Smuggler Archive
Thread: Slicing Idea
PhiberOptic
Thu Jan 22, 2004 7:46 pm
#14
Maybe they'll make it so Master Smugglers can choose which to slice (speed, damage, effectiveness, encumbrance).
chown2
Fri Jan 23, 2004 1:52 am
#15
I like it. It's a bit like what I've been suggesting about having a chance to make it worse.
Imagine crit-failing on a pre-nerf Krayt FWG5.
Imagine crit-failing on a pre-nerf Krayt FWG5.
d0qtrX
Fri Jan 23, 2004 12:07 pm
#16
Just a bump so some more people might be able to add some input.
Lightsabersmith
Sat Feb 07, 2004 6:38 pm
#17
Maybe this has been thought of before.Certainly people haveconsidered the ideaof having experimentation on WUKs, AUKs, Clamps and Cutters effect on the result of a slice. However experimentation makes it far to easy to get great slices. We don't want the imbalance that would be caused by every Joe having a 40% damage sliced blaster.
My idea instead is to offer the smuggler a tool or component that would drop as loot from higher level NPCs. This tool or component could be used one time and would give the slicer a +5% slicing result on that one slice. This would for example increase the Master's range from 15-35 on weapons to 20-40. The drop would be rare and it could either be a tool that would replace the clamp, or WUK or AUK, or it could be an optional component in the construction of these tools.
By making it a loot drop it gives every player the ability to bring the special loot to the smuggler and offer it for use on their weapon.The loot drops would have to be rare since we do not want everyone and his brother walking around with a 40% damage sliced weapon. Its scarcity would mean that not everyone would be able to use one, nor would they want to because of the cost. However it would also mean that for the fellow that just purchased a 5million credit Krayt Enahanced T21, he could rest assured that the smuggler would not come back to him with a result like +15% speed.
Has this idea ever beend discussed here? Or, are there similar possibly better ideas along the same lines?
Thanks,
Nako -- Master Smuggler
ExeSs32
Sat Feb 07, 2004 6:59 pm
#18
The idea sounds cool, but I don't feel really confortable with the rare drop thing. ![]()
It is probably because I've played many games where camping rare drops spots were the "basics" of the game, I would not see this happen in this game.
Osx
Sat Feb 07, 2004 7:38 pm
#19
if they do add this in they better not make it a woolamander palace type of thing... Just make them like crystals that can drop from pretty much any npc. If they do put this in id like to see a bit more than a 5% increase
maybe 10%? I doubt these will go for cheap since smugglers generally have a lot of money lol
Lightsabersmith
Sat Feb 07, 2004 8:15 pm
#20
I dont see any other way to do it than have it as a rare loot drop. But the point is valid and I agree that it shouldnt be at a static spawn location. It should be on ANY NPC of a certain level or higher. I don't think we need to drop these things on meatlumps. Lord knows the poor lumps have it bad as it is :/
Ternque01
Sat Feb 07, 2004 8:28 pm
#21
Random is as perfect as it gets to me.
That is the whole danger and beating the odds that a smuggler is about.
It excites the hell outta me knowing i'm just about the cut the wire to fudge up some guys helmet
I love duds just as much as I like the good ones, and nothing, nothing is more satisfying than getting a crappy slice for an unpleasant customer, muhahahhahahaha
That is the whole danger and beating the odds that a smuggler is about.
It excites the hell outta me knowing i'm just about the cut the wire to fudge up some guys helmet
I love duds just as much as I like the good ones, and nothing, nothing is more satisfying than getting a crappy slice for an unpleasant customer, muhahahhahahaha
Dunlop
Thu Apr 01, 2004 7:50 am
#22
Would you guys be interested at all in the idea of being able to slice the level of missions that a terminal gives you? I think one of the more annoying aspects of the game is that we only get missions based on the skill level we have with our equipped weapon. It doesn't take into account armor, buffs, or the quality of that weapon. I know I haven't gotten a mission that was really challenging solo since I got Rogue (Since then I have added master gunfighter and a good amount of TK). I am relegated to taking two mission (very easy) and hoping I find an interesting target en route.
Maybe this would be better suited to giving everyone in the game... I know we can't be the only ones frustrated by this.
Vader-dc
Thu Apr 01, 2004 7:57 am
#23
Become imperial, get an at-st, group with at-st, get missions. While it is true that the AT-ST cannot help you attack the missions, you will still get a mission level boost for it being in your group.
Dunlop
Thu Apr 01, 2004 8:57 am
#24
Yes, there is that option, but that leaves out that tiny percent of the population that doesn't tote an AT-ST (and doesn't want too).
Vader-dc
Thu Apr 01, 2004 9:07 am
#25
Hey, you asked for a solution and I gave one. Not my fault if the solution doesn't appeal to you. Here's another solution, get master creature handler, get the highest level pet possible, group with it and bam higher paying missions again.
Dunlop
Thu Apr 01, 2004 9:41 am
#26
I've done that before too... I just think there should be a way to obtain high level missions for the solo player that doesn't involve pets. If I can easily solo a level 80 Bull Rancor mission, I should be able to get that mission. This isn't any great need, but if they are looking for revamp ideas I think this would be pretty easy to put in.