Smuggler Archive
Thread: POLL: reb or imp?
Rebel Scum.....
Now, how much are you willing to pay to get past that Imperial blockade?
Rebel here (the MBH alternate over on Bria isa true alt, different race, class, faction, etc, and rarely played). However, I took the "I'm Han Solo's pupil and basically was all about myself until the GCW heated up and I got sucked in on one side or another" angle. On top of that, I'm a Colonel so switching sides would break my heart (or in similar fashion, turning Neutral). Hundreds of hours and literally hundreds of thousands of credits were invested in my rank and some gear. Throw that all away just because SOE still hasn't done the right thing and put in a third faction? No way...we need that Hutt faction or "Thug" faction once and for all, it's killing Smugglers the same way a delayed revamp on spice and slicing does.
Xoreshear wrote:
I am not sure myself. In game I have loads of Jabba, Thug, and Bandit faction. I do have have some Imperial faction and they seem to let mego when I am searched by NPCs even if I have spice or sliced weapons on me with no penalty. Honestly I want a third GCW faction for criminals and outlaws that just want themselves or their guild to succeed. Make them Jabba faction. That would be fine with me.
I can see a successful Smuggler wanting some tolerance from crooked folks in the powers that be, aka the Empire. I can also see a Smuggler leaning towards Rebels because of their independent streak and perhaps using them to avoid more correct Imperial types.
Still I want a third thug/criminal faction in the war for us that want to PvP and aren't particularly tied to either "cause".
Lastly, for the poster I highlighted above, you pass those scans because you have Underworld 1-4 (with increasing chance to evade as you go up. Once Master Smuggler you can evade scans with spice and sliced gear on you about 95% of the time, lol).
[edited in] I didn't mean we only need a 3rd Faction (for Neutrals and Thugs/Smugglers) but more importantly, the ability for Master Smugglers (and Masters alone) to flip flop factions and serve the entire gaming community on many dynamic levels (above and beyond simply being slice and spice monkeys).
Message Edited by Katalepsis on 05-20-2005 01:39 PM
KeitaZ wrote:
Rebel...couldn't get past the mandatory spice testing of the empire.
lmao.
Katalepsis wrote:
KeitaZ wrote:
Rebel...couldn't get past the mandatory spice testing of the empire.
lmao.
LOL.
IMPERIAL.
![]()
Katalepsis wrote:
Rebel here (the MBH alternate over on Bria isa true alt, different race, class, faction, etc, and rarely played). However, I took the "I'm Han Solo's pupil and basically was all about myself until the GCW heated up and I got sucked in on one side or another" angle. On top of that, I'm a Colonel so switching sides would break my heart (or in similar fashion, turning Neutral). Hundreds of hours and literally hundreds of thousands of credits were invested in my rank and some gear. Throw that all away just because SOE still hasn't done the right thing and put in a third faction? No way...we need that Hutt faction or "Thug" faction once and for all, it's killing Smugglers the same way a delayed revamp on spice and slicing does.
Xoreshear wrote:
I am not sure myself. In game I have loads of Jabba, Thug, and Bandit faction. I do have have some Imperial faction and they seem to let mego when I am searched by NPCs even if I have spice or sliced weapons on me with no penalty. Honestly I want a third GCW faction for criminals and outlaws that just want themselves or their guild to succeed. Make them Jabba faction. That would be fine with me.
I can see a successful Smuggler wanting some tolerance from crooked folks in the powers that be, aka the Empire. I can also see a Smuggler leaning towards Rebels because of their independent streak and perhaps using them to avoid more correct Imperial types.
Still I want a third thug/criminal faction in the war for us that want to PvP and aren't particularly tied to either "cause".
Lastly, for the poster I highlighted above, you pass those scans because you have Underworld 1-4 (with increasing chance to evade as you go up. Once Master Smuggler you can evade scans with spice and sliced gear on you about 95% of the time, lol).
[edited in] I didn't mean we only need a 3rd Faction (for Neutrals and Thugs/Smugglers) but more importantly, the ability for Master Smugglers (and Masters alone) to flip flop factions and serve the entire gaming community on many dynamic levels (above and beyond simply being slice and spice monkeys).
Message Edited by Katalepsis on 05-20-2005 01:39 PM
I hear you on the rank thing. I am a Imp Colonel, plus I've got my old ATST (the reason I went imp in the first place). I don't know though, I've ALWAYS regretted going imperial, I guess my heart has always belonged to the alliance.
Raise your hand if you would liek to see the ATST turned into a mount.
/raiseshand
Katalepsiswrote:
[edited in] I didn't mean we only need a 3rd Faction (for Neutrals and Thugs/Smugglers) but more importantly, the ability for Master Smugglers (and Masters alone) to flip flop factions and serve the entire gaming community on many dynamic levels (above and beyond simply being slice and spice monkeys).
Message Edited by Katalepsis on 05-20-2005 01:39 PM
I think you make a valid observation, and for me it would not be an either or issue. I see the third faction as viable for both reasons and enhancing gameplay overall as well. Giving the Smuggler these choices would allow her to further define her character as a Smuggler on her own terms.
Message Edited by Xoreshear on 05-20-2005 05:57 PM
yimaz wrote:
100% Rebel, kicking Storm Trooper ass and fighting "the man" since launch.![]()
QFE
Heh. Lucky SWG is not SW. Because we'll still kick your a$$es.