Smuggler Archive
Thread: Help out Thunderheart Poll on Slicing experimentation
B conditionally, that the guy/gal that spends the time, money, etc to get all 90%+ tools have a weighted average of 30% weapons, 37% armor encumb, 30% armor effect. Whereas the folks that have 20% tools have a weighted average of 18%, 25%, 18% or lower, with the mins and max values the same.
Additionally I would like to know how the imperial crackdown is expected to effect the smuggler profession? If having sliced armor or weapons is cause for penalties, this may well adversely effect the profession.
Speaking for MrRandu - Kettemoor - Master Commando - Master Smuggler on a harvesting break - Medic 1000
I'll go with B
IF
It can be implemented properly. Experimentation points should be constant throughout the levels of smuggling. What resources you use, your luck in experimenting, and your "slicing base" as Dinian put it, should be the factors that gate for how far along in the profession you are.
I play as a weaponsmith as well, and one of the WORST things about the weaponsmith profession is that not only can novices make a limited number of schematics, but what they can make they can barely experiment with. Slicing tool experimentation should be set at a constant "10" once you hit novice smuggler. As you progress, your slicing base will increase, and thus, advancement will still count for something. But do NOT double whammy the newbies. And I say this as someone who's already a Slicer, so not like I have to worry too much myself. I just know how much it sucks to be completely run out of any participation in the economy due to screwed up advancement pathways.
Results after almost one hour (will repeat this for a few days don't worry):
A: 6
B: 14
B
but no matter the results of this poll, only 5% of the smuggler population will most likely even participate in it.