Smuggler Archive

Thread: Should we actualy be a combat profession?

Sephia
Tue Feb 22, 2005 11:55 am
#27

The power that any elite profession has should be directly related to how many skill points it takes to get the Elite.


ie. smuggler takes 58 points to qualify for novice smuggler, the basis of the class should be what itt ook to get it and how much it took to get it. Smuggler should have more power as its a hybrid in itself over rifleman which only takes 29 skill points to qualify.


likewise BH which takes 106 points to qualify should have more power than a smuggler.


Now i say power which isnt necessarily combat ability, but over all sucessfulness in the game.


Right now Swordsman, Doctors, Medics, TKA, Armorsmiths, weaponsmiths have lots of power, prolly all these have waaayyy too much. As it takes too little to get there for too big a bang.


If all elites were broken into combat and occupation the game would run alot smoother... The problem is hybrids already take alot of prereq's, and to force them to take more just to be able to fight is not fair. There should be a balance, and taking a hybrid should mean that you get skills other than just combat. BH should have 4 lines (investigate, offensive, defensive, travel) and the non-combat skills offset the combat skills, meaning that the charcater might want to hone their skills by taking another or a portion of an elite, but its not necessary.


Smuggler should get underworld (spices, faction, contacts), offense (bonus to ranged and close combat), def (feign, def vs blind...), slicing (as is)


The difference is, the BH gets unique specials geared toward them making them self sufficient, while the smuggler gets combat help but must choose how to use it by supporting it with other elite proffessions.



Sephia Therifoh
Cerberus, Dantooine
Master Bounty Hunter
Master Squad Leader
Carbineer xxx4
Novice Medic
SmugglinZane
Tue Feb 22, 2005 12:12 pm
#28






Sephia wrote:

The power that any elite profession has should be directly related to how many skill points it takes to get the Elite.


ie. smuggler takes 58 points to qualify for novice smuggler, the basis of the class should be what itt ook to get it and how much it took to get it. Smuggler should have more power as its a hybrid in itself over rifleman which only takes 29 skill points to qualify.


likewise BH which takes 106 points to qualify should have more power than a smuggler.


Now i say power which isnt necessarily combat ability, but over all sucessfulness in the game.


Right now Swordsman, Doctors, Medics, TKA, Armorsmiths, weaponsmiths have lots of power, prolly all these have waaayyy too much. As it takes too little to get there for too big a bang.


If all elites were broken into combat and occupation the game would run alot smoother... The problem is hybrids already take alot of prereq's, and to force them to take more just to be able to fight is not fair. There should be a balance, and taking a hybrid should mean that you get skills other than just combat. BH should have 4 lines (investigate, offensive, defensive, travel) and the non-combat skills offset the combat skills, meaning that the charcater might want to hone their skills by taking another or a portion of an elite, but its not necessary.


Smuggler should get underworld (spices, faction, contacts), offense (bonus to ranged and close combat), def (feign, def vs blind...), slicing (as is)


The difference is, the BH gets unique specials geared toward them making them self sufficient, while the smuggler gets combat help but must choose how to use it by supporting it with other elite proffessions.






You forgot Smuggling.



"Jedi claims of being "broken" are like saying "But my TV isn't widescreen! It's broken! My TV can't show high-def pictures in 1080i, it can only do 720i! It's broken!" Meanwhile, crafters are saying "We'd really like to have a TV that's larger than 12" and gets more than 4 channels and doesn't constantly lose vertical control", and entertainers are saying "Can we get some color instead of this B&W piece of junk?" And smugglers? We're listening to radio programs of "The Shadow" and "The Abbot and Costello Comedy Hour" and hearing FDR's Fireside Chats. We don't even HAVE a damn TV, much less a broken one or a "broken" one by Jedi standards. I'd LOVE to be as "broken" as they are." - The Legendary Solo4114
Sephia
Tue Feb 22, 2005 12:27 pm
#29

no i didnt, i just didnt spell it out... All the ideas i placed add up to smuggling. Its up to the devs to add content for us, so that we can use our abilities to smuggle. My point wasnt to rewrite the profession, but to rewrite how to think about all the professions and their interations, and stay inline with the thread's topic. Smuggling could mainly be handeled through master and the underworld tree. Getting through check points, carrying cargo or sliced weapons. Slicing terminals for other players. Helping sneak jedi past BH.....



