Smuggler Archive
Thread: Help out Thunderheart Poll on Slicing experimentation
For the record I'm not a smuggler right now, but my 1st profession was smuggler and I do plan on returning. If my vote counts I vote 'B'.
(I'm a Smuggler at heart)
But I can live with either one.
Though it wasn't asked here, I do think spice should definitely get the B.
so:
Tools - A
Spice - B
Message Edited by AntiM767 on 03-31-2004 12:20 PM
Thunderheart wrote:Im at the top of the thread and Ill be going through it, but this is exactly whats helpful. Thanks very much.
Please also take a moment to spin through the sister "debate" thread (although admittedly much debate is also scattered in this thread that (along with various other threads that come up ever week) is where the bulk of the discussion on the topic has take place)
The Debate: Slicing Experimentation
B
Right now the entire smuggler market is commodified because there is no difference between any products, not to mention it would be nice to have SOME control over the slice.
AO
....with the * being: I think flow node analynzers use should be changed. Instead of being use to aid in the decision of which wire to cut I think they should be used to determine which attribute is affect by the slicing. ie: Install a molecular clamp to determine which wire to cut first than install a flow node analynzer to determine which attribute you are going to slice to speed or damage. Then that way us smugglers could have a choice in what slice for. But still keep the resulting percantage random based on skill level.
I vote for B and here is an example of how I would like to see it implemented (note the +1% means an actual +1% bonusto the end result, not 1% of the result). Original slicing caps should stay in place, of course. The tool quality should be an average of all three kinds of tools we have to use so say you have 80% AUK/WUK and 70% Clamps and 30% Laser Knives your average tool quality would be 60% (180% added up and divided by 3). Example for slice calculation:
0% - 24% exp= +1% bonus to end result (a random 25% slice becomes a 26% slice)
25% - 44% exp= +2% bonus to end result (a random 25% slice becomes a 27% slice)
45% - 64% exp = +3% bonus to end result (a random 25% slice becomes a 28% slice)
65% - 84% exp = +4% bonus to end result (a random 25% slice becomes a 29% slice)
84% - 99% exp = +5% bonus to end result (a random 25% slice becomes a 30% slice)
as long as B voters dno't totally overwhelm the As then the system will stand.
When it come sot things like this majority doens't always win. You would have to have..........proably a 30% more lead in order to change the system.
and i am not a crafter and i don't want to be a crafter and smugler will be ruined if you do this so DON'T
Smug has the most potiental of all the professions, we have stuck through hell for it as well.
damn i never got to smuggle anything but i am still loyal reward us loyals and don't make us crafters!
we have enough crafting in our profession as it is! a little more than 1/4
Comabat-half crafting but mostly just boring- Combat- TOTAL CRAFTING
SO don't screw us over TH
anyone who votes for no experimentation is either a dabbler or a communist (kidding)
retired smuggler.