Smuggler Archive
Thread: An Underworld discussion
Hollow wrote:
fishbrains wrote:
rogue_eight wrote:
Heh, I realise that I'm probably being dense and fully expect a smack round the head, but why?...
Waits for smack...
It's a vendor, any type of vendor given outside the business tree/marchent profession I would expect merchents to be unhappy about.This is because it technally infringes on their niche
And this would change the devs desicion on screwing with another profession to one happy how? Example: Chef Food > Spice...New doctor buffs > Liik spice
Now, I'm not saying that lets screw with them directly but I have a feeling that whatever we get in some form of revamp, somebody isn't going to be happy.
Hollow wrote:
Oooh, interesting /narc idea but I could see it being exploited for XP or something
Yep, its tuff trying to come up with ideas that cant be turned into an exploit.
Message Edited by yimaz on 09-22-2004 01:20 PM
yimaz wrote:
Hollow wrote:
Oooh, interesting /narc idea but I could see it being exploited for XP or something
Yep, its tuff trying to come up with ideas that cant be turned into an exploit.
yeah, not only tough it's kinda depressing. So many cool idea that would make the profession amazing that cannot be used because some people just seem to enjoy griefing.
Also in respect to combat I dont think we need new combat skills. What I would like to see is smuggler special moves being usable for any weapon type. I think the dev's wanted the Smuggler Profession to need a second combat profession to enhance, balance and diversify the class. By giving us the ablity to use our specials with any weapon type that goal would be met, also the skillof using any weapon typefor our special moveswould not be given until master smuggler, keeping the dabblers away from that skill.
yimaz wrote:
Also in respect to combat I dont think we need new combat skills. What I would like to see is smuggler special moves being usable for any weapon type. I think the dev's wanted the Smuggler Profession to need a second combat profession to enhance, balance and diversify the class. By giving us the ablity to use our specials with any weapon type that goal would be met, also the skillof using any weapon typefor our special moveswould not be given until master smuggler, keeping the dabblers away from that skill.
Yeah, when I talked to GM he really seemed hot on the idea of smuggler not being weapon specific. I'll still stik with pistols but I know there are smugglers who would want to be a carbine/smuggler or a fencer/smuggler. I like the idea of making it at master though. Dabblers can stay the hell away from my beloved class
fishbrains wrote:
yimaz wrote:
Also in respect to combat I dont think we need new combat skills. What I would like to see is smuggler special moves being usable for any weapon type. I think the dev's wanted the Smuggler Profession to need a second combat profession to enhance, balance and diversify the class. By giving us the ablity to use our specials with any weapon type that goal would be met, also the skillof using any weapon typefor our special moveswould not be given until master smuggler, keeping the dabblers away from that skill.
Yeah, when I talked to GM he really seemed hot on the idea of smuggler not being weapon specific. I'll still stik with pistols but I know there are smugglers who would want to be a carbine/smuggler or a fencer/smuggler. I like the idea of making it at master though. Dabblers can stay the hell away from my beloved class
That would be great. I usually stick with my knucks so normally the specials are worthless to me.
fishbrains wrote:
yimaz wrote:
Also in respect to combat I dont think we need new combat skills. What I would like to see is smuggler special moves being usable for any weapon type. I think the dev's wanted the Smuggler Profession to need a second combat profession to enhance, balance and diversify the class. By giving us the ablity to use our specials with any weapon type that goal would be met, also the skillof using any weapon typefor our special moveswould not be given until master smuggler, keeping the dabblers away from that skill.
Yeah, when I talked to GM he really seemed hot on the idea of smuggler not being weapon specific. I'll still stik with pistols but I know there are smugglers who would want to be a carbine/smuggler or a fencer/smuggler. I like the idea of making it at master though. Dabblers can stay the hell away from my beloved class
Message Edited by yimaz on 09-22-2004 01:34 PM
BigLands wrote:
Like it a lot -
How about adding one other thing in underworld:-
Setup 'Fixers' in Cantina's which you can buy anyfaction that exists on the planet/
Yes! for sure we should be able to buy and sell any faction we are in good standing with. Just set it up so that if your an Imp (for example)the exchage rate is not worth it for you to buy Rebel faction, but a least give us the option. Plus it would Rawk to buy thug and hutt faction points.
Message Edited by yimaz on 09-22-2004 01:38 PM
yimaz wrote:
BigLands wrote:
Like it a lot -
How about adding one other thing in underworld:-
Setup 'Fixers' in Cantina's which you can buy anyfaction that exists on the planet/
Yes! for sure we should be able to buy and sell any faction we are in good standing with. Just set it up so that if your an Imp (for example)the exchage rate is not worth it for you to buy Rebel faction, but a least give us the option. Plus it would Rawk to buy thug and hutt faction points.
Message Edited by yimaz on 09-22-2004 01:38 PM
fishbrains wrote:
yimaz wrote:
BigLands wrote:
Like it a lot -
How about adding one other thing in underworld:-
Setup 'Fixers' in Cantina's which you can buy anyfaction that exists on the planet/
Yes! for sure we should be able to buy and sell any faction we are in good standing with. Just set it up so that if your an Imp (for example)the exchage rate is not worth it for you to buy Rebel faction, but a least give us the option. Plus it would Rawk to buy thug and hutt faction points.
Would be nice, we could make some decent creds selling that faction to the sheep trying to do things like the Jabba's themepark to get 'glowy'.