Sephia Therifoh
Cerberus, Dantooine
Master Bounty Hunter
Master Squad Leader
Carbineer xxx4
Novice Medic
ValiantHalibut
Tue Feb 22, 2005 1:15 pm
#30

A smuggler's choice of weapon would be based on his occupation. If you're smuggling, what are you doing? Trying to move goods illegally. If you're trying to move good illegally, you don't want to be noticed. You want to slip silently into the background, an unnoticed denizen of the galaxay, going about your merry way without a care in the world. Now, if you're holding some big, hulking gun or brandishing a sword/pike/hammer/whatever, you're going to draw attention to yourself. If, on the other hand, you're a master of pistols and unarmed combat you can easily hide a small blaster on your person or you can use your own body as a powerful weapon. <i>That</i> is why smugglers have pistols and unarmed as a pre-req.


If you want to master something else, go for it. But if you're going to be smuggling you're going to want to be as discreet as possible - so no big guns. Then, when things go sour you're gonna want to be able to hold your own and you're gonna like having that blaster by your side.



The dirty fighting line shouldn't be for pistols only. It should use combat xp and the specials should either be weapon independant (so long as it's only pistol and unarmed) or they should add matching unarmed specials. As far as the rest of it goes - well, if they want to include actual smuggling there is a lot that needs to be done, and nobody will like it except us smugglers.



--
Wise man say, "forgiveness is divine, but never pay full price for late pizza."
aretez29
Tue Feb 22, 2005 3:31 pm
#31

yes he used a carbine, but was that what he had on his hip when he wasn't shotting at something? NO. he took that carbine because he was trapped in DEATH STAR when tons of baddies on it. the carbine offered him a little more firepower.i wouldn't exactly call what they did on that first death star "parading" it was more like sneaking until they were making their escape when they were caught - -then theres the whole garabage thing... yadda yadda yadda - han and chewie scared the few stormies that were there. do you think those stormies execpted to see a huge furry ape thing? probably not, and they stopped running when they saw it was only 2 of them.


the wookie can't use a pistol, hands are too big! plus wookies are considerable stronger then humans.


yes if han was put into swg he would be a smuggler/pistoleer


yes han did have military training which taught him to be a soldier/officer, so of course he knew how to use other weapons then just pistols


i really doubt that alot of smugglers considered their ships a hobby, considering if it didn't work they would die...



-Ercrace Iva- Imperial Smuggler
JakobSunrunner
Wed Feb 23, 2005 7:59 am
#32



maybe so if you went by just the movies, but alot of it is proven by the expanded universe.



and by SWG defination of Smuggler.... NO HE WOULD NOT BE A SMUGGLER


he actually smuggled, NO REALLY HE SMUGGLED. Han was nota slicer nor a spice maker, you not evenb suuposed to make spice, you should only be able to mine it.

Message Edited by JakobSunrunner on 02-23-2005 07:00 AM

Message Edited by JakobSunrunner on 02-23-2005 07:01 AM



http://img.photobucket.com/albums/v486/sumofty/guilty%20gear/2.gif

"No Mercy"
Knightcrest
Wed Feb 23, 2005 9:02 am
#33






yimaz wrote:



See the thing is we are not a combat profession so some of us are weaker in a fight then others.



Message Edited by yimaz on 02-22-2005 10:47 AM




So what are your smuggler prereq's? Entertainer and Artisan? Dunno bout you, but I am a master of a hybrid profession that REQUIRES 3 lines of pistol (Pistols IV, Underworld, and DF) and Unarmed IV. We are a combat proffesion, we have to endure combat in order to survive the less than desirable failures in our imagined smuggling (had to be imagined since we don't have any smuggling). Two out of four trees require pistol skills to complete... if that isn't combat, I don't know what is. I had rather just have some other non combat prereqs so long as I didn't have to blow skillpoints in a Unarmed IV prereq that I don't want.


Teras Kasi is not my thing. Most templates now have at least meditation and I am tired of seeing all of these cookie-cutter templates. I have no issues with Pistoleer, but we shouldn't have to lean on another combat class to make use of a prereq. I am sorry but for the skillpoint cost +25-30 (can't remeber which) is not worth 121 of 250 skill points if I have to have some other combat prof to keep me alive. I don't feel we should be as fast and accurate as a BH, just somewhere between where we are and master pistoleer would suffice to me.


