Smuggler Archive

Thread: A Proposal on Smuggler Weapons, or the Lack Thereof

Ryutek
Sat Mar 06, 2004 1:31 am
#92






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.





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.




Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Ryutek
Sat Mar 06, 2004 1:33 am
#93

Copied and pasted it here, as a refresher




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."




Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Smuggler_Caylin
Sat Mar 06, 2004 1:39 am
#94

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 Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Smuggler_Caylin
Sat Mar 06, 2004 1:43 am
#95

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.





The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Ryutek
Sat Mar 06, 2004 1:49 am
#96






Smuggler_Caylin wrote:

The main reason I do not want tinkering on adv. weapons ...





I agree. I do not like the idea of limiting it to just pistols though. Going with anything that could be obtained through Marksman or Brawler I could go for, as it would still allow diversity among Smugglers.


Back to the issue of experimenting on multiple weapons...


The more I think about it the more I think a skill mod that allows x number of tinkered weapons to be in a Smuggler's posession (including home , bank, etc.) could work, and still not be overpowered. The only other option would be to not have a chance of failure, but then there is no risk versus reward involved.



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Ryutek
Sat Mar 06, 2004 1:51 am
#97

That is what I was thinking as well Caylin, especially if elite profession weapons are not allowed to be tinkered with. Just wasn't sure if anyone else thought it might be a good idea.



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Smuggler_Caylin
Sat Mar 06, 2004 1:56 am
#98

Well lets see...


If we added the option to add AP, it should be only to add AP1. Any weapon with more than that, would not have the choice.


Swordsmen have good AP on most of their weapons already... they tend to have medium.


Fencer has almost nothing for AP. Vibroblade being the only thing, and they hate that thing with vengeance.


Pike has AP...


As of the remake and movement of pistols. New FWG5's with AP would not be overpowered, however prenerf ones would. I think on the whole, AP is great for pistols as an option.


Rifles do ok with AP as they are rifles. Carbineers could use some AP on a few of their weapons... so all in all I think it would work fine. Just limit to ap1 and make it a all or nothing experimentation of sorts. You either get ap1 or you dont.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

DawnTreader777
Mon Mar 22, 2004 12:55 pm
#99






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.





one small thing, why not more than one weapon? how about 3. one every other tier. half of the "levels" that we go through.


I LIKE THIS IDEA.



Understanding is a three edged sword, your side, thier side and the TRUTH
- Captain John Sheridan, Babylon 5

So much for a Smuggler revamp, maybe they should just rename us, it would take less time and be easy to do.
"Useless" would be my first choice as a name suggestion.


of course at this point there is no reason to revamp anything. SOE should just shut the game off.

LgEnder
Thu Apr 22, 2004 10:25 am
#100

/want



Many Bothans died to bring us this information... Guaranteed!
Xenocidal - Elder Medic - Master Privateer Pilot - Elder Politican
Keflex - Antibiotic - Bothan Spy - Alliance Pilot
Galactic Senator - Beta Junkie

LgEnder
Thu Apr 22, 2004 11:15 am
#101

Yummy



Many Bothans died to bring us this information... Guaranteed!
Xenocidal - Elder Medic - Master Privateer Pilot - Elder Politican
Keflex - Antibiotic - Bothan Spy - Alliance Pilot
Galactic Senator - Beta Junkie

CaptainTanis
Sun Oct 17, 2004 1:00 am
#102

To backup what Caylin has said (you'll have to excuse me as I'm new to the ranks of master smuggler ), I agree with the 'encouragement' idea. To say that it's gimping people who don't want to master smuggler is a pretty sad comment. For instance - why is my char master smuggler, part tka and has BH pistols 4? Simply answered: cos I like that template and it works for me. If I was tempted by the idea of becoming a full BH I'd go for it. I know there's added bonuses to being a master BH as to just having BH pistols 4, but I'm not bothered by that. I like the bonuses my current template gives me - I have a decent all round character, proficient in several profs, and master of 1. When I finally saw the increase in the effect of slicing weapons when I got to master (as opposed to just previously having had slicing 4) I was glad I mastered it. Sure, having slicing 4 (having just dabbled upto that point) was good, but the effort it takes to become a master greatly out-weighs just dabbling.


Caylin isn't coercing anyone to master smuggler. Being a master smuggler should present those masters with the benefits that it deserves. If a novice/dabbler has the ability to become overly-powerful then it would negate the need to master the smuggler profession all together. So someone wants to dabble? Fine - let them. But hey...just think what benefits above all this youmight get if you joined the ranks of master smuggler...hmm - sounds interesting to me - I might just master smuggler and see what it's like. This IS the point any profession - give the player a reason to master it instead of just dabbling. Give those that only want a glimpse of it something to consider - to quote the late/great Joe Strummer: should I stay or should I go?


On a personal note I'm really looking forward to the smuggler revamp. The possibility of maybe tinkering with a personal weapon and making it unique to the particular player is good. This would certainly go along way to making smugglers fighting ability more viable if they go up against a more established combat orientated pvp'er. I know it's already been suggested that smugglers should be able to have a personal weapon preference - not just pistols - so how about a slight change to the professional requirements (like the recent one with BH where it was changed that you only needed one tier if smuggler for it). How about it stays that we need unarmed 1-4, but then the player needs atleast 1-4 in either pistols, carbines or rifles? (Caylin: I did see the pirate/sword ref, but if that happened I can see lots of players looking for an image designer and then we'd be overun by Jack Sparrow look-alikes ) That way any firemarms mods that the smuggler prof presents the player could also be applied to what ever weapon the smuggler chooses.


NOTE* I apologise if I've rambled here - not used to posting much about possible prof changes, but smuggler has certainly been worth getting so far, and I look forward to seing what can be done to improve it.
Smuggler_Caylin
Sun Oct 17, 2004 1:57 am
#103

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...



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

WillburWright
Sun Oct 17, 2004 11:36 am
#104






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

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