Smuggler Archive

Thread: Replace Unarmed 4 with Business 4

Boewewov
Mon Oct 10, 2005 9:38 am
#1

Then make it an option for smugglers to sell contraban on their own vendors, problem solved....next



(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

In-game names:
Lieutenant Luier: Elder Jedi Master, Alliance Ace Pilot - Crimson Phoenix Squadron
Road'Kill: Master Engineer, Freelace Pilot
Tante
Mon Oct 10, 2005 9:41 am
#2

The flaw in your argumentation is, that it makes sense.

Reason and SOE don't mix.



_______________________________________________________
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Thille Runningcloud <TorSo>
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gassygunslinger
Mon Oct 10, 2005 9:46 am
#3

No, see, problem NOT solved. Some of us DON'T want slices and spices on vendors.



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Mentski
Mon Oct 10, 2005 10:43 am
#4






gassygunslinger wrote:
No, see, problem NOT solved. Some of us DON'T want slices and spices on vendors.





Exactly, some of us see this solution as NOT CHANGING ANYTHING. Current merchants will just adjust template to sell thier illegal goods. They will see the smuggler skill set as a means to an end.


Contraband (please note there is a d in the end...) should be in the hands of actively playing smugglers... actually, you know... smuggling.






Mentalla - Master Smuggler, Master Pilot, Master Cynic
Mentalla's Little Kashyyyk @ 1548, -4508, Jealhimet, Tatooine (Chimaera)

I swear, It's like talking to a brick wall round here....
JakeEyes
Mon Oct 10, 2005 11:13 am
#5


First off, I like the idea of changing the pre-req to business four. When I think Smuggler, I think enterpenuer (sp?). To alleviate the issue (at least somewhat, because let's be honest, you'll never ELIMINATE it) set levels of smuggler at which items can be sold. IE


1) Slicing loot: Sold by Novice smuggler. Easy enough to set up, making slicing loot accessable

2) Spice:Must have Underworld 4. Shouldn't be to tough to sell, because noone really exploits this anyway

3) Sliced weapons/armor: Sold by Master Smuggler. If your a weapon/armorsmith, that is a ton of skill point investment. They will either


a) have to sell unsliced weapons, allowing smugglers to slice for profit

b) Contract a Smuggler to slice and sell said merchandise on his (smugglers) vendor at a cost to the Smith

Just my 2 cents



Jagan Cobb
Master Smuggler / Kettemoor
"Business is an adventure, Smuggling is just plain fun"
Jabourn
Mon Oct 10, 2005 11:14 am
#6






Tante wrote:
The flaw in your argumentation is, that it makes sense.

Reason and SOE don't mix.




Reason/logic and SOE don't mix, much like drinking and driving...





Do you like it? Do you like it, Scott? I call it, "Mr. & Mrs. Tenorman Chili"
-One of Cartman's finest moments-
KobyiAshiMaru
Mon Oct 10, 2005 11:40 am
#7






gassygunslinger wrote:
No, see, problem NOT solved. Some of us DON'T want slices and spices on vendors.





Could you extrapolate on this a bit please? I'd like to hear your reasoning for not wanting to see contraband on smuggler created vendors? Particularly if the system only allowed master smugglers to sell the most profitable contraband.


I am a big proponent of changing the smuggler prereqs in this manner but would like to see a more detailed progression. I would like to see the spice tree stay the samebut instead of earning schematics for the spices on the tree as you progress you earn the ability to add those spices to a vendor. Example...a novice smuggler can add grey gabaki, scramjet, and shadowpaw to a vendor, a smuggler with Delinquency 4 can sell booster blue, neutron pixie and muon gold.


For slicing you do the same thing using the customization rating. Example...upon achieving slicing 1 you can sell items with a 20% customization rating or less, slicing 2 40%, slicing 3 60%, slicing 4 80%, master smuggler 100%





-----------------

You don't believe in the no-win scenario? Let me be the First to welcome you to the world of MMORPG's.

