Smuggler Archive
Thread: Smugglers & Hybrid Elite Prerequisite Schema
MohdriDarkstar wrote:Squad Leader -- 0004 Marksman (Ranged Support IV) + 0004 Scout (Survival IV)
Ranger -- 0040 Marksman (Carbines IV) + 4000 Scout (Exploration IV)
Bounty Hunter -- 0004 Marksman (Ranged Support IV) + 4000 Scout (Exploration IV)
*Commando -- 0004 Marksman (Ranged Support IV) + 0400 Scout (Trapping IV)
*Smuggler -- 0400 Marksman (Pistols IV) + 0004 Scout (Survival IV)
I have done the number-crunching. If you look at the schema I have outlined closely, you can see where this falls in line with everything that the development team has been putting into place since the Combat Upgrade. The only two hybrid elites that get funneled into a particular Marksman elite are Smuggler and Ranger, which is Pistoleer and Carbineer respectively. The rest are appropriately differentiated. Also, by removing Brawler prerequisites from Commando and Smuggler, it lightens the load and problems of making these classes viable for both melee and ranged combat - instead focusing on ranged combat, which has the added bonus of being more in line with the "Star Wars" theme. In addition being able to switch between melee and ranged absolutely adds nothing to the game and obviously to be effective most players will specialize in one or the other. Hence hybrid elites who encompass both are something that should have been left behind with the Combat Upgrade.
The schema was drafted to offer a balanced system of template customization that is in line with the current Combat Upgrade engine. There are also particularly thematic template possibilities within this schema, such as any combination of Smuggler and Squad Leader (Han Solo and Lando Calrissian), Commando and Bounty Hunter (Boba Fett), Ranger and Bounty Hunter (Zam Wessel), Commando and Squad Leader (ARC Trooper), etc.Please provide feedback here. No schema will satisfy everyone's desire. For instance the new prerequisites for Ranger are not exactly the most popular to the old Rangers who do not understand that it is simply being moved to Scout. The key point is that Ranger is no longer a Scout Elite, not anymore than Bounty Hunter is. Ranger and Scout must be disassociated. To continue the Pre-Revamp Ranger playstyle, one simply must have Master Scout and hence will have an additional 63 skill points to play with, in addition to not having to take up the Carbines IV line. One must also consider that under the planned Ranger Revamp, attempting to be a Master Rifleman, Master Ranger is akin to attempt to be a Master Rifleman, Master Smuggler. You lose SP in the translation. To continue your playstyle Pre-Revamp, you simply go Master Scout, Master Rifleman.
Okay why in the world would you make Scout x4xx a requirement of Commando. It would make more sense to make it just support and rifle line from marksman. Or if you wanted scout make it exploration like BH. (Which is a bad idea for other reasons).
Message Edited by MohdriDarkstar on 09-30-2005 04:10 PM
Someone mentioned something about Combat Medic earlier.
Hah.
No, you wouldn't move Combat Medic over to Scout.
Ranged Support IV + Ranged Healing IV = What?
58 SP.
By placing the second Smuggler prerequisite in Scout, you no less have a chance of reaching CL80 than a Bounty Hunter.
But hey, if they want to make it so that Commando and Smuggler can both _viably_ make use of certain special abilities and keep them within the Brawler framework, than more power to them.
It just pretty much means you can't have as viable a combo with the other hybrids as the Squad Leader, Bounty Hunter, and Ranger will have. Which would be accomplished, however, if Scout were to be taken up as a prereq instead of Brawler.
Now, if you're going to associate those woodsy-outdoorsy type things with a game mechanic, than not much elsemakes sense as far as the other professions are concerned. Maybe a Bounty Hunter is woodsy-outdoorsy, but then again maybe not if they largely deal with urban environments and humanoid targets? Then, you know, there is the Squad Leader. Why would he know all about camping?
I don't think "roleplaying" should enter into the equation of decision-making, but that's my personal belief. Even if I had to make an argument based on theme, it could easily be said that, yes, a Smuggler would by necessity know how to "survive" in the wild, having spent manydays out on the run in strange worlds and in different environments. Smuggler = profiteer, cheat, scoundrel. Not bad mutha' bar-room brawler (per se.)
Message Edited by MohdriDarkstar on 09-30-2005 04:29 PM
I agree, brawler is nearly useless to a Smuggler, but if Han is our model then there is a skill that you are all missing. Yes there was a scene where he built a camp, and yes he was able to stabilize Luke's wounds in that same scene, and yes he was capable of holding his own in a barfight.
First and foremost, even ahead of being an excellent marksman and a master pilot, he was "quite a mercenary". He was a hustler, a huckster, a trafficker, a wheeler and a dealer. He was a shrew, calculating, cagey,and conniving BUSINESSMAN.
I would much rather have artisan 0040 than anything from the scout tree.
Moonkat wrote:
I'm going to go a little out on a limb, butwhat if0400 Marksman and a Freelance Pilot masterywerethe prereqs to Smuggler?
Horrible idea... what about all the Master Rebel or Imperial pilots?
Message Edited by Moonkat on 10-01-2005 08:30 PM
Moonkat wrote:
Well, that's kind of getting into the ideology of Star Wars.A smuggler doesn't care about political ideology, and a good Citizen would never be a pirate. It doesn't interfere with ground faction at all to be a Freelancer.
Message Edited by Moonkat on 10-01-2005 08:30 PM
Not actually true..at least in regards to the movies. Han Solo was a rebel pilot. A reluctant one, but a rebel pilot none the less.