Smuggler Archive

Thread: Unique Smuggler weapons

SeraCohw
Sat Aug 28, 2004 9:25 pm
#14

maybe change smuggler's dirty fighting tree. make the exsiting abilites work for pistol, carb and firle and add some mele abilities that can all be use by unarmed, 1 and 2 handed and pike. kind make em have the ability yo surprise opponets cause they never know what to expect but maybe i am asking for too much
Imperiai2
Sat Aug 28, 2004 11:00 pm
#15

The only reason I don't want to change the prereq from Unarmed 4 is, I DON'T WANT TO LOSE MY MASTER AND HAVE TO RE-GRIND SOMETHING LIKE BUSINESS 4or somethingelse like that. How would SOE handle this? Would they give all current Masters the new prereq automaticallyor what?


I just don't get that part. I'm already a Master, I don't want to lose it, no matter how temporary, to have to work on XP for some stupid 'desk-job'-typeskill.


Complaint over.



B'en F'olds of Naritus
Master Smuggler & Master Pistoleer (and just enough Medic to stay alive)
Vet Status: If you remember having to go out and loot your own corpse.
To the so-called 'uber': There's always someone cooler than you.
YousTeForse
Sat Aug 28, 2004 11:41 pm
#16

Why not, instead of making a new weapon, just improve upon an existing one? Make a dropped schematic for a special DL44 with increased damage, speed or whatever. Of course this wouldn't be a "Smuggler Only Weapon" but it would give a reason for us to look like Smugglers and use the DL44. I like the idea about dropping the unarmed pre-req, but when you do that, must replace it with something that would still make Smuggler somewhat time consuming to get to. The image-designer idea isn't bad. Also the Artisan Engineering Tree isn't a bad idea either. If/when quality on our items does make a difference the Engineering tree would make sense. Let me ask you all this, if theSmuggler specials were able to be used by any ranged weapon, making the pre-req generic to theMarksmen profession, allowing any of the 3 to be used as xp, don't you think this would make some people just a little too powerful? The reason why this doesn't over power pistoleers and pistol using toons is because the pistol is the all around weakest of the ranged weapons. The dirty fighting tree therefor doesn't overpower the pistols... Now if you had last ditch with a Bounty Hunter using a LLC or a Carbine, the damage fromthe shot would be huge. Especially with some armor piercing on the side. AlthoughSmugglers didn't only use pistols, they were famous for using whatever they could get their hands on. For the sake of thegame I don't think it would be a good idea to intergrate the other ranged weapons into the Smuggler Profession.



Tallis Bannon "Master Smuggler"- Ahazi
Novock
Sun Aug 29, 2004 12:09 am
#17

Well I tend to agree I'm not as interested in melee moves but thats what people have requested and Th has acknowledge. I'll certainly take em if they give em to us, but what I was after was some unique smuggler weapons for the profession. You know something different. Hey I like your twist on using the melee moves while having the gun equipped I hadn't thought of that one.



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

Novock
Sun Aug 29, 2004 5:51 am
#18

When it comes to the pistol anyway, we also have the suggested idea of a special slice rendering the pistol only useable by the slicer, another words once you use this special slice to make a unique modification to the pistol you can't sel it or trade it. I believe that would be a good option to gice if they feel a smuggler cert. It seems it shouldn't be something only a smuggler would use but maybe only something a smuggler could create I know I would be keeping must best work for my self, wouldn't you think. Hehe



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

CorellianCowboy
Sun Aug 29, 2004 6:11 am
#19

It's been discussed over and over since launch day and they haven't changed the pre-reqs yet because of reasons much like what you stated B'en.

A lot of people want the pre-req changed, but a lot of others want it left exactly the way it is and want melee moves added to Dirty Fighting. Thunderheart and GreenMarine have both already stated which one is going to happen. You need not worry.



