Smuggler Archive
Thread: Unarmed Skill Point Requirements
Message Edited by WildBil2Me on 08-18-2004 09:20 AM
And Bounty Hunters lost a lot more than 1 tree. They lost 3 trees. They went from needing to be a master Scout to only having 1 branch of it.
Personally, I'm of the opinion that the business tree would be better than unarmed, because smugglers are business people. They're in it for the credits.
Velneth wrote:
Want something funny? Dig out your manual and read the pre reqs for Smuggler. Pistol 4, Brawler 4, Business 4 and Engineering 4.
And Bounty Hunters lost a lot more than 1 tree. They lost 3 trees. They went from needing to be a master Scout to only having 1 branch of it.
Personally, I'm of the opinion that the business tree would be better than unarmed, because smugglers are business people. They're in it for the credits.
Velneth wrote:
Want something funny? Dig out your manual and read the pre reqs for Smuggler. Pistol 4, Brawler 4, Business 4 and Engineering 4.
And Bounty Hunters lost a lot more than 1 tree. They lost 3 trees. They went from needing to be a master Scout to only having 1 branch of it.
Personally, I'm of the opinion that the business tree would be better than unarmed, because smugglers are business people. They're in it for the credits.
This has been hashed over a number of times, but the prereq really shouldn't be Business because the Business tree represents a legitimate business knowledge, while the Smuggler's Underworld tree should indicate a less legitimate business knowledge. A Smuggler doesn't really need business sense to do what he does. Getting contraband from one place to another and getting paid requires a lot less business savvy that pricing stock, keeping up with supply and demand, and market trends.
WildBil2Me wrote:
On the heels of the recent Merchant Revamp... and lets be honest that's what that was... I think my patience with smuggler problems is starting to come to a boil. (no ill feelings to merchant's... I know they want more fixes but this was huge... DOUBLING the amount of vendors they can have is incredible even in light of restricted stock).
But anyway... with Smuggler. Bounty Hunter's got a quick fix awhile back, they lost one tree in their required build. I think we need something similar.
Currently there is little use for unarmed skills under Master Smuggler. I think its time they just pulled the requirement.
The requirements for Master Smuggler result in a skill point investment of 121. To remove the unarmed branch would drop that number to 92 making it more inline with the crafting professions and elite combat professions.
Since the Master Smuggler has two trees dedicated to crafting and two dedicated to Pistol Combat this would make sense.
I know many people enjoy playing with the unarmed bonuses but to be honest they really only are a benefit if you go TKM and in that case most players might already be heading that way. I have no desire to go TKM and the investment of those 29 skill points really does little for me.
I say devs... do us a favor... our revamp is unknown distance away... Please throw us a bone and give us some skill points back
/EndRant
First off, please see the failed attempt at a "valid" reason to try and get it removed here:
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=112733
Really though, Smuggler requires two trees - so we should be able to pick WHICH two trees. Say one from marksman and one from artisan OR brawler.
But having only ONE pre-req isn't going to fly. No other Elite profession has one pre-req tree. You either have to MASTER a base profession or get two-three trees from a few.
Message Edited by PhoenixOrion on 08-18-2004 10:17 AM
Smugglers don't always run illegal cargo. A lot of the time they run legitimate cargo as a cover, or just some extra credits.
Actually, the -best- thing to smuggle is something that's been outlawed somewhere, but freely avaliable in another area through legitimate sources.
And how better to get such items than actually be a legitimate businessman on the side?
Along with Bounty Hunters, BE, Combat Medic, Commando's and Squad Leaders.
Velneth wrote:
Smuggler's arn't an Elite profession though. They're considered Hybird.
Along with Bounty Hunters, BE, Combat Medic, Commando's and Squad Leaders.
That's right... Smuggler's are considered Hybrid.
I read the argument put forth by Ace when this was suggested awhile back. I agreed with him then and now.
Smuggler, as it stands should be an offshoot of Pistols4. It's not a Bralwer Profession as it currently stands.
Now I've read the arguments all around and it just doesn't make sense to me. For roleplaying purposes a CM should have Master Medic, Ranged Support, and parts of Scout... how else would they know how to make and use poisons? For Roleplaying purposes a Master BH should have 4/0/40 because he should be adept at hunting and adept at following.
The fact of the matter is the game leaves building a roleplaying template upto the player. Within the requirements of the current Smuggler build we are being asked to place 29 points into a per-req that is not supported by the final goal. Master Smuggler does not enhance the ownership of Brawler4. It does however enhance the ownership of Pistols4.
Master Smugglers give 1/4 of their used skill points to a profession that does not do anything beneficial unless they advance into TKM. They get no specials with the Smuggler tree and no bonuses either. At least on the pistol they get a few specials.
Let's add to this that Smuggler Alone is not a combat profession... It's closest SP relative is BE.
Within our build we're granted specials that do damage but mostly are used for escape purposes. Feign death gets us out of combat, low blow knocks our opponent down so we can run, panic shot delays our enemy ... aiding heal time and possible escape, Last ditch is a hope to kill our opponent or stop them in their tracks so we can get away.
(coupled with a combat profession these take on new usefullness but for the Master Smuggler Master Armorsmith they are not offensive maneuvers they are purely defensive.)
Smuggler alone is not combat oriented. A smuggler is supposed to create contraband, get away when people realize he's got it, and hopefully someday actually smuggle it.
Adding the brawler skillset is as arbitrary as adding Engineer, Business, Surveying or camping.
Since it means so little to the final build... it really doesn't belong.
Message Edited by WildBil2Me on 08-18-2004 11:51 AM
Bobx5000 wrote:
Well it is true that unarmed has no use to smugglers, but if they take out unarmed I think they should add buisness back in. I dabble in artisan anyway so it would work out relly well becasue then I could become a master smuggler/pistoleer/artisan, of course Im still a n00b but that is my planned template.
::::***Master Ranger***::::***Master Smuggler***::::***Master Weaponsmith***::::
Creature Resources*************Smuggled Goods*************11 Point Weapons*****
All in one convenient Location : Housed by Black Rose Industries 159, -5490 (Coronet Corellia)
Wyndinn Maer - Master Ranger / Master Rifleman & Gamdinn Maer - Master Smuggler / Master Weaponsmith
I love that he is complaining about this for unselfish reasons... Oh wait he's a master smuggler/weaponsmith...
I really wish you people only interested in earning a quick buck would leave our forums alone. You probably want to pick up master armorsmith also and can't because your SP are tied up in Unarmed 4. Boo hoo. Please bring valid reasons for removing unarmed, and no just because you want a few SP back that doesn't make it a valid argument.
Simply put if they remove Unarmed they have to replace it with something else otherwise Smuggler wouldn't be a Hybrid profession, it'd be an offshoot of pistoleer. We aren't crafters, we aren't businessmen. Doesn't anyone else remember when Han badgered Lando about sounding "respectable"? I could go on forever about this but I'm going to end it here.