harvesting rates, especially for grinding materials. I hear (and this is second-hand, so pardon if I'm wrong here) that SW products don't respond nearly as much to quality of material as do other products, so you should be able to economize against rare quality materials, and save them for special products.


So, so far, to be a master crafter, you've only really got to burn up one of the three-ish professions you can master. A little more work, and you're dependent on other people to move the input and output of your business, but the skill points are pared down.




Now, toss in TKM. Two profs down. One to go.


You could get Fencer, which would give you great defenses, and definitly put you in DWB and Corvette range. Doesn't do anything for your desire for ranged though.


You could go for Pistoleer, which also has rather good defense, and can keep you alive fairly well. Damage output is low-ish, but serviceable. You might be able to tweak a few points here and there, and get the Smuggler Dirty Fighting line, which is a nice thing to go with Pistol. Smuggler also straddles requirements between unarmed and pistol, so your prerequisites would already be covered for free.


Rifle would give you great damage output. You'd have to rely on TKM alone for defenses (or swap to fencer), but you'll still be in pretty good shape. A bonus here is that both TK and Rifle drain Mind the hardest, so you can arrange your stat migration and food and drink inventory accordingly.




Mal

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