Smuggler Archive

Thread: Do something for smuggler now, remove the Brawler pre-

Yastar
Mon Aug 16, 2004 8:19 pm
#40

You know one branch of the skill tree has no explanation at all of what the skill boxes are for. They could very easily give that branch some very strong attack and defensive skills...(of course this would promote more defense stacking.heh)
TheWok
Mon Aug 16, 2004 8:48 pm
#41


The problem is not that we have to waste SP on useless things. That's just a symptom of the problem. The real problem is the smuggler profession is a collection of skills that don't really relate tosmuggling that much. It would take a vast reassessment of the profession in order to truly improve on the smuggler "experience."


I went over my idea for what should be done to the smuggler profession here:


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=112403#M112403


Do I think SOE will take the time to do it? Not at all. But if I were them, this is how I'd do it. And with the smuggler revamp on the backburner for the forseeable future, it would give me a lot of time to make the necessary changes.



---------------------------------------------
Trini Rio
Owner/Operator of Rio Freelance Cargo - Tal Kyrte, Lok

we smuggler. we want smuggle. no smuggle. bad. no smuggle. no good.
- The Vampiric Hoshi
The History of SWG Smuggling (looking for a happy ending soon?)
How I would make the GCW more meaningful and fun
Pedjo_Gormsenal
Mon Aug 16, 2004 9:25 pm
#42

Wow... ok this is a pointless arguement. Not only does it divide the smuggler community it has no real purpose. Like the Devs will really change anything at this point they havent done anything to bennefit the smuggler community in months so they definatly arent gunna change this and lose anymore of the smuggler population. Smuggler is a hybrid profession not an add on to Pistoleer. Now how often does a commando not have a weapon so is forced to use unarmed? It adds content for players to be a type of character that is rough and can handle himself without a weapon. It also allows people to do all kinds of combos... Triple Master, Master Smuggler/Comando, and other combos that want melee defenseand other mods. Wow what combinations of profs can i do with artisan hmmm... I cand be a Chef Smuggler or a AS/WS Smuggler. I dont know maybe you can remind me but I dont think I remember Han whiping up an omlette before making a helmet. No looked more like he had defense against states... plus remember the little number he did on the stormtroopers on Endor in the Return of the Jedi... no pistol there. Looks like nothing is gunna happen one way or another... sorry but its just the way it is like many other things in the game you dont like you need to just deal with because we oviously have no effect on the Devs with our legthy debates.



Pedjo Gromsenal
Master Smuggler, Master Pistoleer Master, Teras Kasi Master
Proud Member of KoK
King Bothan of Kidron
CorellianCowboy
Mon Aug 16, 2004 10:36 pm
#43

Personally, even though I'd be all for it, I don't think changing our pre-req is really feasible either. If the devs found a good way to do it, I'd be all for it. But that probably just isn't going to happen.

I think I have a solution that most of us can agree to.

A lot of us don't like the Unarmed Pre-req because it doesn't do anything for us within the smuggler profession. At all. Ever.

A lot of us like it because they like having the option to be a TKA. If you think about it, the only thing that really pushes most of us towards a pistoleer secondary is that Dirty Fighting requires pistol XP and only gives pistol specials.

Now, the devs have said before that when the revamp comes they currently plan to add melee specials to dirty fighting. It's always been my fear that those melee specials would replace the pistol specials... but what if Dirty Fighting carried both pistol and unarmed abilities. And required combat XP instead of pistol XP. They've also promised us that combat skill mods would go into the smuggler profession as well. If there is a balanced way to implement both melee and ranged mods and abilities into the DF tree, it'd be an ideal situation... and by "a balanced way" I don't mean having melee that sucks and ranged that sucks too. I mean having viable, beneficial skill mods and abilities that would appeal to both ranged and melee fighters without giving cause for other classes to start complaing about smugglers being overpowered.

Obviously this is a very incomplete suggestion, but it brings out a few points that are worth thinking about.



Col. Dusty Duneroller
Pilot and Gunrunner for the Alliance
CorellianCowboy
Tue Aug 17, 2004 12:12 am
#44

Spoken like a true TKM/Smuggler

The simple fact is that Unarmed doesn't fit as well as something else might. Smugglers just don't need unarmed, thats why we have blasters. In none of the movies did Han Solo once throw a punch at anyone. In all of the books I've read, he only got in three fist fights that I can recall. It's just not a very smuggler thing to do.

Something like Business would make a lot more sense because while we don't really see smugglers in Star Wars having to use their fists, we always see them trying to make money. Han's involvement in the Galactic Civil War was because of an offer of twelve thousand credits.



Col. Dusty Duneroller
Pilot and Gunrunner for the Alliance
Ace2
Tue Aug 17, 2004 12:15 am
#45

If you want to make unarmed moves go tka and quit smuggler.





Ravenn Warrior
Master Shipwright
Coronet: 710 -5100
+20 Weapons/Engines/Chassis Exp
GForce Industries for all your component needs
Noukie
Tue Aug 17, 2004 12:29 am
#46


I wonder what they want to do with those melee specials without any melee defense, if anything comes close you're a dead smuggler lol.


I hope they make the pistol skills the only pre required skills.





It's all for the nookie.
Scoooter
Tue Aug 17, 2004 12:31 am
#47






Breatai wrote:

I think it should be pistols 4 and organic chemistry 4...not brawler..






