Smuggler Archive

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

CaptainTanis
Sun Oct 17, 2004 3:04 pm
#105

Heh - apologies Caylin if that reply made you jump So, please forgive me for asking this but in your reply did you like my idea? I was just thinking along the lines of how the marksman side of things could be dealt with and hopefully allow the player to choose their preferred weapon.
Smuggler_Caylin
Sun Oct 17, 2004 3:14 pm
#106

Heh no prob. As mentioned I agree with a dynamic prerequisite. Meaning we aren't isolated to only pistols for our prerequisites but any branch of the marksman or brawler skill trees. So long as we take 4 boxes of one line in each.


I've talked to greenmarine about them at the summit and he says it *can* be done but no idea if they will actually do it.



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

NickHeel
Sun Oct 17, 2004 3:38 pm
#107

This is such a nasty topic. I personally love pistols but I have to submit to the idea of Chewie using his Bowcaster and the like.


I think it's just the idea of someone using Last Ditch with an insane damage T-21. I don't PvP one bit but I worry that Riflemen would dabble in Smuggler so they could get LD.


I mean...can you imagine the whining when they get hit with a high-powered rifle with a 6x special on the head? Yikes....I'm sure the nerf bats would swing our way very soon. I know it's a random pool atm, but you never know once the revamp comes. Many ideas were tossed around about having it target ing lowest HAM pool.


I think it comes down to the fact that one group of people want to spam Last Ditch with their rifle and the othergroup just want the ability to use something other than pistols. Hopefully, the Combat Balance will address this so that Rifles, Pistols, and Carbines will all be on par with one another and each will have their own usefullness.


Wow, am I rambling yet? Ok, summary: Under the current system I wouldn't like anything but pistols for smugglers but with a Combat Revamp and Smuggler Revamp, it could be turned into something that's not overpowered.


As far as the Smuggler-specific weapon....I can go 2 ways personally.If you're going to do a system where you can pick yourprereq, then the tinkering orsuper-slice idea is cool. If you're keeping Pistols then I'd lovea "Modified DL44" aken to Han Solo since we're pretty well based around him anyway.




THE LEGENDARY CAPTAIN N'JOH SONIK OF ORD MANTELL
Independent Smuggler N Pilot of the Famous Sonik Rogue N Forever, The Most Legendary and Greatest Smuggler on Tarquinas
NickHeel
Sun Oct 17, 2004 3:40 pm
#108

By the way...


What every happened to those weapons that were supposedly put in aroudn Patch 9? There was like a couple cybernetic limbs and weapons.


Of the weapons was like a...Devastator or somthing that's description said it was a favorite of Smugglers. I could be wrong though, I dunno.




THE LEGENDARY CAPTAIN N'JOH SONIK OF ORD MANTELL
Independent Smuggler N Pilot of the Famous Sonik Rogue N Forever, The Most Legendary and Greatest Smuggler on Tarquinas
CaptainTanis
Sun Oct 17, 2004 7:53 pm
#109

The trouble with players that woud whine about being hit with that uber T21 rifle hit is normally due to the fact that they themselves can't do it. I mean, come on - how mnay of us have heard an argument like that? Would these same people be complaining if they were allowed to do it? I don't think so


As for new weapons...I seem to remember hearing that some new ones were either supposed to already be around, or that they would be coming in soon. I've a feeling that this matter will be addressed probably sometime around the forth coming combat revamp. But hey - if we can have the ability to mod our weapons who cares?! Things could be fun for smugglers...at long last!


Ooh - here's another thought (not sure if it's been addressed already or not): what proposals - if any - have been made that will aid smugglers when JTL comes out? Personally I'd like to see that we can tinker with the ships systems (weapons, shields etc). If Han could do it, so should we! I plan on making the proposedveterans ships we get a sort of floating palace for me and friends, but having the ability to appear deceptive to anyone that wants to tackle us would be good (sort of like Han did with theFalcon in Empire as theimp's rushed into the caves to stop themescaping...little laser cannons like that could prove useful).
CyrusJ
Mon Oct 18, 2004 4:24 am
#110

Hey great post but what if instead of a new weapon or a new skill you get both. Basicly you can customize your weapon if your a smuggler (like did you see the good the bad and the ugly scene where the one dude make one gun out of choice parts from three)Thats what i see when i think of a smuggler.


SKILLZ: You have the base model (a DH-44 for example) You get different customizeable SKILLS such as dirty figting 1 allows you to customizethe weaponshandel and slicing 1 will let you tunethe trigger. And so on and so forth. Basiclly every skill tree (18) equalls 1 componant on the weapon.


SKEMATIKS: Now the twist. You have to complete smuggler quest weather for jabba, nim, black sun or just some old man and a farmboy and 2 driods in order to get the custom skematic. This way not only does your weaponcostimaztion give you some purpose as a smuggler but it also makes your weapons appearance as differse as you imagination can create. Just think youcould have a dh-44 with an extended barrel or wooden handel or chromed out to match your armour. Appearance shouldn't a cap but of course effectiveness and damage should.


QUESTS: Ready for my next trick? It's simple.That object 1 from NPC A. Travel to NPC B. Deliver object 1. To make it challanging If NPC A is rebel than you are flaged overt to all Imperials. If NPC A is imperialyou guessed it your flagged to imperials. If NPC A is Huttwhat ever level the misson is determines the number of NPC and PC thatcan attack you. As long as you haveobject 1 you can be attacked. Killing a smuggler with object 1 will alow you to take object 1.Returning object one to it's owner gets you money and stuff. See it's simple.




- What this game needs is theft, violent crime and a black market Economy
GrimRebuke
Mon Oct 18, 2004 10:24 am
#111

I like the idea of a no-trade smuggler modified weapon. Someone had pointed out a collection of possible mods, like dodge, etc. It would be nice to get another mod choice at each level of slicing, with the significant one at master. I also like the idea of a 'sliced value' or 'smuggler value' that prevents use of an uber-sliced weapon or peice of armor from lower level smugglers should someone start dropping boxes. and the heavy weight being in the master smuggler box. There should be some impetus in each skill for becoming master.
CaptainTanis
Mon Oct 18, 2004 6:52 pm
#112

Caylin - I just read your proposal for a 'crimelord' profession - man...I would love to see this be a part of the game. Imagine it..being able to take higher end missions once even JTL is out and actually smuggle stuff to various places, maybe even having to outrun pirates etc - my interest is piqued!
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