Honestly now, I have to drop my side prof of WS (RP a gunrunner and don't put sliced weapons on a vendor) now in order to be able to defend myself while selling fp etc. I'm now picking up a sniper rifle that is more deadly at pointblank range than our dirty fighting.


Guess my point is that the Dev's said they were going to be putting in various quick fixes prior to the CURB. Why does our fix have to be one that hurts us without adding in something... anything. Give us a little accuracy and speed with pistol and unarmed since they are prereqs to hold us over. Not like it would be unbalancing for us to be a little faster seeing how a good many pistoleers now have taken up BH pistols for speed cap without tapes and many already use our DF line. Couldn't make TK any faster than it already is... don't see any harm in it.


Not flaming you Yimaz, just that we are a hybrid proffesion and a combat profession... our prereq's define us as such regardless of what our hopes are. We are rogues and not smuggler's by our current skill set. 2 out of 4 trees dedicated to combat. Next thing I will hear is a BH is not a combat prof because only 3 out of it's 4 are true combat.


I do agree 100% though that we need to be able to evade as a stand alone smuggler. We should be more viable than a novice marksman holding a FWG5 at Pistols IV though without any add ons from other profs. I do not feel we should be as adept as using it as a BH or Pistoleer though









Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
yimaz
Wed Feb 23, 2005 9:30 am
#34









Knightcrest wrote:





yimaz wrote:



See the thing is we are not a combat profession so some of us are weaker in a fight then others.



Message Edited by yimaz on 02-22-2005 10:47 AM




So what are your smuggler prereq's? Entertainer and Artisan? - woooo good oneDunno bout you, but I am a master of a hybrid profession that REQUIRES 3 lines of pistol (Pistols IV, Underworld, and DF) and Unarmed IV. We are a combat proffesion, we have to endure combat in order to survive the less than desirable failures in our imagined smuggling (had to be imagined since we don't have any smuggling). Two out of four trees require pistol skills to complete... if that isn't combat, I don't know what is. I had rather just have some other non combat prereqs so long as I didn't have to blow skillpoints in a Unarmed IV prereq that I don't want. - lol we have pistol grind because of the lack of imagination on the part of the dev's not because we are a combat profession.


Teras Kasi is not my thing. Most templates now have at least meditation and I am tired of seeing all of these cookie-cutter templates. I have no issues with Pistoleer, but we shouldn't have to lean on another combat class to make use of a prereq. I am sorry but for the skillpoint cost +25-30 (can't remeber which) is not worth 121 of 250 skill points if I have to have some other combat prof to keep me alive. I don't feel we should be as fast and accurate as a BH, just somewhere between where we are and master pistoleer would suffice to me. - ask a BHhow great their pistol skills are, if they want them to be affective they need Pistoleer just like we do (granted ours suck more but still)


Honestly now, I have to drop my side prof of WS (RP a gunrunner and don't put sliced weapons on a vendor) now in order to be able to defend myself while selling fp etc. I'm now picking up a sniper rifle that is more deadly at pointblank range than our dirty fighting. - whats your point? We all know full well our profession is a mess and that includes dirty fighting.


Guess my point is that the Dev's said they were going to be putting in various quick fixes prior to the CURB. Why does our fix have to be one that hurts us without adding in something... anything. Give us a little accuracy and speed with pistol and unarmed since they are prereqs to hold us over. Not like it would be unbalancing for us to be a little faster seeing how a good many pistoleers now have taken up BH pistols for speed cap without tapes and many already use our DF line. Couldn't make TK any faster than it already is... don't see any harm in it. - did I say not to fix DF? What are you talking about? The same thing's we have all wanted for over 2 years now, nothing new.


