Smuggler Archive
Thread: Help out Thunderheart Poll on Slicing experimentation
A.
Since crafting shouldn't be the focus for Smuggler, I don't want to have to devote a massive amount of time trying to gather good resources. I've witnessed (and assisted in)the time sink that resource gathering is for my guild's medical and crafting professional. I say again, Smuggler shouldn't be a crafting profession.
Instead, justbase slicing, and the result, offa simple skill modifier that goes up with each skill box (like just about every other ability in the game). Flow analyzer nodes and molecular clamps should provide an additional modifier when used.
A for Slice and Spice
Message Edited by SnowJoke on 03-31-2004 11:45 PM
Message Edited by SnowJoke on 03-31-2004 11:46 PM
First ...the experimention points should be placed in the smuggler tree ONLY.
Second the only tools that should could towards the slice should be those that the SMUGGLER can make, hence the wuk's and the auk's mean nothing towards the slice.
Third because the fact that we will never get to choose the slice we do, atleast the extra bonus would be helpful.
so in this way it could work this way...if the knife and clamp are both 50% then the average of both would be found and the resulting number in this case 50 would then be divided by ten making it 5 this number would then be added to the end slice. So that a slice of 20 percent would now be 25 percent. with the cap still in place no weapon slice could be above 35 percent and no armor slice could be above 45 percent. but what it does do is allow us smugglers to be able to increase the amount of the slice possible. Too many times we have sliced at the base number or just a little bit higher. When you have a person paying you 3k for a slice and the cost of the weapon or armor added to this it seems that experimentation is a must towards the total end product.
Now in light of making only the smuggler tools effective towards the slice percentage is only a saftey measure, the wuk's and auk's on the market are already too varied and getting a master weapon or armor smith to make a schemtic is already very hard to do.
Also many smugglers dont want to be crafters and this is understandable, i myself dont want to be tied to a harvester and factory but with the proposed re vamp i feel that experimenation is a good step not only in our tools but also in our spices.
Since our main income now is in slicing (since chef destroyed our spice business), i feel the ablity to add a more viable solution is in order.
thank you and flame away if you want
King_of_Bounty wrote:
B
and we shouldn't have to rely on WS and AS for WUKs and AUKs but that's another topic...
Trissk
Master Smuggler
TKM
I agree with this statement as well.
B
and let us choose what the type the slice will be .. thats the MOST important.