Smuggler Archive
Thread: Anyone else think the TEF/BASE changes spell the end of smuggler.
MISTagent01
Fri Feb 04, 2005 11:39 am
#27
As far as I was informed, any PvP-enabled player would die and clone still PvP-enabled.
Wasn't that the whole point of doing away with the TEF system?
SmugglinZane
Fri Feb 04, 2005 11:42 am
#28
MISTagent01 wrote:
As far as I was informed, any PvP-enabled player would die and clone still PvP-enabled.
Wasn't that the whole point of doing away with the TEF system?
Yep... It was stated with regards to on leave players though, but sounded generally like it would apply to all facets of the system.
LaughingWolf
Fri Feb 04, 2005 2:14 pm
#29
MISTagent01 wrote:As far as I was informed, any PvP-enabled player would die and clone still PvP-enabled.Wasn't that the whole point of doing away with the TEF system?
Would make sence, but TH did said "If you are PvP Enabled and are killed in combat, you will be reset to PvP Disabled when you clone."
Unless they changed their mind and I missed that post.
DRWolfe
Fri Feb 04, 2005 2:38 pm
#30
ana-mo-cara wrote:I am just going to assume that everyone has read these threads on the in developement forum.Okay first off now players will simply be able to switch up to on leave. No biggy since the imps got off scot free anyway, but now rebels will be able to appear as civilians when confronted by imperial npcs. Yeah there is a pvp all the time mode, but we all know if you want to go travel or something. Ninety nine percent of rebels will go on leave, and take the 1000 credit fine they will get charged.Second off now there is a pve only mode which means these guys will get to camp forever to stockpile huge points. Add on the pve bases. That will be ultracampable seeing as players will not be allowed to defend them.Thirdly TH said that players will be allowed to buy pve bases from recruiters. Notice I said buy isnt that um yeah. Isnt that a smuggler skill buying points to get faction perks. Now people can just jump smugglers to buy them.To top all this off pvp will be alot shorter. Example you die you need to wait five minutes to go overt again. So all battles will start and end in three minutes. How much do you need faction points. When battles are reduced to one death.Anyway I am just totally disgusted with the entire idea, and seriously doubt I will be around when the CURB shows up. Seeing how seriously the devs want to reduce the game to PVE wars. I especially like how pvp disabled players will get to have atsts out and not be attackable. Gone are the days of spontaneous pvp. Now the whole system is reduced to a tournament format.
Always so negative. Things aren't always so doom-and-gloom!
MISTagent01
Fri Feb 04, 2005 2:54 pm
#31
LaughingWolf wrote:
MISTagent01 wrote:
As far as I was informed, any PvP-enabled player would die and clone still PvP-enabled.
Wasn't that the whole point of doing away with the TEF system?
Would make sence, but TH did said "If you are PvP Enabled and are killed in combat, you will be reset to PvP Disabled when you clone."
Unless they changed their mind and I missed that post.
Hmmm. Perhaps if you die PvP-Enabled, you're given the option to clone PvP-Enabled or Disabled?
We haven't seen the entire system all fleshed out, so I have no idea. I re-read that after you posted and you're right. I guess we'll have to wait for an official answer, or just see how it falls into place. I would hope that they give the option to PvP-Enabled players ONLY to choose how to clone. Disabled and Civilians don't need to choose, but I'd surely think there would be an option or something?
Then again, you never know. We'll have to see how this one develops. I wonder if our fearless correspondent WesBelden might be able to find this one out for us? 
JTGAlpha
Fri Feb 04, 2005 3:09 pm
#32
I'm not so worried about the Leave of Absence thing...it's not going to be at the drop of a hat.
In fact the only concern of yours I share is yes, faction farming will be a lot easier making us less necessary for gaining faction points. But there will always be lazy people and there are going to be a LOT more things to buy with your faction points, like faction armor and more bases. So I think this is going to be one of those rare situations where I really DO think we need to wait and see.
Ipseck
Fri Feb 04, 2005 3:15 pm
#33
actually it looks like the first step towards a worthwile smuggling system.
ana-mo-cara
Fri Feb 04, 2005 3:24 pm
#34
I cannot conceive of anyone not running a pitched battle with some semblance of strategy. The problem is if pvp disabled cloneing happens is the following.
A group of twenty overt rebels storms into theed on speeders, and since they have numbers they waste the few overt imps in town. There the strategy is over a counterattack is near impossible. Total victory is ensured by total surprise. Not anything terribly strategic about that. The imps cannot do kamikazee raids to push the rebels out, or even amass a force in anything resembling a realistic amount of time.
In pitched battles the invaders does actually have to think 40 or 50 minutes down the road. They will need to heal team mates set up surveilance, and set out plans of attack. To keep the territory as clear of other players as possible. In a nutshell if the battle is longer by default there is alot more strategy involved.
Its not like a surprise gank squad is all that strategic. You keep your mouth shut and you show up at a place and gank any overt you see.
JTGAlpha
Fri Feb 04, 2005 3:27 pm
#35
Don't know don't care, don't PvP. In short, while you may be right, not a smuggler concern. But I think you're wrong, actually, because all battles are pitched and strategy is a huge part of it. Why? 90% percent of strategy is all about preparation. All battle plans themselves fall apart in the first 30 seconds. That's just conventional military wisdom. But, again, that's not really a smuggler concern. It won't be worse than it is now.
Kamileon
Fri Feb 04, 2005 3:32 pm
#36
It's pointless to judge how the new PvP system will be horribly broken in combat, when the entire combat system is changing.
SmugglinZane
Fri Feb 04, 2005 4:15 pm
#37
I'm not sure it's the end of the Smuggler, but it makes being a neutral Smuggler even more meaningless.
JTGAlpha
Fri Feb 04, 2005 4:35 pm
#38
Now THAT'S true, and that's one of the few concerns I actually have with these new changes, as well as the departure from Reb. vs. Imp to PvP vs. PvE.
SmugglinZane
Fri Feb 04, 2005 4:39 pm
#39
I find it funny how they talk about expanding content while this limits it further.
I keep saying it. They need a Civilian, PvE enabled at the least so that players who want to RP criminals or fringe types (Smugglers anyone) can be interactive with the only acting authority currently in game, the Empire.