Smuggler Archive

Thread: Help out Thunderheart Poll on Slicing experimentation

JTGAlpha
Fri Feb 13, 2004 2:49 pm
#248

112-110 I THINK. Damn. It just keeps staying dead level even.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

EngelDesOorloss
Fri Feb 13, 2004 3:49 pm
#249

A



Exarsfist
GroovyKool
Fri Feb 13, 2004 4:32 pm
#250

A
Lonelan
Fri Feb 13, 2004 4:42 pm
#251

B.


Would also like to see wuk/auk schems moved to smuggler because then the experimentation could only apply to the wuk/auks (which would make sense, since the laser knife just cuts wires and doesn't improve the weapon that way, and clamps just tell you which wire to slice (which is also ridiculous,because while I agree modifying weapons is a smuggler thing (I.E. Han's modified blaster) it shouldn't be bomb disarming, since slicing is hacking. but thats another poll altogether) so knives and clamps shouldn't effect the slice). Or you could take out wuk/auk and replace it with a generic uk that smugglers make that will work on w/a. I really don't see the point in weaponsmiths/armorsmiths deciding whether or not (or in this case, how well) we slice things. Perhaps we get a specific hydrospanner (with like50 uses instead of10, and its 1use per slice)that we experiment on to make better, with which we implement the contents of the wuk/auk into the weapon/armor.


C: Add Hydrospanner, a smuggler craftable that we can experiment on to get us a +% on all slicing! Experiment will also decide the charges of said hydrospanner, with base being something like 5. For each 10% effectiveness on hydrospanner, +1% result to the slice. No experiment on knives/clamps/wuks/auks/etc.


More on hydro: Experiment will also decide the charges of said hydrospanner, with base being something like 5. For each 10% effectiveness on hydrospanner, +1% result to the slice. For each 3% on uses, +1 use. Tool should use specific metal and generic chemical. Maybe reactive gas that works the spanner (hydrogen).OQ 50%, PE 25%, COND 25% for effectiveness/use. Two ways of implementing, whichever is easier for the devs: In slicing window, option to 'Use Hydrospanner' at bottom, marked with 'x' box (much like practice). Or after slicing is complete, a pop-up asks 'Hydrospanner detected. Do you want to increase the result of your slice attempt?' or some message like that. I think the first way is easiest.



Master Smuggler of Chilastra since August 2003. Master of everything since the CU.
Lonelan - Jedi Padawan, Badge Hunter.
Extil - Master Smuggler, Respec Master Bounty Hunter (Boba + Han = ?)
"I think this whole thing is about as pointless as Peter's cow kite."
"I'm gonna turn you into poo!" SOE re: Star Wars...I mean Chris re: Twinkies.
- I support Firefly and Family Guy! Fox needs to keep good shows!
...has mastered the Pilot profession. B1tches.
JTGAlpha
Fri Feb 13, 2004 4:48 pm
#252

Hydrospanners are just wrenches. They're not smuggling tools, and, well I'd hate to not get such a cool star wars thing like a hydrospanner just because I'm not a smuggler.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

EdOWar
Fri Feb 13, 2004 5:56 pm
#253

B


Slim Vargo, Corbantis


TechBoss
Fri Feb 13, 2004 10:52 pm
#254

B


If you don't want to craft them, buy them from a crafter.





-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
Abai
Sat Feb 14, 2004 6:14 am
#255

B



However I believe that only upgrade kits should affect the slice. After all the only thing the clamps do is to show which wire to cut and the knives only cuts the wire. I do not see how these two things affects the improvements on the weapons.





Azat Samat
EZrider130
Sat Feb 14, 2004 6:25 am
#256

B

The only problem is that I lack the skill pts to acquire Survey IV. I guess ill have to pay 20 cr/unit for the good stuff Can you say 10000 credit slices?



*Grounded until October, 2004* -I'd like to see you deflect my X-Wing fire, Master Jedi!"
Facilis Cavaleri
Master Rifleman
Master Doctor
*Smuggler at heart!*
"My name is Facilis Cavaleri, and I approved this message!"
superdude201
Sat Feb 14, 2004 6:58 am
#257

I say A as i'd rather they spent there time doing something else that matters more (like smuggler missions )
deadtide00
Sun Feb 15, 2004 9:25 pm
#258

A
Madjack331
Sun Feb 15, 2004 9:49 pm
#259

I Vote A



The main reason is that not everyone has the Time or the Money to go out and Found or Buy the best stuff.. I think taking away expermintation will keep the Field Even.


Plus if they make Expermation have an effect I think it would push even more people into the Smuggler Professesion and cause us to loss even more work. I have seen 8 people go smuggler just because of the protection we have against the scans.





Mad-Jack Mandaka
Northwind , Lok ;Ahazi
Vespya
Sun Feb 15, 2004 9:51 pm
#260

A, in the name of all that is underhanded, AAAAAAAAA!

A smuggler isn't a master craftsman, he's bodge-job, does it because he *thinks* he can tinkerer, make it into an engineer-like class and thats how they will solve the smuggler content problem, they'll remove Smuggler from the name and replace it with Engineer, and I aint no stinking engineer.



Vennt Vespya
--
Custodae Equitas



Vennt Vespya

Master Smuggler & Rebel Colonel

Spice & Sliced Goods: Naboo, Kaadara 6100 6770 - Faction @ 120Cr per FP

Page 20 of 55