Smuggler Archive
Thread: FD/Evasion/DNA Death Sample 2.2 updated version!!
Ok taking your mask track concept, mixing it with a Smugglers responsibility to activate it (this is based on Dat's concept but would be easier to implement then seeing a tracking droid) and my overbearing need for balance I think I got a nice lay out....take a look.
Message Edited by yimaz on 02-07-2005 02:49 PM
Message Edited by MISTagent01 on 02-07-2005 12:00 PM
WesBelden wrote:Why not, instead of masking yourself entirely, have something that's more akin to a slicing ability; misdirect the BH with 2 or 3 alternative locations? That way, they've a chance of picking the right one, but it's far less likely of them catching up with you if they were just chasing you with droids as normal.The further up the profession you are, the more alternative places the BH is sent and the further up the BH profession the BH is, the more they manage to filter out.
Since there's a 'find and track option', I'm guessing that one of them would update and the other wouldn't? Or would the other just update in a random direction?
The thing is, if you change anything major with the droids like that, there's a chance it could all go terribly wrong from the bug/programming side - they needed 6 months to fix something as simple as the logon/logoff exploit, and who knows what something like this could cause. Don't mess with the droids when they're finally working!
Anyway, I think that just giving one slightly off location would be fine, since it's just adding a random number to the droid WP coordinates really (whenever it updates), not a lot can go wrong there I hope.
WesBelden wrote:
Why not, instead of masking yourself entirely, have something that's more akin to a slicing ability; misdirect the BH with 2 or 3 alternative locations? That way, they've a chance of picking the right one, but it's far less likely of them catching up with you if they were just chasing you with droids as normal.
The further up the profession you are, the more alternative places the BH is sent and the further up the BH profession the BH is, the more they manage to filter out.
Planeseeker wrote:
Jaguarrr wrote:BH finds Smuggler, Smuggler FD's, instead of DB the BH selects capture. At that point, I think either the mission should be over and the BH gets his pay, or the mission is over, but the pay is reduced unless the mission was a capture mission. The only other way for capture to work is to incap the Smuggler then select capture from the radial menu.
I'm putting this out before fully thinking it through, but IMO the people that don't want to be placed in the PVP situation might not have as big of an issue with this option. Feel free to pick this apart, I am just throwing out an idea.
Graby
If it was up to me, I'd do the whole Smuggler bounty system as debt-collector missions really. If the Smuggler owes credits to a specific NPC due to a failed mission or a such thing, the BH goes after him, and on incap there is no deathblow but simply an option to collect the money. Then, if the Smuggler doesn't have enough money, a deathblow may be performed. Otherwise, I wouldn't even include a deathblow option to this type of mission.
I admit, the whole FD/check pulse/last strike thing still bug me a little bit. You just know that we will hear bitching that "a real BH would not check pulse but add a few bullets to the head" blablabla.
We can argue the point, but I wonder if we could not find a way to change only that part of the plan to get the same results but in a way that we won't hear "illogical!" yelled at it.
I know the flashbang idea already have been suggested in other threads, but what about looking at it again, in the context of ymaz's suggestion?
What if we had a Flashbang (or we can come up with a more smugglery less SWAT name lol) skill, with a chance to fail based on your skills vs the Bounty Hunter one. If it succeed, the BH is blinded and immobilised for a little while (like what was suggested with the Last Strike idea, I would make it that the effects break off if the BH get any damage, since it is supposed to be an evasive skill.) If it fail, well... nothing happen to the BH, and you have to fight or die. Since there is no second skill to throw at the BH, I would make the success chance for the Master Smuggler against a Master Bounty Hunter to be good. But still it must have a chance to fail, of course. If it succeed, well same sequence as was originally planned in case last strike work.
Maybe a timer? Not sure about that. Would have to see if it need one or not, for ballance.
By keeping all the rest as ymaz suggested, what do you think of this?
LaughingWolf wrote:
Yup, I like thoses modifications ymaz and Ternque agreed on.
I admit, the whole FD/check pulse/last strike thing still bug me a little bit. You just know that we will hear bitching that "a real BH would not check pulse but add a few bullets to the head" blablabla. - if a BH tells me that one more time I will rip my own face off and hand it to him.
We can argue the point, but I wonder if we could not find a way to change only that part of the plan to get the same results but in a way that we won't hear "illogical!" yelled at it. - change pulse check's name to 2 bullets in the head and keep it the same, they will never know, lol.
I know the flashbang idea already have been suggested in other threads, but what about looking at it again, in the context of ymaz's suggestion?
What if we had a Flashbang (or we can come up with a more smugglery less SWAT name lol) skill, with a chance to fail based on your skills vs the Bounty Hunter one. If it succeed, the BH is blinded and immobilised for a little while (like what was suggested with the Last Strike idea, I would make it that the effects break off if the BH get any damage, since it is supposed to be an evasive skill.) If it fail, well... nothing happen to the BH, and you have to fight or die. Since there is no second skill to throw at the BH, I would make the success chance for the Master Smuggler against a Master Bounty Hunter to be good. But still it must have a chance to fail, of course. If it succeed, well same sequence as was originally planned in case last strike work. - it's a good idea but fails to address the FD issue that alone is the reason for Last Strike, it gives the Smuggler a way to get out of FD. Also Pulse Check (err... 2 bullets to the Head I mean)is a skill that breaks FD more often then not forcing us to use Last Strike and continue the battle, giving them the resolution they so cry over.
