Smuggler Archive

Thread: Smuggler Revamp Adding Smuggler clothes

SpinningCloud
Wed May 25, 2005 7:47 am
#27

I do not like the idea of profession-specific clothing. I'd like more clothing but not like to see it unusable by non-smugglers.


And, BTW, when I see a guy in a cape I don't think 'smuggler'.






Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

JediArashi
Wed May 25, 2005 8:01 am
#28






CapnKate wrote:





JediArashi wrote:

<snip>
hmmm. Sounds familiar, like it reminds me of something...

*Glances at Shipwright tag*

Ohyeah. That.

It's a pain, really, but it's seriously cool. Just look at JTL, which is essentially modular crafting with a couple different styles for each visible component. The end result is a starship, and there are hundreds of unique X-Wings or TIEs of Kimos you can get depending on where you chose to focus on your components.




Right, that is true to an extent, but I'd like it pushed farther. Imagine that instead of the main ship bodies you could customize 4 or 5 aspects of it. Say take an X-wing an make the nose half the length, or wider. Take the wings and be able to make them longer or a different individual shape or go ever further and make "uglies". Be able to tack on some TIE solar panels on an X-wing body, swap out the Y-wing cockpit for the TIE eyeball cockpit.


While gun placement and engine type is customizable for starships, it could go beyond that. Dividing the body of a ship into 4 or 5 parts would make for some rather ugly, but unique ships. There could also be some very cool looking ones as well. Apply that concept accross the board andthis game could look more liek Star Wars again, and not the same carbon copy objects that take away from immersion.


That is what I would like to see anyway.





Arashi - The one and only "Agent Zero"

Proud member of the greatest community around....Smuggler for life!
Wolfmann31
Wed May 25, 2005 8:10 am
#29




Rhu wrote:






WillburWright wrote:

Click on the link in my sig. Wouldn't those clothes look sweet with a holster?






Tangent: I examined the pic and finally figured out why most human males in this game look like they belong in boy bands. The featurelessly smooth and hairless faces and overly large eyes. No offense intended to the player--I just don't like the way humans look in this game.


To the rest of the thread... I like the ideas of more variation in clothing, but isn't that something that would be more appropriate for a tailor revamp than smuggler?


I mean... Capes and holsters don't make you a smuggler. Capes just mean you're flamboyant, and holsters just mean you shoot stuff.






Pfft.


I just wish I could finally get my moustache in 3D..like the Saymari on Kashyyyk has.


And whats this for a uniform


Uniformed


Uniformed again


And I aint no boyband figure!


GRRRRRR






RK-31
In memory of Stormtrooper Detachment Epsilon

We will not become a shadow of our former self

When the Star Wars world ends, my reason for being here ends. Thank you Helios_SOE for making that clear to me
All Access Pass Status: 4'th of July cancelation
Vampiric_Hoshi
Wed May 25, 2005 8:16 am
#30

What a surprise, SpinningCloud brings nothing to the conversation except criticism and negativity and we all know that your idea of a smuggler is a freighter captain with a big ego



Abandon all hope
Wolfmann31
Wed May 25, 2005 8:51 am
#31

Actually, I don't support profession specific wear as much either.


It's like Stormtrooper armor. Only Carbineer in ranged can wear it, so we see alotta hammers, pikes, swords and whatnot on "troopers".



Wearables, should be fairly free for all, as it's not the profession that dictates our wear, it's the character.


Do your character have to be a smuggler, to be sneaky, shady and criminal?


Do your character need to be a politician, to be a shady character pulling the strings controlling a city of crime?


Do you need to be a pistoleer, for your character to dual wield?


No to all. As the pistoleer would be the "gunman of the west" while the smuggler would be the "derringer in the sleeve sly guy, if you want to dictate by profession.



Wearables is what we use, to shape our character in the eyes of others. What he can and can notdo as a template, should not dictate that.







RK-31
In memory of Stormtrooper Detachment Epsilon

We will not become a shadow of our former self

When the Star Wars world ends, my reason for being here ends. Thank you Helios_SOE for making that clear to me
All Access Pass Status: 4'th of July cancelation
maxtheusher
Wed May 25, 2005 9:01 am
#32

First off, I proposed a while ago a fairly simple coding for holstered weapons. basically, the gun displays in your hand right? that's "equipped." So all they have to do is add a few more "equip" spots. one on the leg, one on the back, on on the waist. Now, they add a "draw" animation. You either hit a "draw" hotkey, or it auto-draws when you hit a combat special. All that happens when you "Draw" is, your hand reaches for the gun, and the gun "unequips" from the holster equip point and "equips" into the hand equip point. Then either the gun in auto-holstered when combat ends, or you hit a "holster" hotkey.

