Smuggler Archive
Thread: Let me abuse your skills then tell you how it needs to be nerfed
ChaoticPlague
Mon Dec 13, 2004 3:08 pm
#29
Smuggler_Caylin wrote:
My thoughts: Feign Death:
- This skill should define how a smuggler would save his own skin, over someone else’s by leaving his group to their fate.
- Feign death remains where it is, but it would be to the advantage of game balance and immersion to alter the mechanics of the skill from a passive to an active defense.
- Instead of lying on the ground, have the smuggler up and running while undetectable to all players for a time. Entering combat would break this state. This is akin to the smuggler fading into the crowds (or wilderness) for a time.
- To convey that this skill is changed, a renaming of it might be in order.
- The ability could be instigated through the use of a device, such as a flash-bang. Anything to provide a distraction and grant the smuggler an escape route.
- The higher the skill of the smuggler, the longer and more effective feign death should become.
- Bounty Hunters, Jedi and Smugglers should have a better chance at seeing through this ability and none of them should be able to see through it easily no matter their skill level.
To make the detection trivial is to render the skill useless.
You seriouslymake so much sense everytime you post. I wish i had half your thought process Caylin
/winknod
Smuggler_Caylin
Mon Dec 13, 2004 3:17 pm
#31
There is a cost though, if using a device or just a natural ability to say 'Look over there! An eagle!' it should have a refresh timer.
Those are good for balance too. Otherwise we have uncatchable people.
Yet by making those changes, we provide a solution, keep the skill useful for PvP and PvE (Doing so could lower the hate for example) and there will be a clear winner or loser from an encounter. No playing dead and becoming an immortal.
Those are good for balance too. Otherwise we have uncatchable people.
Yet by making those changes, we provide a solution, keep the skill useful for PvP and PvE (Doing so could lower the hate for example) and there will be a clear winner or loser from an encounter. No playing dead and becoming an immortal.
FrankLee
Mon Dec 13, 2004 4:33 pm
#32
yimaz wrote:
Ternque01 wrote:At some point you are going to have to realize that playing dead has no place in player bounties.Even with a balanced implementation, a bounty hunter WILL check the corpse. It is part of his/her job.The existence of a workable "play dead" feature contrasts the way that BH's operate with respect to their checking their marks, and I think this is the issue.I'm getting tired of saying this. While FD is a cool feature that could be included in player bounties, it is inappropriate. You still couldn't pay me 1 million credits to believe that playing dead in front of a trained assassin is going to work. Once their mark has been incapacitated, they move in and DB everytime. They do it like clockwork for cold hard cash.I will agree with you on this to a point. Jedi should not have the skill and BH's should not have the skill but smugglers in a bounty situation should have the skill. After all a BH's job is to kill and ours in to make money in a under world of the galaxy, staying alive and being sneakier then everyone elseis paramount. We fool people all the time when we smuggler illigal cargo (well we are supost to anyway) so we should be able to fool a BH from time to time.
Falling into the '(insert class) doesn't deserve feign death' line of thought is a cop out. The skill system is set up in this fashion for a reason; to create diversity.
If you have the points, you get the skill. End of story.
If you want to move the skill, or move effective mods, that I can agree with. Ganking the skill based on other profession choices is bogus, and shortsighted. If I happen to be a Jedi with DF-4 (which I'm not) then I expect each and every privelage granted a smuggler grinding his way up to master that happens to be at DF-4.
Should a BH be able to break the skill? Personally I think not, but I could abide giving them an /inspect command that factored their skills and experience into checking the lifesigns of a 'corpse'. I'd also give it to a medic, for their technical expertise, and a Jedi, for their enhanced perception. If FD worked, it should give a BH chasing a Jedi a 'kill', award the experience and the money. Fight's over, BH moves on.
Worried about a kill/collect loop? Re-use the same decaying-opponent code they've got in the newest FRS. One bounty on the same target every so many days. It'd help the ancillary problem of repeat-gankings anyway, which practically ensures that the idea is trashed.
WillburWright
Mon Dec 13, 2004 4:36 pm
#33
I think I may have a solution.
Actually take into account the modifiers! At DF I, the user will feign, and fall to the ground. They still could be targetable, because they aren't experienced in faking death. As you go up the tree, you have a % chance increase of being un-targetable.
At master, let's say you have a 80% chance of being un-targetable. The other 20%, you'd be able to be still shot at.
When FD'ing, your HAM bars shoudn't be shown to others, and the attacks in the combat log shouldn't show up.
JTGAlpha
Mon Dec 13, 2004 7:21 pm
#34
Okay...I'll say it again...
FD should have a much higher chance of failing, and when it fails it should be disastrous...
BUT when it DOES succede, combat should be over. End of story. Until the smuggler does something that gets him trouble again.
Ternque01
Mon Dec 13, 2004 7:43 pm
#35
JTGAlpha wrote:
Okay...I'll say it again...
FD should have a much higher chance of failing, and when it fails it should be disastrous...
BUT when it DOES succede, combat should be over. End of story. Until the smuggler does something that gets him trouble again.
I like this idea. FD has to be a move for someone with balls/ovaries. At the moment, smuggler seems to provide really only a few things to the game: slicing, Last Ditch, and FD. Unfortunately FD is being abused in player bounties by those with NO balls/ovaries.
Caylin's idea is great, but if a person is alone in a desert with their BH or attacker, it is damn near impossible to fade into a crowd there. Perhaps the skill would only work in major cities or around a sufficient number of people.
Smuggler_Caylin
Mon Dec 13, 2004 7:48 pm
#36
This is not a skill to be talking about realism with. If some guy is hitting me with a 2h powerhammer, I'm pretty sure he would normally notice if he delivered a killing blow. Which is why I mentioned a flash-bang. You don't just fade away, you pretty much blind the person in the process.
Ternque01
Mon Dec 13, 2004 7:56 pm
#38
Flashbangs are a great idea, but I hope they would only work on one opponent. Otherwise, smugglers would bea combat group's personal pyrotechnics person.
Perhaps we could amend that idea to be "sand in the face technique". A smuggler kicks dirt in your face or something or other...
I do really like the spirit of your idea Caylin though.
I think the best idea would be to allow smugglers to pull vehicles while in combat. All a smuggler would have to do to get away is hit his/her opponent with a stun state to prevent them from burstrunning, then burstrun themselves. After the smuggler has opened enough distance, he/she would use their specially rigged vehicle that calls even when conditions are unsuitable (combat). The smuggler jumps in then blasts away to safety.
Smuggler_Caylin
Mon Dec 13, 2004 8:03 pm
#39
it would only work for the smuggler, I don't see why groups have to come in to the picture. It's not supposed to bail them out of the situation, just the smuggler.
I'd like to think if my focus point is getting out of dodge, then I better have a way to avoid a 10vs1 situation. 1vsAny is how FD works now and I think that's how it should continue myself.
For example a master smuggler is given 25sec reprieve. All combat is gone. If hes fast he can pull up a vehicle and get away as combat is no more. That's the foundation for this. To buy enough time to get out, with a long enough refresh timer to prevent it from happening every other minute.
I'd like to think if my focus point is getting out of dodge, then I better have a way to avoid a 10vs1 situation. 1vsAny is how FD works now and I think that's how it should continue myself.
For example a master smuggler is given 25sec reprieve. All combat is gone. If hes fast he can pull up a vehicle and get away as combat is no more. That's the foundation for this. To buy enough time to get out, with a long enough refresh timer to prevent it from happening every other minute.