I say BH's need to learn the term "Suspension of Disbelief", change their diapers andtake a pill but hey that'sjust me.
Flashbangis a great idea and we should get that skill as a way to evade BH's and playersin addition to the FD changes.I will not change the FD idea's because Bounty Hunter cant seem to get off the "2 bulletsto the Head" concept. I mean really is it so outrageous to think a BH would check the pulse of someone he thinks might be faking death rather thenwast up his weapon's life span? Me thinks not!!
Oh this little rant is not directed at you my friend it's pointed at the BH's.
Man they are going to love me the next time I troll that forum, lol.
yimaz wrote:LaughingWolf wrote:
Yup, I like thoses modifications ymaz and Ternque agreed on.
I admit, the whole FD/check pulse/last strike thing still bug me a little bit. You just know that we will hear bitching that "a real BH would not check pulse but add a few bullets to the head" blablabla. - if a BH tells me that one more time I will rip my own face off and hand it to him.
rflmao
We can argue the point, but I wonder if we could not find a way to change only that part of the plan to get the same results but in a way that we won't hear "illogical!" yelled at it. - change pulse check's name to 2 bullets in the head and keep it the same, they will never know, lol.
Not sure. They will say that the whole last strike idea is based on the BH getting close to "check pulse", they would not need to get close to put "2 bullets in the head"
I know the flashbang idea already have been suggested in other threads, but what about looking at it again, in the context of ymaz's suggestion?
What if we had a Flashbang (or we can come up with a more smugglery less SWAT name lol) skill, with a chance to fail based on your skills vs the Bounty Hunter one. If it succeed, the BH is blinded and immobilised for a little while (like what was suggested with the Last Strike idea, I would make it that the effects break off if the BH get any damage, since it is supposed to be an evasive skill.) If it fail, well... nothing happen to the BH, and you have to fight or die. Since there is no second skill to throw at the BH, I would make the success chance for the Master Smuggler against a Master Bounty Hunter to be good. But still it must have a chance to fail, of course. If it succeed, well same sequence as was originally planned in case last strike work. - it's a good idea but fails to address the FD issue that alone is the reason for Last Strike, it gives the Smuggler a way to get out of FD. Also Pulse Check (err... 2 bullets to the Head I mean) is a skill that breaks FD more often then not forcing us to use Last Strike and continue the battle, giving them the resolution they so cry over.
Well my idea was "in replacement" of FD in PvP context. (I still think the skill should exist, but for PvE. Don't want to screw over the novice Smugglers using it to grind pistol) It is why it do not adress the FD issue. And if the "flashbang" miss, then it force us to continue the battle, giving them the resolution they so cry overI say BH's need to learn the term "Suspension of Disbelief", change their diapers and take a pill but hey that's just me.
Flashbang is a great idea and we should get that skill as a way to evade BH's and players in addition to the FD changes. I will not change the FD idea's because Bounty Hunter cant seem to get off the "2 bullets to the Head" concept. I mean really is it so outrageous to think a BH would check the pulse of someone he thinks might be faking death rather then wast up his weapon's life span? Me thinks not!!
Thing is, they have a point: playing dead in a one-on-one fight with a trained killer should mean death. As for checking pulse instead of firing two more shots, what is a shot or two in a fight? And even if they decide to check pulse, with the technology in SW, I doubt they would have to get close. Mind you, I can live with your plan very happilly. I have no problem with suspension of disbelief, but the less one have to do that, the better. In a bare handed or knife fight, drawing the ennemy close by feigning a bad fall (or death)I can see. But in a ranged fight, it is harder for me to accept.Oh this little rant is not directed at you my friend it's pointed at the BH's.
Man they are going to love me the next time I troll that forum, lol.
I know, don't worry. Not trying to be a painhehe Just tryng to come up with an idea that would cause less resistance while achieving the same goals. Tear holes in it, suggest modifications to it, np.
Oh and just wanted to add: I respect your ideas a lot yimaz,and the passion you show for our profession. You are articulated, can argue and still be polite.
Message Edited by LaughingWolf on 02-07-2005 09:30 PM
yimaz wrote:
LaughingWolf wrote:
Yup, I like thoses modifications ymaz and Ternque agreed on.
I admit, the whole FD/check pulse/last strike thing still bug me a little bit. You just know that we will hear bitching that "a real BH would not check pulse but add a few bullets to the head" blablabla. - if a BH tells me that one more time I will rip my own face off and hand it to him.
So Yimaz - you know that it's not very realistic for a BH to take a pulse - better to shoot a couple rays into his head!
/EAGERLY WAITING FOR RESPONSE
/Doing the "Stirring the Pot" dance
/Realized that I should only troll at work
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