Smuggler Archive
Thread: Smugglers n prerequisits
mrbleepbleep
Sun Feb 27, 2005 4:24 am
#27
Mentski wrote:
JaekeW wrote:
Lets try to get an illegal items vendor. Drop the unarmed prereq, add business 4.
yeah, p-off all the triple masters why dontcha... :/
If an illegal-item enhancement for vendors were put in the underworld tree (and non-smugglers made unable to put contraband on vendors), vendors could be made attractive for a smuggler without being a prerequisite.
I consider the business tree in artisan to be the apparatus of running alegitimate business; that can certainly be useful to a smuggler, but definitely shouldn't be a pre-requisite. "Business sense", in my opinion, is something different altogether. For example, I've made a few million profit selling and buying some veteran rewards since they came out, and that's without even novice artisan, just an eye for a good deal.
SpinningCloud
Mon Feb 28, 2005 3:01 pm
#29
love Hotdog's idea!
I'd go along with that in an instant.
The problem with changing prerequisites from one thing to another is that there are MANY of us that would log in to find our Master Smuggler title gone when, for example, and unarmed prereq was replaced with a business prereq. I really don't think even Sony would one day just swipe people hard earned professions like that...at least I sure hope they wouldn't. I'd quite in the same breath if they did it to me.
Kamileon
Mon Feb 28, 2005 6:23 pm
#30
And we know that dynamic preqs are already possible in the game design because they've done it with the Force Sensitive trees.
Mentski
Mon Feb 28, 2005 7:39 pm
#31
Now thats the type of thing we should be gunning for. Every smuggler is different, personally, im not big on pistols ot tk, I use rifles, if i could drop pistols and unarmed in favour of rifles and buisiness (so I can run my tools vendor) I'd be a happy wookiee, it would also free up a fair few wasted skillpoints to me.
HOTDOG wrote:
In a perfect world I would have the prereq's for Smuggler be dynamic-
As long as you had 2 of the following lines:
Marksman
Pistols IV
Rifles IV
Carbines IV
Brawler
Unarmed IV
One Handed IV
Two Handed IV
Polearms IV
Artisan
Business IV
HOTDOG
Tue Mar 01, 2005 1:50 am
#32
In a perfect world I would have the prereq's for Smuggler be dynamic-
As long as you had 2 of the following lines:
Marksman
Pistols IV
Rifles IV
Carbines IV
Brawler
Unarmed IV
One Handed IV
Two Handed IV
Polearms IV
Artisan
Business IV
Your abilities would differ depending on which two lines you took.
If you took a line under Marksman you would be able to use our DF specials withthat weapon.
Examples:
If you went for a totalgun smuggler and got Carbines IV and Pistoleer IV (which would qualify you for Smuggler) then you could Last Ditch with your pistol or your carbine.
If you wanted a brawler smuggler and took One Handed IV and Unarmed IV you could do the unarmed equivillant to Low Blow with a sword or your foot.
Ifyou had Rifles, Carbine, and Polearms- then you could do them with those weapons as well.
If you had Artisan IV then you would be able to put down a Contraband Vendor.Otherwise you would have to sell sliced items/spice hand to hand.
The Trees of smuggler themselves would need different types of experience to progress
Underworld: smuggling XP (yeah, I'm making a leap)
Spices: smuggling XP (still leapin')
Slicing: Slicing XP (duh)
Dirty Fighting (combat XP)
and yes- In my world you can still craft spice- Maybe you could have Artisan IV for a bonus to that...
da_nige
Tue Mar 01, 2005 3:43 am
#33
Yeh nice idea, Id thought of that kinda thing when I was posting but thought it would be just too much of a problem. But if dynamic prerecs are already in play it makes it posible (maybe not easy) but posible. However Im not expecting the devs to jump up and start changing things just cos Id like it. After all Im only one player and they gota consider the overall game, and if they make one person happy odds are they are gona cheese off someone else.
da_nige
Tue Mar 01, 2005 3:52 am
#34
Nice post Ryutek, just finished reading the thread. Well youv answered my question and explained a rational behind the prerequisits. I may not be 100% happy with it but I can live with it.
HKowalsky
Tue Mar 01, 2005 4:06 am
#35
i would remove 2 handed and rifles from that list , after all those weapons are hard to conceal.
HKowalsky
Tue Mar 01, 2005 4:07 am
#36
and forgot to remove poelarms too:
unarmed
one handed
pistols
carbines
business
engineering
(i add engineering due to the Slicing )
HOTDOG
Tue Mar 01, 2005 7:03 am
#37
I still like the idea of having pistols and polearms and all that because if you are going to play the Drug Lord smuggler- you might wanna have a polearm or a rifle.
Even the Merchant style guy might like to pack some huge heat. They wouldn't necessarily be the ones to hide the illegality of their actions...idunno
BUT
I did realize that you shouldn't be able to just have 2 lines from the same basic prof- in other words if you have pistols IV and Rifles IV it wouldn't be enough to get you to smuggler- because that cuts the SP investment WAY to low.
So you would need to have a line in two of these three basic professions-
Artisan
engineering IV
Business IV
Marksman
Pisols IV
Rifles IV
Carbines IV
Brawler
Unarmed
One Handed
Two Handed
Pole Arms
Again, I COULD see the argument for dropping the heavier weapons but I still like this for variety's sake.
hmmm. I think I'm gonna start a new thread about this just to see how others would change their template!
DragonSnack
Tue Mar 01, 2005 8:00 am
#38
Are we talking abouit trading novice skills (brawler) for elite skills (businessIV)?
I don't want to be no seller. I want to deliver the goods, get paid, and go roost in a nice quiet cantina somewhere.
(Maybe kick some tail if I wants to.)
DRWolfe
Tue Mar 01, 2005 8:10 am
#39
DragonSnack wrote:Are we talking abouit trading novice skills (brawler) for elite skills (businessIV)?I don't want to be no seller. I want to deliver the goods, get paid, and go roost in a nice quiet cantina somewhere.(Maybe kick some tail if I wants to.)
This is why it's Pistols and Unarmed instead of Business.
Smugglers have to be able to defend themselves with easily-concealable weapons, therefore pistols and fists.
Smugglers are SMUGGLERS, not Merchants. we deliver the goods to the people who sell it, we don't set up shop.