Kobyi Ashi'Maru
Master Smuggler
danno13
Mon Oct 10, 2005 1:24 pm
#8






gassygunslinger wrote:
No, see, problem NOT solved. Some of us DON'T want slices and spices on vendors.





Why not give Master Smugglers asidekick? This sidekick can either be used as a pet in a group or as a vendor to sell illegal products. After all, the Master Smuggler should be able to delegate some mudane responsibilities to a loyal lacky


And if the sidekick has a CL of 30 then other professions will nothavea reasontocomplain as he/she will be equivalent to a combat droid or faction pet.






Caity Soriella
Master Carebear,Eternal n00b, and friend of the Ewoks
BaronJuJu
Mon Oct 10, 2005 1:34 pm
#9

Dang it ....hit enter before I got through typing.....response is below

Message Edited by BaronJuJu on 10-10-2005 10:35 PM



Daxuk
Copper Dune, Guild Leader

"Never argue with an idiot, they drag you down to their level and beat you with experience"
PersianLegionary654
Mon Oct 10, 2005 2:32 pm
#10

The Smuggler profession currently is seriosuly screwed up.


1. What's the point of needing unarmed 4? Either give them some unarmed skills (Lowblow would be appropriate) or get rid of it and have a useful pre-req.


2. Why did the ruin the XP system? Used to be you had slicing XP for going up the slicing tree. Ok, cool. Suddenly, it's all compat and Pistol XP! What's up with that?


3. WHat's the point of the "Underworld" tree? Seems almost useless to me. Have it tie-in with smuggler missions and factions Valarian, Nym, Jabba etc.


4. WHy the slicing system? Why the loot required? All that does is raise the price for smugglers and consumers and benefit the already booming BH profession.Instead have it be random with some skill mods for those higher in the tree.


5. Make so that sliced weapons may jam. There should be a tradeoff\advantage.


6. Sliced weapons, spice etc. should be more vigorously searched for, and the fines higher. Highly iilegal items should reuslt in heavier fines or even being attacked.



A rollback is coming, perhaps. We can't be sure, and the mods totally deny it, but IMO, that makes it all the more likely. Hang in there, it could come at any moment... All we've worked for may soon come to fruition...

-I support the firing of Julio Torres, out of a cannon, into the sun."
- I support keeping & balancing the original Pre-CU combat system
- I support not buying ToOW...and I was right about it
- I support anyone who stands against the implementation of the NGE
- I support being able to make jokes about Julio Torres.
gassygunslinger
Mon Oct 10, 2005 2:44 pm
#11

I think it would be MUCH more fun if people had to come to ME for spice. Especialy if it got a rehaul, and was much better... If the stats stayed the same, I can see not taking it off Vendors. But for slicing stuff, that's commonly done in city streets, so who cares if it gets off vendors? And I don't see the point of weaponsmiths pre-slicing them, because they should leave that up to the customer! I'd like it MUCH better if people had to come to me to get sliced weapons...



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Iawo
Mon Oct 10, 2005 2:57 pm
#12






Boewewov wrote:

Then make it an option for smugglers to sell contraban on their own vendors, problem solved....next





I could live with that, but only if the pistols line is changed to ranged support so I can chose which weapon I want to use. I really hate being locked into pistols more than I hate the unarmed requirement. At least the unarmed requirement has a benefit: CoB.



Iawo Eatevai
Zabrak Rebel Smuggler
Crimson Phoenix Ace

I thought the NGE couldn't be any worse than the CU, but I was wrong.

PlanetSide names: Reeb - Emerald TR, Reebx - Emerald NC
gassygunslinger
Mon Oct 10, 2005 3:01 pm
#13

I vote not changing requirements... It will seriously **** up peoples templates. Especialy Commando/Smugglers. Rangers are facing that RIGHT NOW.



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