And what the heck des org 4 have to do with smuggling



Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Scoooter
Tue Aug 17, 2004 12:38 am
#48






CorellianCowboy wrote:
Spoken like a true TKM/Smuggler

The simple fact is that Unarmed doesn't fit as well as something else might. Smugglers just don't need unarmed, thats why we have blasters. In none of the movies did Han Solo once throw a punch at anyone. In all of the books I've read, he only got in three fist fights that I can recall. It's just not a very smuggler thing to do.

Something like Business would make a lot more sense because while we don't really see smugglers in Star Wars having to use their fists, we always see them trying to make money. Han's involvement in the Galactic Civil War was because of an offer of twelve thousand credits.






Everyone needs to get off the idea that Han Solo is the consumate smuggler and exactly how it should be representedd based on a few two hour movies lol


Business makes no sense since smugglers are underwrld characters not running legitimate business by nature. Hoiwever you can be a smuggler that way.


Remember a pre-req is the minimum skills for a profession. Adding business forces people to play all smuglers as legitimate businessmen. Remember spices and slicing are illegal.


Brawling makes sense because someone coming up in an underworld profession would in fact learn to protect themselves to a degree if caught without a weapon.


Now yes you do see smuugglers in Star Wars trying to mnake money. But not opening up a store with a vendor lol. More in an underworld fashion, trading and dealing (pssst maybe the underworld tree should do something)


Lets not go down "change the pre-req" part again.


The pre-req's make sense as they are for the profession as a whole. You have a lot of skill points to augment whatever you need, just you cant do everything.






Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Noukie
Tue Aug 17, 2004 12:44 am
#49


I'm gonna go over the pre-req part again, if they want atleast 2 lines in order to get smuggler make the 2 line marksman 0/0/0/4 so you need marksman 0/4/0/4 so you save 15 SP on useless skills.



It's all for the nookie.
Siske
Tue Aug 17, 2004 12:49 am
#50

Speaking as a Commando/Smuggler, or is it Smuggler/Commnado, I can't remember, anyway, I don't think I would be able to be what ever I am if they dropped brawling in place of something else so I would oppose this idea. I'm much more in favor of throwing some extra perks for unarmed than replacement.



Siske - Lowca Galaxy

Master Smuggler
4144 Commando

Yes, two classes that really don't help each other much.
PhoenixOrion
Tue Aug 17, 2004 12:52 am
#51






CorellianCowboy wrote:
Spoken like a true TKM/Smuggler

The simple fact is that Unarmed doesn't fit as well as something else might. Smugglers just don't need unarmed, thats why we have blasters. In none of the movies did Han Solo once throw a punch at anyone. In all of the books I've read, he only got in three fist fights that I can recall. It's just not a very smuggler thing to do.

Something like Business would make a lot more sense because while we don't really see smugglers in Star Wars having to use their fists, we always see them trying to make money. Han's involvement in the Galactic Civil War was because of an offer of twelve thousand credits.




But then, not everybody who is a smuggler is a businessman. Granted, Business IV, Unarmed IV and Pistols IV was the pre-req right before Beta 3 was over, and I personally have all that - but removing unarmed from smuggler pre-req's is just plain unneccesary if you can't suggest a useful pre-req to replace it and add skill mods in the actual smuggler boxes that correspond to it.


Engineering Tree makes absolutely NO sense whatsoever when it comes to the Smuggler Profession. We make slicing tools. That doesn't make us an engineer. That makes us a slicer.


Business, while very useful if you run an actual vendor, makes no sense for other smugglers who don't want to nor don't need to have one.


Which is why when it comes down to it, Unarmed makes more sense, and it has already been stated that yes in the revamp, we'll be getting some unarmed-related moves.


So - if you don't like the fact that unarmed is a pre-req, drop smuggler and get something else.





Phoenix Orion - Master Smuggler, Master Teras-Kasi, Scoundrel, Rogue & Entrepreneur
Owner, Operator
- Orion Transport Company (
-3579,4347), outside Theed, Naboo - Clamps, Knives, AUK's, WUk's & Spice!
Slicing:
5000cr/Item Faction Point Sales: 15k/100fp (1 day notice by email necessary!)
(Known Rebel Terrorists and people who contact Zarrn Orion for Smuggler Services are automatically Blacklisted.)


Iawo
Tue Aug 17, 2004 5:38 am
#52

Personally I think merchant/smugglers are the bane of smugglerhood anyway, so I'd much rather the spice tree go bye bye instead of the unarmed pre-req. Just becuase a few people want armorsmith/weaponsmith/smuggler doesn't mean it should happen.


Yes, I am TKM, but I only tried it because I wanted to be a smuggler and figured I might as well give it a go. Now I love it. If it wouldn't have been for that unarmed pre-req, I would probably still be killing zucca boars and Cu Pa's with my dx2. Instead, I'm actually getting a chance at seeing the galaxy and stand a good chance of taking almost anything that comes in my path.



Iawo Eatevai
Zabrak Rebel Smuggler
Crimson Phoenix Ace

I thought the NGE couldn't be any worse than the CU, but I was wrong.

PlanetSide names: Reeb - Emerald TR, Reebx - Emerald NC
Page 4 of 6