Smuggler Archive
Thread: A Proposal on Smuggler Weapons, or the Lack Thereof
Sounds good to me. I think I remember reading that idea a few times, I'll find that post and work the numbers there into this as well. I just forgot about that one. It would definitely tie in better
Smuggler_Caylin wrote:
Looking very good. I made a brief scan of it at the moment.
The skill mod you propose as smuggler's luck I think could be changed.
For instance, Dreven and others are pounding out a new slicing method that makes slicing almost akin to experimentation and includes the creation of a slicing skill mod that is gained through out Slicing.
Would it be acceptable to use this mod instead.
While we can tinker with a weapon over time with our experiences, our slicing skill itself would help contribute to our success in doing so.
How would that work?
Hmmm.... just realized you do not have it termed "Smuggler Ability" in the revamp thread.
For those reading who do not understand, Smuggler Ability is related to the Smuggler Mission Difficulty proposed in Caylin's thread, and was mentioned prior in this thread.
Heh, I'm not hurrying you.
/chants softly "Hurry up!"
Just kidding ![]()
No, I thought it was already labelled that way, and couldn't remember where I got that terminology from, so I wanted it to be clarified here in case I confused someone. That was all.
Well, I have always encouraged people to work and provide their own perspectives. I very rarely allow someone to speak for me, as I amarrogant, bullheaded,ambitious and I believe if I don't do it, it wont be done. It's who I am, yet I always hope I keep an open mind and am able to accept constructive criticism. Self-reliance is what most of my past has involved. In play or in work, the ability to do it myself was often the most reliable way for me to progress.
I've been left to do too many projects and had to pick up the slack of others to not be this way. This is a project that includes many people beyond myself, but it doesn't mean I will trust them with my fate. That, I like to decide and influence on my own.
I work as I do because I feel I must, whether my voice is heard or not. It's who I am. That I care enough to do all this for a game, should let you know that this profession is the one I believe in, and will support, more than any other.
This is a job I do, because I like to do it. If only I was payed for it
Lol.
The UnderWorld Line should be the only one affecting the level of Smuggler Missions.
The Slicing Line should be the only one affecting how well a Weapon is Sliced or Tinkered
The Dirty Fighting Line should be the only one affecting how well we can use unconventional tactics (including using personalised Weapons)
And the Spices Line should be expunged from history in an arcane ritual involving clawing our eyes out and asking God "why?"... err, i mean, replaced with something interesting and in character for Smugglers.
The sight crossover between DF and Slicing I have explained the reasoning behind and the balance issues of before (with the multiple weapons issue included). I don't see that there is much to be gained by continuing to argue this, but I feel I have to state that I think you are wrong, and hope that we can agree to disagree.
On a more positive note: What would the communitys feeling be on the idea of other Personally Sliced items, such as armour, vehicles, spaceships, harvesters, vendors, crafting stations - it would allow a given smuggler to customise their abilities to suit their own need and make there be a purpose to the Personally Sliced item if you were not a combat Smuggler, which many people are *NOT*
Btw, I don't think I've said thank you for contributing. You definitely have shed some light on some other ideas, and we just disagree. If anything else catches you please let me know, and I have no problems continuing this discussion. I rather enjoy it
Jez3an wrote:
I'm afraid you still haven't convinced me: you are still selling short both the Novices and the Single Line Dabblers with this idea. You cannot just put something like this in when it's utility is limited to those who are gunning for Master, it isn't fair to the rest of the Smuggler (and I say this as someone who is going for Master).
My point is that it is not limiting those who choose not to go to master, but it does give masters the advantage.
The UnderWorld Line should be the only one affecting the level of Smuggler Missions.
The Slicing Line should be the only one affecting how well a Weapon is Sliced or Tinkered
The Dirty Fighting Line should be the only one affecting how well we can use unconventional tactics (including using personalised Weapons)
And the Spices Line should be expunged from history in an arcane ritual involving clawing our eyes out and asking God "why?"... err, i mean, replaced with something interesting and in character for Smugglers.
While I understand your reasoning, I still have to disagree. The profession must be looked at as a whole, not as individual trees. All of tehse things combined make up a Smuggler. You can take one line and be considered a Smuggler, you just will not be as good as someone who has two lines, or three, or Master.
The sight crossover between DF and Slicing I have explained the reasoning behind and the balance issues of before (with the multiple weapons issue included). I don't see that there is much to be gained by continuing to argue this, but I feel I have to state that I think you are wrong, and hope that we can agree to disagree.
I'll agree with you on being content to disagree.
On a more positive note: What would the communitys feeling be on the idea of other Personally Sliced items, such as armour, vehicles, spaceships, harvesters, vendors, crafting stations - it would allow a given smuggler to customise their abilities to suit their own need and make there be a purpose to the Personally Sliced item if you were not a combat Smuggler, which many people are *NOT*
I don't want to get to the point where Smugglers get the advantage in everything, and this proposal was to alleviate the longing by many of a smuggler only weapon. I would think ships and vehicles could fall in here as well, but I don't think I would go any further than that.
Meant to elaborate.
Very nice work integrating all of the suggestions and compromises we've all discussed.
Ryutek wrote:While I understand your reasoning, I still have to disagree. The profession must be looked at as a whole, not as individual trees. All of tehse things combined make up a Smuggler. You can take one line and be considered a Smuggler, you just will not be as good as someone who has two lines, or three, or Master.
I think that with this idea you are running a dangerous line of makeing this facet thew b-all and end all of Smuggler, and I for one would not like to see this happen. We are not a top-combat professsion and this should remaina minor part of the profession revamp. Those lines of Smuggler which have nothing to do with weaponry should not benefit it.
Ok, let's do this. This is meant to be a part of an all inclusive revamp, not to become the "be all end all" of Smuggler. Let's see how the entire final proposal looks, encompassing all of the parts mentioned, and then revisit this. Maybe then it will all make better sense as to how it relates to the whole profession.
Jez3an wrote:
I think that with this idea you are running a dangerous line of makeing this facet thew b-all and end all of Smuggler, and I for one would not like to see this happen. We are not a top-combat professsion and this should remaina minor part of the profession revamp. Those lines of Smuggler which have nothing to do with weaponry should not benefit it.
Ryutek wrote:
Ok, let's do this. This is meant to be a part of an all inclusive revamp, not to become the "be all end all" of Smuggler. Let's see how the entire final proposal looks, encompassing all of the parts mentioned, and then revisit this. Maybe then it will all make better sense as to how it relates to the whole profession.
Fine, but I still think you will either be selling the Novices short or getting the end result overpowered.