Col. Dusty Duneroller
Pilot and Gunrunner for the Alliance
Novock
Mon Aug 30, 2004 7:37 am
#20

Yea but there is always hope they might change the prereqs, they finally did with BH.. you never know. How many hidden TKA smuglers u think were out there in the Starwars galaxy? Obviously if they keep the prereqs as they are I will keep my templates as it is triple master, but I just don't see a smuggler as a hidden ninja. I think you could argue for better prereqs; however, TH has already stated that they are looking at putting in unarmed moves so it seems they are staisfied with the prereqs just seems a bit off RP to me. Maybe I guess you could consider it for a bar brawl that breaks out in the cantina over someone's commission and an employeer who doesn't want to payout but even then I think the pistol would still be pulled.In the cantina it was a pistol under the table in Han's hand not a VK..... lol. I do like the idea of some unarmed moves in the form of shoulder thrust, or a kick to the knee or a knee or an elbow to the gutmove, something upclose a bit dirty but having the pistol still equipped. Then I'd be more in favor of it. I mean if someone is standing 2 ft in front of me I'll reach out and kick em in the back side... hehe Either way if they give us straight unarmed moves requiring the pistol to be unequipped then they will probably need to give us a cert for the VK or a brass knuckle or something and at this point I would welcome it with open arms but I still believe they should change the prereqs.



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

JamesHighwest
Mon Aug 30, 2004 8:41 am
#21






Novock wrote:

hmm a seasoned smuggler would know to have on him what he needed to make his escape possible. If I was running a shipment of explosives , and had the ability to fiddle with weapons I would put a fuse on some explosive some ultra hot buring substanceto make a flash effect a temporary blinding so i could get out of there. The idea is not for it to do much dmg but simply give a chance to escape. The net gun is just being goofey. I know if i was running the most dangerous cargo from some of the most dangerous places, having some of the most dangerous people constantly on me (bounty hunters) I wuold have more than a pistols up my sleeve just my opinion. Oh well I thought the thread would be fun guess not...... I guess the majority of the smugglers in the forums are not interested in ineraction with other people, just fighting NPCs, but when you get a bounty put on your head and Mr Bounty Hunter and 5 of his friends show up at your door... a flash grenade might not have sounded like such a bad idea my friend







The problem here is the game does not reward anyone for escaping. Let's say they do implement Smuggler Bounties and they do give us more moves to help us get away. The BH's will keep chasing us cause our bounties never disappear and some of them(not all! Just the whiners.) will complain that we are griefing them cause we keep escaping. But I will admit constantly being chased does have some appeal.


"Yeah, sure I can slice that for...." *insert gunfire* "Oh, crap! He found me! Gotta run!" WEEE!


And on the subject of Unarmed moves. Well, even if they gave us something I would never use them. I gave up TK(tired of being a clone) and as thus my unarmed moves, except intimidate, are worthless. Unless we get speed and accuracy mods I will likely never use whatever they give us.





…

Tuyen Highwest
Server: Kettemoor
Last Ditch Desperado


GryfonSpaid
Mon Aug 30, 2004 8:56 am
#22

In the movies and in the books, its not what the smuggler uses that makes the profession special, its the smugglers creativity and resourcefulness, so just a fewalready existing weapon certs and a few new specials would keep it as close to the story as possible. Smuggler will most likely be dabbled in space expansion anyways(if they decide not to make them master only moves), with the smuggler only flight moves, so add new moves now will just make it be added in sooner.



Griffin Spaid[ToF]
Novock
Mon Aug 30, 2004 9:31 am
#23

That maybe be true but there's nothing in the game that allows us the ability to be resourceful.There are no commands that allow us to make a sticky bomb, or tie a string to a trigger and a door knob. All our moves and weapons are programmed so unless they program us moves then we have no resourcefullness. I believe our moves should be unorthidox. We should do things noone would dare and do it in ways no one would think of but how exactly do you bring that into the game without giving it to us in a programmed move or in a unique type of weapon or if not give us some unique aspect to use the weapon. Anyway this game is nothing like starwars would be at this time period. There were no Jedi, Vader had slughtered them all, the few that were out there were in hiding. Yet in game there are jedi running all over the place. In the books and in the movies the Lightside only used the force for defense atleast thats what Yoda told Luke. In the game you have Rebel lightside nights walking around in gang squads.


