Smuggler Archive

Thread: why pistol and unarmed?

JeCy
Sat Dec 25, 2004 4:52 pm
#27






You seemed to have missed the actual point of my post.

In Star Wars, situations can turn from bad to worse before you know it. Smugglers had to be capable of taking care of themselves, and typically in close quarters(not Melee). The two close quarters weapons we have in this game are pistols and fists. Here's a question for you. Why do almost all of the RPG games out today have thier "Rogue class" carrying mainly just a dagger, maybe a small crossbow? Because its light, quick, and doesn't slow down a hasty departure.

I know if Joe and John were a meter away from each other, and Joe has a full rifle while John has a pistol, John would have the advantage, by using the smaller weapon. John could either kill or debilitate Joe and make his retreat.

What you're wanting is for the Pistol specials in Smuggler to be used by all ranged professions. Its unlikely, in the most extreme sense, that that would happen. Why not open up the Carbine specials in Bounty Hunter to be used with Rifles and Pistols? Or even go so far as to make such attacks like Conceal Shot to Gunfighters? What you're wanting just wouldn't benefit the game, and would in actuality, severely unbalance it.





Mentski
Sat Dec 25, 2004 5:00 pm
#28






KaiRan wrote:


As far as the issue of having multiple paths for Novice smuggler, not just limiting to 2 branches, it has been stated countless times by the devs and even past corrispondants that while this is a desireable change, and one the devs would like to impliment, the programming of a dynamic prerequisite is prohibitively complex.





As I mentioned earlier in this thread, dynamic prerequisites are in the game, right now, and have been ever since the jedi revamp. (ie: the selection of 6/16 force sensitve lines)


When it was stated by Greenmarine that this would be a large coding job, it was before that was in the game. In the same thread, he mentioned we would be more likley to get things if they were able to borrow some of the code from currently existing systems, I believe the chance of getting dynamic prereqs is significantly higher than it was then.




Mentalla - Master Smuggler, Master Pilot, Master Cynic
Mentalla's Little Kashyyyk @ 1548, -4508, Jealhimet, Tatooine (Chimaera)

I swear, It's like talking to a brick wall round here....
Nicolas_Frost
Sat Dec 25, 2004 11:13 pm
#29






JeCy wrote:








Nicolas_Frost wrote:


You seemed to have missed the actual point of my post.


In Star Wars, situations can turn from bad to worse before you know it. Smugglers had to be capable of taking care of themselves, and typically in close quarters(not Melee). The two close quarters weapons we have in this game are pistols and fists. Here's a question for you. Why do almost all of the RPG games out today have thier "Rogue class" carrying mainly just a dagger, maybe a small crossbow? Because its light, quick, and doesn't slow down a hasty departure.


I know if Joe and John were a meter away from each other, and Joe has a full rifle while John has a pistol, John would have the advantage, by using the smaller weapon. John could either kill or debilitate Joe and make his retreat.


What you're wanting is for the Pistol specials in Smuggler to be used by all ranged professions. Its unlikely, in the most extreme sense, that that would happen. Why not open up the Carbine specials in Bounty Hunter to be used with Rifles and Pistols? Or even go so far as to make such attacks like Conceal Shot to Gunfighters? What you're wanting just wouldn't benefit the game, and would in actuality, severely unbalance it.






Acually no im not sugesting that the pistol speicals work with rifles, or carbs.. or what ever.. but you did make one of my points


You said unarmed OR dagger(No, I mentioned the dagger as one of the weapons in most fantasy games, not a gamewith an established story and technology.).. Last timed i checked dagger was single handed weapon AKA fencer..Yes, it is, which is bad placement, but of course, there's no Close Quarters Combat section in Brawler, which is the type of combat adagger is good for, not Fencing(unless its wielded in one's offhand for aid in perrying and stabs when swords are locked).Personally, I think they should change the Unarmed branch inBrawler to CQC, and move the daggers from Fencer to CQC. Thisbranch could still progress to Teras Kasi, since martial artswere created out of the need for fighting close up.


Now on to your next point yes its possible that some of these fights could endup in close qauters, but if your not in a building, your close range combat could easily be a staff or a sword, any person skilled in these weapons would beat a non weapon person.That just really depends, on both the skill of the one who is unarmed, and the one who is armed.Matial arts is a prime example at that.. I have freinds that have studied for year and trust me even if i was burce lee,, im sure he would say give me a set of nunchuks, or a sword or pole arm any day over unarmed. He wasnt the best cuase he only used his hands, he was the best cuase he used it all..Yes, he did, but Smugglers are not Bruce Lee. Smugglers are guys thatdid not spend years studying martial arts. Smugglers probably have some CQC, and sometricks up thier sleeves. You dont bring a knife to a gun fight, but in this game open hands win, atleast up till CR


As for the Rouges using daggers, well that is true, its a dagger though NOT bare handsfor one.No, its not, its a light weapon, which is why I ment it as an example.And 2 you missed the fact that many use a short bow orlight crossbow for sniping, granted this is a fantacy game but they are much more like a carbin than a pistol.I mean the small, one shot, then thirty-seconds-to-reload, light crossbows. More of a deterant than a dealer of death. You may be facing three guys, and only time to fire once, so you use the deterent of making them stay back because you can still kill *one* of them, and they don't wanna die.


And lastly in modern or fantacy times having a machine gun is almost required to be a smuggler, An M16 or Uzi are the main weapons of choice. Full auto is much more of a smuggler skill than a carbine skill, though i would be lyched in the carbiner boards for that one : PThe M16 is a dead giveaway, andmainly used by Smugglers in movies and TV shows. Pistols and Machine Pistols are the weapons of choice, 'cause they're light, concealable, and do the job.


