Smuggler Archive

Thread: Should we actualy be a combat profession?

hamhamthe3rd
Mon Feb 21, 2005 6:01 pm
#14

yeah i think the requirements for bh are odd but they have grown on me and if they changed now, i dont know what ill do...probably will go mad. then i would drop bh if it didnt have the skills it has. i mean what would be the point of the class if its skills were removed? changing their use is one thing but removing them and placing new ones in their place is effectively creating a new class and one that i wouldnt likely want to play. without combat, bh would be a novelty class.


on the other hand, if smuggler was changed to combat they wouldntreally need to take away anything from the class, only add to it. thus it wouldnt hurt the class in anyway. however i feel more defense, not offense is needed for smuggler.
aretez29
Mon Feb 21, 2005 9:02 pm
#15

good ideas here, but heres my 2 cents


pistols *should be a smugglers weapon on choice. smugglers wouldn't stick aroundif they get ambushed by a squad of stormies, theyd run like hell and try and make it off world. imagine trying to do that with a big ass rifle or a sword... not gonna work. pistols are small, concealable, meant for closer range combat and easier to fire on the run then rifles or carbines.



-Ercrace Iva- Imperial Smuggler
WildKarrd
Mon Feb 21, 2005 9:50 pm
#16

I agree, smuggler should not be tied to tka or pistoleer for a alt prof unless they make attacks for either similar to the bh attacks, either make it compatible to a bh so that if one hunts us we can at least run somewhat or stay and make a stand.


This profession needs more thought and love.



Wild Karrde
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Bothans Do It Doggy Style

gnn[[[[[[[[[[nnnnWX9gggggggggggggggggggg)
Shiloe Du'kal "Flaming Imperials, One Group at a time"

-Smuggler is NOT a Profession it is a WAY OF LIFE-

Puertoriqueno
Mon Feb 21, 2005 9:54 pm
#17

I would say that smuggler is most definitely a combat profession. Most of the training requires pistol XP, and I agree with this. I think that smugglers should have bonuses to resists (like fencer 4000) but perhaps not special attacks. A smuggler would be good with a blaster, fast on his feet, and should have a master pistol, like a DE-10 type DH, as his master weapon. A smuggler has to fight quite often in his profession, usually with a blaster. This is how I saw the job in the movies, and how I see the job in game.


Just my two cents.




~<<<EGIDA>>>~
/// Master Architect/Master Artisan/Master Merchant \\\
\\\------------Master Politician/Novice Fencer------------///




JakobSunrunner
Mon Feb 21, 2005 10:09 pm
#18



umm... believe it or not but in"A New Hope" Han was slinging around a E-11 blaster they stole on the deathstar, you know when they were parading around the deathstar after they fitted on stormtrooper armor and after they get cuaght han with chewie chase down a squad of stormies?


one major thing, Chewie was a smuggler, heNEVER used a pistol, he held a rifle in a ANew Hope when han threw him one in the detention Block and he used a wookie BowCaster which is a Carbine/Rifle.


Han was a Pistoleer however, read the Han Solo adventures and the Han Solo Trilogy


Does everyone forgetHan had Imperial Training, so of course he knew a thing or two about carbines? How do you think he was such a good leader as Leia once put it?


Smuggler is not weapon specific even if you judge it from the movies, so it shouldnt be in this game. Han's hobby was ships and Han-out pistolsand heavy blasters however, so yes he was a pistoleer.


Chewie was probable a Smuggler, Carbineer, Scout, and probable Ranger, maybe had atleast a little Riflemen experiance.

Message Edited by JakobSunrunner on 02-21-2005 09:11 PM

Message Edited by JakobSunrunner on 02-21-2005 09:13 PM



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"No Mercy"
hamhamthe3rd
Mon Feb 21, 2005 11:46 pm
#19

wookiee hands are too big for pistols, really they are too big for any weapon used by ppl with normal sized hands. thats why they have the bowcaster.
Saabotage
Tue Feb 22, 2005 1:00 am
#20

double post...

Message Edited by Saabotage on 02-21-2005 02:01 PM



br>I would rather be exposed to the inconveniences attending to much Liberty then to those attending too small a degree of it. Thomas Jefferson 1791
Smugglie = Smuggler + Lie
Liberty Or Death
DragonSnack
Tue Feb 22, 2005 1:21 am
#21

How about this?


Move Slicing into the artisan tree - merge it with engineering.

Move spices into the Chef tree - NOt sure which tree -

Move underworld into the Ranger survival tree

Move dirty fighting to Pistoleer tree - since it does use pistols.


Make everyone in space a Smuggler. OH! I forgot everyone in space is a smuggler.


With the above listed changes SOE could charge $15 a month for a useless profession. OH!I forgot they already do that



Kells
Tue Feb 22, 2005 5:36 am
#22

When I first read the subject heading I was skeptical but after viewing your post I think it is excellent!