In the movies and books the rebels worked in secret, for fear of being spotted for the firepower of the empire, Hoth for example they didn't exactly choose that planet for its tropical feel . In game they walk around overt in the open at starports. In the movies and in the books commandos were some of the most equipped and trained soldiers of the empire and not someone you wanted to tango with, in game they fire big guns wih no accuracy and are fodder for nearly every profession for they have no defensive abilities. In the movies squad leaders were elite tactical soldiers that commanded... squads. In game... lol. The reality is the game is not anywhere near what the SW galaxy would look like or act like. The reality is we should be a tuff fight when come across and we will soon be facing BHs and as I know how many act not only the Bounty Hunter but a group of his friends as well. We need moves to allow us to defend ourselves or to get away, one or the other. This will be a very griefed profession if we don't get more combat ability in some form once those bounties are implemented. We can debate in what form they should come to us, be it in weapons moves, unarmed moves (which it looks like we might get somewhere in the future) or in some creative weapons or specially enhance (sliced) weapons, but the reality we need more ability to defend is one I believe atleast most of us agree upon.



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

Imperiai2
Mon Aug 30, 2004 10:20 am
#24

One thing I don't get... say smuggler bounties are implemented... now I've never been a BH nor really cared to ask what's involved in it (i.e. how they find thier bounties)... But say you are just minding your business in a cantina somewhere. For some reason someone had placed a bounty on you and someone's coming to collect your face. Somehow you manage to avoid this guy and escape the cantina. Now where do you go? Just burst run or speeder out and hope the guy just doesn't run into you again before you can get offplanet? Technically isn't it impossible to 'avoid' bounties because they will keep coming after you? I think if we should get any kind of weapon, it should be some sort of Combat-ending 30 second delay electrocution device or something. Something that puts a good 30 second delay on your hunter and lets you get away. Maybe something that affects bounty hunters wearing armor (lets face it, most of 'em) because of all the conductivity.


I wish I could have put more thought into this post but I have to go to work now...



B'en F'olds of Naritus
Master Smuggler & Master Pistoleer (and just enough Medic to stay alive)
Vet Status: If you remember having to go out and loot your own corpse.
To the so-called 'uber': There's always someone cooler than you.
Novock
Mon Aug 30, 2004 11:35 am
#25

Well we're not really talk about player based bounties yet I think those are a ways off. That's is theability ofanother playerputting a bounty on you and hire a bounty hunter to take the hit. But was has been talked about pretty consistently is smugglers gaining visibilitysort of like Jedi do know but we would gain it at failed scans and smuggler missions those sort of things. In which the system then would place bounties on us and they would come across the bounty terminals. Under current situation with in game mechanic if a bounty were placed on you and u managed to slip away the bounty would remain. So he would simply continue to track you down until he killed you or you killed him. Hence the discussion over the ability to defend or escape for the smuggler and hence the reason I feel we need one or the other and curerntly u must depend on outside abilities for defense and there are no mechnaics for escape specially given to teh smuggler. All we can do is burst and hope we can get out of there or if lucky enough to have enough room and time to get your speeder out. Either way I would say the bounties won't come in for quite some time. Maybe Catylin will be able to share some tidbits, maybe something was said regarding this during the summit.



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

Retroalias
Mon Aug 30, 2004 11:49 am
#26



lavosslayer wrote:
also on the point of unarmed..I think it should be replaced with the more relevent artisan 0040 business skills..since we are dealing with customers constantly and we do sell spices...it would only make sense that these skills would be something that a smuggler would know and understand.





I could not aggree more.

Treborg



SIN INC

SMUGGLER OUTFITTER

Tatooine 3556 -3620 (Mos Eisley)

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