Smuggler Archive
Thread: Holy Smokes, the Devs WILL change prereqs for professions...
Someone's going to be livid no matter what. It's about what's best for the profession. Add pre-reqs affect the past. Subtract pre-reqs: affect the future. Change pre-reqs: affect both.
JTGAlpha wrote:
...and more helpful to the smugglers who explore the crafting half and not just the combat half of the profession if an Artisan skill were available.
Thing is, there isn't a crafting half and combat half. There's a crafting quarter and combat quarter, with a service quarter and a sorta weird quarter that will in time be our profession definer. Very much like BHs aren't half pistoleer / half commando / half carbineer / half BH.
I highly doubt they'd do anything to force new prereqs on existing classes. It'd be a conversion nightmare, kinda like the Jedi have now. If anything, they drop some or give us options. To be honest, I don't think they should. If some class had a persuasion line I'd think differently.
When you boil it down a smuggler is just the guy who gets the cargo from A to B. Nothing suggests he's an independant operator, although he might be. If Jabba asks me to move some spice from a storehouse on Tat to Corellia, is he expecting me to negotiate terms of payment when I get there? He's the business guy, I'm just the one that knows the best way past patrols and can shoot my way through (or away from) them if worse comes to worse.
Hehehe we've had to agree to disagree on this for a long time
JTGAlpha wrote:
I'm sorry, but I thought we were supposed to be a hybrid profession. And since half our profession is crafting or related to crafting and the other half is combat or related to combat, I thougt it was a hybrid of crafting and combat, not of melee and ranged combat. Underworld business isn't like running a lemonade stand. Everyone is trying to get over on you and will gladly put you in the dirt to do so. I'd say it would take MORE business accumen to make a simple deal in the Underworld than in the straight world simply because you're dealing with criminals and con artists on a daily basis. Han Solo was a business man. Not a kungfu gunslinger.
Okay. I've said it. I'm not going to argue this with anyone. I've done it too many times before and we never get anywhere.
JTGAlpha wrote:
I'm sorry, but I thought we were supposed to be a hybrid profession. And since half our profession is crafting or related to crafting and the other half is combat or related to combat, I thougt it was a hybrid of crafting and combat, not of melee and ranged combat. Underworld business isn't like running a lemonade stand. Everyone is trying to get over on you and will gladly put you in the dirt to do so. I'd say it would take MORE business accumen to make a simple deal in the Underworld than in the straight world simply because you're dealing with criminals and con artists on a daily basis. Han Solo was a business man. Not a kungfu gunslinger.
Okay. I've said it. I'm not going to argue this with anyone. I've done it too many times before and we never get anywhere.
I would agree in principle, except I don't think that the Business skill tree in SWG represents that kind of business sense. It seems to bemore straightforward trading - access fees, bazaar sales, and vendors. The kind of business sense you describe is face-to-face player interaction, not something that skill boxes can cover.
I'm not looking to argue either BTW, just putting in my own 2c ![]()
JTGAlpha wrote:
I disagree.
That's why I love the smuggler forum. When we disagree, it's followed up by the reasoning behind it and not "no u r wrong. u suk" ![]()