Here's the clincher. You could have say, a rifle on your back, and a pistol on your leg, or a pistol on your waist, and a sword on your back, or a carbine on your back and a dagger on your leg, etc. Once in combat, you could only switch between your holstered weapons. And you'd have to manually holster a weapon and draw the other one, to switch them. It would add a ton more realism and strategy to combat IMO.

Oh, and as for capes, I'm going to be hitting the wayback machine for you a little later. It's going to BLOW YOUR MIND!



大胆框
赏金猎人

动 性交 你 SOE
CapnKate
Wed May 25, 2005 11:46 am
#33


JediArashi wrote:


CapnKate wrote:


JediArashi wrote:


hmmm. Sounds familiar, like it reminds me of something...

*Glances at Shipwright tag*

Ohyeah. That.

It's a pain, really, but it's seriously cool. Just look at JTL, which is essentially modular crafting with a couple different styles for each visible component. The end result is a starship, and there are hundreds of unique X-Wings or TIEs of Kimos you can get depending on where you chose to focus on your components.

Right, that is true to an extent, but I'd like it pushed farther. Imagine that instead of the main ship bodies you could customize 4 or 5 aspects of it. Say take an X-wing an make the nose half the length, or wider. Take the wings and be able to make them longer or a different individual shape or go ever further and make "uglies". Be able to tack on some TIE solar panels on an X-wing body, swap out the Y-wing cockpit for the TIE eyeball cockpit.

While gun placement and engine type is customizable for starships, it could go beyond that. Dividing the body of a ship into 4 or 5 parts would make for some rather ugly, but unique ships. There could also be some very cool looking ones as well. Apply that concept accross the board andthis game could look more liek Star Wars again, and not the same carbon copy objects that take away from immersion.

That is what I would like to see anyway.






Oh, I know you meant that sort of thing. I'd also just caution you in saying that as a Shipwright, which is a profession that already has *somewhat* this sort of system built into it... this is very tough crafting to do. A lot of people get into Shipwright expecting it's just like any of the other crafters, and the population of actives has dwindled quite a lot because of the daunting amount of work it is. Some of that is factory support, but I think even more of it is the sheer amount of tailoring that needs to be done because of the modularity. While it *is* very cool and I love doing it, there is a hefty sort of price to pay, as well.



------------------

Smuggler: We Diggs the Tiggs


Kaytlin Mainwaring, Starsider - Smuggler/CM/Commando/Rebel Pilot
Kaitlin Mainwaring, Kettemoor - Master Smuggler/Master Shipwright/Rebel Ace
--Former SpaceBeta1 Master Tester
maxtheusher
Wed May 25, 2005 11:51 am
#34

Okay, found what I was looking for, in addition to another post, but I'm going to make a new thread about it, so it doesn't get lost on the second page of replies.



大胆框
赏金猎人

动 性交 你 SOE
JediArashi
Wed May 25, 2005 1:40 pm
#35






CapnKate wrote:




JediArashi wrote:





CapnKate wrote:





JediArashi wrote:


hmmm. Sounds familiar, like it reminds me of something...

*Glances at Shipwright tag*

Ohyeah. That.

It's a pain, really, but it's seriously cool. Just look at JTL, which is essentially modular crafting with a couple different styles for each visible component. The end result is a starship, and there are hundreds of unique X-Wings or TIEs of Kimos you can get depending on where you chose to focus on your components.




Right, that is true to an extent, but I'd like it pushed farther. Imagine that instead of the main ship bodies you could customize 4 or 5 aspects of it. Say take an X-wing an make the nose half the length, or wider. Take the wings and be able to make them longer or a different individual shape or go ever further and make "uglies". Be able to tack on some TIE solar panels on an X-wing body, swap out the Y-wing cockpit for the TIE eyeball cockpit.


While gun placement and engine type is customizable for starships, it could go beyond that. Dividing the body of a ship into 4 or 5 parts would make for some rather ugly, but unique ships. There could also be some very cool looking ones as well. Apply that concept accross the board andthis game could look more liek Star Wars again, and not the same carbon copy objects that take away from immersion.


That is what I would like to see anyway.









Oh, I know you meant that sort of thing. I'd also just caution you in saying that as a Shipwright, which is a profession that already has *somewhat* this sort of system built into it... this is very tough crafting to do. A lot of people get into Shipwright expecting it's just like any of the other crafters, and the population of actives has dwindled quite a lot because of the daunting amount of work it is. Some of that is factory support, but I think even more of it is the sheer amount of tailoring that needs to be done because of the modularity. While it *is* very cool and I love doing it, there is a hefty sort of price to pay, as well.





I see what you're saying now. Thanks. Though I say that after the CU outcry of oversimplifying weapon/armor crafting....it would be a welcome change....at least one can hope!



Arashi - The one and only "Agent Zero"

Proud member of the greatest community around....Smuggler for life!
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