Smuggler Archive
Thread: A Proposal on Smuggler Weapons, or the Lack Thereof
This was mentioned with the way the cert system could work (I believe Caylin summed it up in an example), and I think that itwould be taken care of if it was implemented in that fashion.
electricnomad wrote:
What I worry about is the possibility that people could become Master Smuggler, then drop it while retaining their modded weaponry. THAT's what would need to be prevented, and I would hope that it could be coded that as soon as you surrendered your Smuggler skillpoints, you would lose your cert for the modded weapons.
Ryutek wrote:
This was mentioned with the way the cert system could work (I believe Caylin summed it up in an example), and I think that itwould be taken care of if it was implemented in that fashion.
Another concern.
What if the person gets master smuggler, tinkers with their gun, then surrenders.
What then? They have the benefit of a master smuggler tinkered weapon, and then still be able to use it if they went... pistoleer... Squad leader and completely left smuggler.
I would propose that the tinkered weapon itself be certed to the player, and only useable if the person still has the amount of smuggler skill that was used on the weapon.
So by examining it you would see something like this on the gun.
"This weapon has been modified to be exclusively used by Caylin Borealis"
"This weapon has been tinkered with a total of 4 times."
"This weapon requires a Smuggler Skill rating of 80 to use."
Yup I presented Smuggler skill being built into the weapon regarding how much it was tinkered with. If you tinker it up to a certain level, you would have to keep that same amount of smuggler skill related to it, in order to use the weapon.
If you dropped below it, then you could not use it.
That's covered.
However, I would dislike thinking because I'm a pirate, I could not tinker with my sword. It's as much a part of who I am as a fencer, as it is as a smuggler. That it requires pistol xp to go up the tree means nothing to me, as my preferred method of fighting is actually with a sword instead of a blaster.
Whether the smuggler uses pistols/rifles/swords or carbines, they are entitled to experiencing the full flavor of tinkering. To make it pistols only I think is unjust and limits other builds when the entire system we have now is based on sharing skills with other professions and dabbling.
The main reason I do not want tinkering on adv. weapons are for things like Flamethrowers, Rocket Launchers and Genosian Sonic Pistols.
Could you imagine a Tier6 Sonic Pistol? It already can nearly one-shot players in PvP as it stands.
Tinkering with it would make it ungodly powerful.
Smuggler_Caylin wrote:
The main reason I do not want tinkering on adv. weapons ...
DRWolfe wrote:
This is similar to the "Super-Slice" suggestion, andboth are much better than a new schematic. It opens the doors for variety, as every Smuggler wouldn't all be using the same weapon.
A slight addition to this would be that a Smuggler can only posess one "tinkered" weapon at a time and it's , no trade, no drop, only placed in top level inventory. That's his weapon. If he gets another weapon he'd like to work on to use, he has to destroy his current one.
Smuggler_Caylin wrote:
Wow, blast from the past! This thing is older than my correspondency
Well as far as the prereqs go, I personally support the dynamic prerequisite idea. One Marksman, one Brawler prerequisite for novice smuggler. Bounty Hunter was not a change in their prerequisite so much as it was a reduction.
I still love this idea...
/agree
Another reason to come back.
PS-Iam considering doing the Triple Master whenmy friend comes over to my server.
Message Edited by WillburWright on 10-17-2004 02:37 PM