Not flaming you Yimaz, just that we are a hybrid proffesion and a combat profession.- fixed Hybrid implies a mixing of professions be it combat or not.. our prereq's define us as such regardless of what our hopes are. - ROFLMAO you base us on our prereq? Something that was changed once before then nerfed to death?We are rogues and not smuggler's by our current skill set. 2 out of 4 trees dedicated to combat. Next thing I will hear is a BH is not a combat prof because only 3 out of it's 4 are true combat. -/rolleyes spare me ok, look the simple fact is by definition smuggler is not a combat profession. Do we have some combat skills, yes...why? because what we do dangerous but the bottom line is what we do is mainly not get cought by people and avoid a fight (i.e. smuggle). Now you can sit here and say all you want that since we cant smuggle we need to be considered a combat profession but your wrong. I will not say "ohh ok" and stop the fight to have smuggling added to our profession simply because the dev's have their heads up the bottoms in regards to the right way to set us up. Our prereq is fine where it is, we need a re-vamp and underworld needs to have xp gain from smuggler missions. Dont pigeonhole us into simply a combat profession it is short sighted.


I do agree 100% though that we need to be able to evade as a stand alone smuggler. We should be more viable than a novice marksman holding a FWG5 at Pistols IV though without any add ons from other profs. - have you not noticed that the whole game is add on's and that is the driection the CU is taking??I do not feel we should be as adept as using it as a BH or Pistoleer though - look we need a re-vamp its that simple and sorry to break it to you but even after the re-vamp if you really want to be good with a pistol you will still need pistoleer skills. It is the way the game is designed



WE ARE NOT CONSIDERED A COMBAT PROFESSION, deal with it and if we were then we would not be receiving a re-vamp with all the other non-combat professions before CUpushing us back even more. Does our prerequ look like a combat profession? yes but our title says Smuggler and we cant Smuggle so I put little into this agrument, lets just drop the whole we are/we are not combat agrument because its a moot point.












Message Edited by yimaz on 02-23-2005 11:38 AM



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

spatuluk
Wed Feb 23, 2005 10:06 am
#35

I suppose we're actually a little bit of both at the moment, but more crafter than combateer. Dirty Fighting = combat, Spices & Slicing = Crafter.. I'm not sure what you'd class underworld as.. politician?

Our template allows us to master 3 decent elite professions - smuggler, pistoleer, and TKM, and as such it should make us the best all-round profession of them all. (If it weren't for my deep hatred of all the skirt-wearing TKM clones I'd master it myself!)

It'll be interesting to see what the CU does to pistol skills and defense stacking. We may find ourselves in a very cool place (or a very dark place)




Farstar NundaKamachupaCancelled Account
Farstar PakaKamachupaCancelled Account
yimaz
Wed Feb 23, 2005 10:14 am
#36


What?... no love for the TKA .



Message Edited by yimaz on 02-23-2005 12:17 PM



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Knightcrest
Wed Feb 23, 2005 10:35 am
#37






yimaz wrote:


What?... no love for the TKA .




Message Edited by yimaz on 02-23-2005 12:17 PM






Just way too many TKM's atm or TK dabblers for my tastes. Yeah, I gave into the melee rush and have had a TKM, and found it to be quite effective.... but I bought this game to play start wars... don't wanna have to be Bruce Lee or some samauri in order to be effective


Nothing against TK's, I for one think it is quite balanced... just ranged is much weaker than it should be. After being a TK for a while though, you tend to get spoiled by meditation





Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
HOTDOG
Wed Feb 23, 2005 10:55 am
#38

The Captain's got it right. We are NOT a combat class.


We should be a breaks the law and gets away with it class.

We should be the hardest to catch characters in the galaxy (maybe not FD hard but hard to say the least).

We should be the class you think of when it comes to illegal goods.

We should be a class that has to contend with Law/Thug type NPCs on a regular basis.


A revamp for us should focus HEAVILY on these abilities as they are what makes us unique AND it would keep those purely interested in combat away from our skills- so they won't get nerfed as much.






TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
yimaz
Wed Feb 23, 2005 11:16 am
#39






Knightcrest wrote:





yimaz wrote:


What?... no love for the TKA .








Just way too many TKM's atm or TK dabblers for my tastes. - well this must explain why we all dislike Jedi so much, lol Yeah, I gave into the melee rush and have had a TKM, and found it to be quite effective.... but I bought this game to play start wars... don't wanna have to be Bruce Lee or some samauri in order to be effective - that's why I have pistoleer as well, best of both worlds.


Nothing against TK's, I for one think it is quite balanced... just ranged is much weaker than it should be. - for sure ranged is way off next to melee, with luck the CU will mix that up and TKA's will be rare as they should be but still effective.After being a TK for a while though, you tend to get spoiled by meditation -this is very true,I cant live with out it now.











Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

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