Yes i think some of the smuggler specials could be used with other weapons, last ditch could be one.God, I hope I don't ever see Master Riflement spamming Last Ditchon a krayted T-21.Your Gut check while trying to stab someione in the stomach upclose, or with your carbine spraying 100's or rounds while you flee, or even that im going to hurry this last shot and take one extra before this guy is on top of me are all completely valid uses or a speical. But there could be new ones added as well that would only be used with specific weaponsThe specials that are in Smuggler now which can only be used with certain weapons are fine.



Je'Cy



Message Edited by JeCy on 12-25-2004 04:08 PM







Jaecob Maragi
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KaiRan
Sat Dec 25, 2004 11:36 pm
#30






Mentski wrote:


As I mentioned earlier in this thread, dynamic prerequisites are in the game, right now, and have been ever since the jedi revamp. (ie: the selection of 6/16 force sensitve lines)





I stand corrected




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TarynGuinn
Sun Dec 26, 2004 10:33 pm
#31






Eulbobo wrote:
why pistol and unarmed?

Because master CH and master Image designer took too much skill points as prerequist skills

Let's see why it should have been a wise prerequist


Additional Pets +3 : because you need at least a wookiee, a bothan and a suluustan friend
Bodyform +9 : any smuggler should change form
Burst Run Efficiency +40 : guess why? you will need to run !
Camping +5 : You need to camp in order to slice properly
Creature Harvesting +45 : useless, but may become usefull in bext smuggler revamp
Creature Knowledge +40 : so that you know which creature is dangerous not to slice around dangerous creatures
Creature To-Hit Bonus +10 : to hit more frequently dangerous creatures
Dance Knowledge +5 : so that your ennemy would wonder W-T-F you're doing.... and them let you a second to burst run
Face-form +11 : once your ennemy is dead, it's sweet to change his fance
Hair Styling +10 : so that you can smuggle jedi hairs
Marking Design +10 : tatoos are cool, just tatoo you !
Mask Scent +70 : smugglers stink.... any smuggler should mask their scent
Max number of pet levels +70 : because a wookiee is a high CL pet
Music Knowledge +5 : same as dance
Stored Pets +20 : to have other friends to pull out your pockets when one is dead
Taming Vicious Creatures +50 : in cantinas, to be able to chat with female dancers
Taming Wild Creatures +95 : in cantinas, to be able to chat with barmaids
Terrain Negotiation +40 : every smuggler should be able to negociate everything (guess the devs made a mistake about what negociation it was about)
Trapping +5 : to trap anyone that would need you.... (same as above)
Wound Healing (Dancing) +5 : to heal your wounds while you are dancing (after you worked)
Wound Healing (Music) +5 : same as above

Message Edited by Eulbobo on 12-06-2004 01:34 AM

Message Edited by Eulbobo on 12-06-2004 01:35 AM





/agree



Master smuggler
Rebel alliance Capt.
Oscar-6 of the Fallen Rogue
Impatiently awaiting Ch.3

TarynGuinn
Sun Dec 26, 2004 10:38 pm
#32






JeCy wrote:

Yay GO GREEN MARINE ! !


And for the big wookie letting me know the locations..?? Thanks a ton ! And ya i think engineering 4 shoulid be the smuggler prereq for slicing i know many of you would want to lynch me for that though /grin


Je'Cy






The original template they thought of, I believe, was Eng. 4, Bus. 4, Pistols 4, and UA 4.



Master smuggler
Rebel alliance Capt.
Oscar-6 of the Fallen Rogue
Impatiently awaiting Ch.3

Rogue3000000
Mon Dec 27, 2004 2:00 am
#33

The Force Sensitive "professions" are not looked at by the system as separate professions, but as 1 "profession". That gets them around the dynamic prereqs idea and means that there are still no dynamic prereqs in the game.


The best way I could see giving people a bit more of what the want might be to make separate styles of Smugglers. Basically just make the other templates with the other prereqs. Call them Pistol Smuggler, Rifle Smuggler, Carbine Smuggler or whatever. That would probably be easier to code than dynamic prereqs and would give some people more of what they are looking for. Otherwise you are probably looking at Smuggler prereqs looking more like commando with master marksman and unarmed4.



Seuhae Nifopon
Master Smuggler
Mentski
Mon Dec 27, 2004 9:03 am
#34






Rogue3000000 wrote:

The Force Sensitive "professions" are not looked at by the system as separate professions, but as 1 "profession". That gets them around the dynamic prereqs idea and means that there are still no dynamic prereqs in the game.





Are you another dev lurking here? Or are you just saying that with no basis in fact? Because looking at it from the frontend (ie not looking at the source itself)it is exactly what i said it was. you fill up 6 lines out of a choice of 16 and it lets you progress to the next "level".


Even at some level i still wager the code for that could be borrowed for what a lot of us have been asking.

Message Edited by Mentski on 12-27-2004 04:05 PM




Mentalla - Master Smuggler, Master Pilot, Master Cynic
Mentalla's Little Kashyyyk @ 1548, -4508, Jealhimet, Tatooine (Chimaera)

I swear, It's like talking to a brick wall round here....
Rogue3000000
Mon Dec 27, 2004 4:39 pm
#35

Looking at it from a coding standpoint (since I have workedwith similarin the past. Also, look at the fact the lines don't unlock a profession at all. They open up a missions that takes you to the next level. These things are much easier to code in than a bunch of crazy variables.



Seuhae Nifopon
Master Smuggler
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