Smuggler Archive
Thread: FD/Evasion/DNA Death Sample 2.2 updated version!!
yimaz wrote:
HCSelf wrote:
"Underworld 1, the smuggler now gains a vehicle call during combat skill, this is a risk because vehicles are easy to destroy but with timing a smart smuggler could pull a healthy vehicle and flee before anyone could kill the vehicle or the smuggler. "
Per the above quote. Is this something that happens retroactively? I've been away from the game for about four months, and just this past week started up my character again. She's a smuggler, and I'll be getting master this weekend. However, I'm unable to call my vehicle in battles.
Could someone clarify for me whether this means in battle with a BH, or just in general, say with beasties or NPCs -- ?
Thanks for the help; I'm still trying to get caught up on the tweaks and changes that have been happening while I was gone.
Heather / AKA Adria Karan-MosiJust wishful thinking, the main post is only a proposal.
DAMN! Wishful thinking, yes! I've been in some mighty close spaces (note to self: missions near people against whom you have negative faction points = bad bad bad) where this would be very handy.
I'd just be happy if they'd fix it so the dopey "color change" box didn't come up every time I sliced someone's stun or composite armor....
Thanks a bunch!
Heather / Adria Karan Mosi
NickHeel wrote:
yimaz wrote:
NickHeel wrote:
How about we just rework the move all together to a "get out of Dodge" type thing. That way there's no "but I know you're playing dead" or stuff. - dodge mods should be added to dirty fighting for sure but not at the expence of FD
I really feel FD could have a strong and good use in PVP it just has to be set up right and fair to everyone.
Nothing to do with the Dodge skill from Fencer/Pistoleer. Like Dodge City..."get out of Dodge" or for the Monty Python fans, "Run away! Run away!". -the delay to the BH on FD Strike if it worksand the vehicle combat call are exactly that.
I just think of Han or Lando or Dash. I never saw them play dead, wait for the BH to come up, then kick 'em in the nuts and grab the upper hand. - never seen Han sell spice either.
While, dirty, low-down, cheesey, and cool that sounds....I don't see it as an "escape" move. (if it's a combat move to gain the upper hand, alright. I'm down like clown in downtown) - FD would become more of apull the BH in (because he has to check pulse) then try FD Strike on him, if it works you nowcan take off or get up and fight. Your thinking of FD as it is now and your right it does suck, Look at my ideaas faking death to escape or gain the upperhand (again with FD Strike)However, in the get-away arena, I more often saw Han/Lando/Dash blasting wildly or taking shots that gave them cover fire to just get the heck out of there. Something like Panic Shot I guess, but the real skill having tricks to pull your vehicle, delaying the Smuggler/attacker, and use to just get away. - smuggler FD's BH comes in close, is stunned by a shot to the neck, while the BH is stunned the smuggler calls his right and takes off.
The counter for it would be a chance at failure. - thats inboth FD and FD last strikeA true last ditch effort that would drain your specials pool and the recharge on it for a quite a while.
Message Edited by yimaz on 02-04-2005 05:08 PM
yimaz wrote:
NickHeel wrote:
I think it's just that I don't like the set up for it. If it was to gain the upper hand in the fight, then yeah, I'm ok with it. The BH is in close and can't get away now that you seized the upper hand. Good, slick move. - stay and fight dont run, its your call. Im with you in that i would stay and fight.
[snip]
I love it as a combat move though. lol N' it is a combat move you can get up and fight or get up and leave it depends on your fight style. Your almost down, you FD. The Bh checks you, you FD Strike he is stunned, with 15sec's you pop a quick heal and begin the beat down.
Who said I wanted to stay and fight
!? That's how you get yourself killed
Iwould take a skill to throw feeble orphans in front of me before I stayed and fought ![]()
And I mean, a pure combat move to gain the upper hand or bring the BH to an even playing field. I still think it make less sense to bring someone closeso that you canget further away. I'd rather work myself further away and do something to get even further away and escape.
But I dunno. Threads like this depress me about our current situation instead of brainstorming good ideas or dreaming of what-could-be. /sadpand
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JTGAlpha wrote:
Of course I like the percent chance to fail.
And I REALLY like the evasion skills you added.
Not sure the pulsecheck/final strike needs to be in there. Instead of checking the pulse just give bounty hunters a counter skill to roll. If they win they get a really nasty free shot at us, since we're prone with our eyes closed. If we win, they can't touch us. It's that simple.
One word: "Campers"
If I get attacked at 4am since I'm up late, I doubt a CSR is going to be around or on to help me out. And I'd hate if I had to just stay there and ruin my play experience by logging out or staying Feigned.
I still like the idea of Yimaz's idea but only to bring the BH to the Smuggler's level or to gain the upper hand. But for chickens and smart people like me that don't want to stand and fight, I'd rather have some uber Panic Shot with a 15 minute timer and the chance to fail/roll with the BH like you said, JTG. Let's us get out of town and all like you see in the movies.
/smugglehug for the sadpand
NickHeel wrote:
But I dunno. Threads like this depress me about our current situation instead of brainstorming good ideas or dreaming of what-could-be. /sadpand
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Ternque01 wrote:
Okay, I'm back from my daily duties.
Yimaz, about the ability of smugglers to naturally scatter a tracking droids transmissions... I think that someone with /droidconfuse @ level one should have the ability to scatter the waypoint that BH's recieve on them up to 500 meters.
A smuggler with level two /droidconfuse should be able to scatter the signal to a random waypoint no more than 1km away from them.
A master smuggler should be able to confuse the waypoints to at most 1.5-3km away from them.
This may seem like alot of distance, but a waypoint within 500m of a major city is a clear indication of a smugglers location. Only when you are uncertain to 1.5-3k can a BH be unsure as to the city they are hanging out in. The BH could then go to a the suspected city and ask around about the smuggler.
What you will have will be BH's actually having to investigate the potential location of the smuggler. Pretty damn cool in myopinion.
Im not say the BH does a little dance and flys away. It's not a big stretch to think a BH would check a pulse then kill his mark, come on really now, for the bigger picture of fun and interaction it really is not some grand leap of faith.
riotcontrol wrote:
Ternque01 wrote:
I agree with Daturaze. I'm not trying to be harsh on your idea Yimaz.
Same here. And no, it's not only because I've been on the BH side of the conflict.
The thing is - game mechanics that require a significant suspension of disbelief just to work simply aren't designed properly. It might be justified by roleplaying, it might be justified with your character not knowing the metagaming information you know but... it's always better to design a system in which the player doesn't have to think about game mechanics much, and instead is able to naturally do what his character would do.