Bo' Tinsu
molovian
Tue Feb 22, 2005 7:24 am
#23





I think the smuggler should have some combat focus, but more like additional abilites that build on combat professions.


I think the slicing and dirty fighting lines seem cool.

But, slicing seems more like a single skill,that would fit better in underworld or if they

add an artisan type line then some might be put into underworld and some put into some artisan skillish line.

I would also move spice into the slicing line as a single skill, maybe slicing chef made food or something.


I might also make the dirty fighting less weapon specific so you could have carbine, pistol, or

rifle adds for dirty tricks allowing for added ranged weapon support and a resone to take differrent parts

of the marksmen line. For that matter if you wanted brawler these should be non specific enough

so that you pick the weapon or style and get some adds for that combat.


A concealmentor disguise line sounds like it could be cool, depending on how it is done.

But seems like a skill and not a whole line to replace spice. Might be useful as a

skill in underworld. WOuld keep the +100languagebut maybeaddsomething like this to it.



maybe add some slicing to starship stuff. Of course, I think the skills in swg should have added something to

the JTL expereince in some way also. so smuggler pilots vs pistol pitols vs artisan pilots would have some

maneuvers that make them just a little differrent.


But by doing the above two new lines could be created.



I like that smugglers need brawler just for the ability to go TKA easily, but would rather see some

of the skills from tka that many people take added to smuggler line, like better defenses(harder to hit, better recovery when hit)

or soemthing like the meditate skills line, power boostish or force of willish. Might also be interesting to have some buffing ability or

combat strategy ability, like a presence line that can aid self or group members in combat with a slant toward dirty fighting

or an underworld bent to them. Perhaps even an evac skill for groups.



If they switch the req to artisan might be better if they added some level of artisan/business line to smuggler also.


So, you might end up with underworld doing more, Dirty fighting more flexable, add some business type of line

to make having to have artisan as a req mroe interesting; then add a line that has some defense ,healing or presence or strategy

type of self or group bffing buffing ability;to make up for the loss of TKA types of skills that may no longer be able to be gotten.

making the smuggler a little more interesting for groups.


then you could have more interesting and dynamic missions, that use skills along these lines.


maybe add to that missions where you have someting

to do with bounties on npc's or even other players, helping them evade bounties or losebounties for a while.

Maybe having some skills or advanced abilites or missioons to find good equipment instead of having to

do vague searches on bazaar terminals - more business orientated missions that might fit better with having artisan instead of brawler.

Like being able to search and find items based on stats and not just type; or comparison searches based on the existing item that

someone may have; Or being able to transport goods to the current bazaar terminal so you don't have to run to the vender or other planet. So, a smuggler would be useful to find and get better items for people quicker.


Underworld connections might be useful if added stuff like being able to hide a players GCW or bounty status or allow

a neutral or some other non combatent to help a GCW person temporarily, like being able to grant a sort of short term leave

to players and still be able to reenter fights. Or to hide wounded characters so they can get away. Thereby

making all smugglers neutral useful in the GCW or change how they enter the conflict, as opposed to choosing sides like other classes

but being able to choose sides of the moment in any conflict; making it so that they can be changed quickly from one faction to the other or back to neutral or something. maybe allowing them to put others on leave and back once those changes are in. Maybe a charm or sawy

ability to change the status of a person in the gcw so that they are taken out of battle for short periods of time like sway a PvPer to neutral

or "switch sides". Of course it would be nice to have some out of GCW functionality with this line like some sort of real underworld

and some of the above mentioned missions havine PVE types of ability as opposed to just GCW.

Message Edited by molovian on 02-22-2005 06:32 AM

spatuluk
Tue Feb 22, 2005 7:53 am
#24

In that case, shouldn't smuggler have only artisan requisites, like artisan 4040? How does pistol and unarmed fighting skills influence the ability to craft spices or slice guns anyway?




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yimaz
Tue Feb 22, 2005 8:26 am
#25



See the thing is we are not a combat profession so some of us are weaker in a fight then others. As a triple threat I can hold my own against most other combat temps but again we are not all like that. I want us to be on the BH terminals (even if Im way pissed off at them atm) but I also want smuggler to have some true and original defenses making a stand alone Smuggler able to "avoid" or evade a Bounty Hunter. After all what's far is far. Weshould not be acombat profession but what we do by definition is dangerous so with that saidI feel Smuggler as a stand alone should not be a combat profession, it should be an "impossible to get you hands on" profession.




Message Edited by yimaz on 02-22-2005 10:47 AM



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

SpinningCloud
Tue Feb 22, 2005 11:36 am
#26

Apparently SOE thinks we should more along the lines of crafters...


I mean WHY else would they have us craft Frog Bowls and non-functional gaming tables as well as spices and slice weapons?


Sorry but I think the people at SOE never bothered to look up the definition of 'smuggle' in the dictionary.




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