Smuggler Archive

Thread: Should we actualy be a combat profession?

EnderUK
Sun Feb 20, 2005 10:09 pm
#1


With this news of a feign death news just around the corner I saw one post that interested me. CAn't remember where but it basicly said. "I don't think bounty hunters should have any combat skills in their box. Lower the requirements and make it a tracking and trapping proffession. You then choose which combat proffession you want to accumpiny that." Now I think that is a great idea and something similar should be used for smuggler.


I'm just in first thoughts her but I was thinking maybe for smuggler pre-requirements of Aritisan 0040 or Scout 4000 and mearksman 0004.


This would mean we were not justlimited to TKM or Pistoleer for the logical choices.


Our trees would be something along the lines of.


An escape tree that has bonuses to vehciles like pulling them out in combat, quicker accleration. And maybe a flash bang delay type of device that could not be spamed and abused, just for escape.


A Slicing tree with more things to slice including Bounty hunter terminals or smuggler compartments


An Avoidance tree with things like fake id to alter appaernce to help avoid bounty hunters.


A Smuggler tree god for bid lets put in smuggling into smuggler.


No combat moves except the flash bang in the escape tree. You'd have to choose a combat profession if you wanted to fight off bounty hunters that used their new tracking and trapping skills rather than combat specials in bounty hunter trees.


I might expand on these ideas I might not. I am very lasy after all. The question is do you think we should be a combat profession?

Message Edited by EnderUK on 02-21-2005 05:20 AM



I too use to have a fancy sig, then it got pwned - Kenney Ender
unde
Sun Feb 20, 2005 11:29 pm
#2

Should we actually be a combat profession? I would say no. Cause Han Solo used a pistol means every smuggler has to? Shouldnt be that way. I like you idea.

Message Edited by unde on 02-21-2005 01:34 AM

KaiburrBossMan
Sun Feb 20, 2005 11:31 pm
#3


Hmmm, very good question. Honestly I like the idea of being a "hybrid" type profession. A smuggler ought to be able to get him or herself out of danger; possibly more effectively than any other profession out there. Whether or not this requires direct offensive punch, or simply avoiding the fight in the first place.......I dunno. I'm quite curious to see what some of you other (more creative) folks can come up with.


:edit:and of course when people ask how you got out of danger in the first place, exagerrate as much as possible


For example, If scanned by a lone stormtrooper/rebel commando, you of course single-handedly fought off an entire legion of their best troops, while simultaneously hitting on every twilek in the joint, and never spilling a drop of your beverage.

Message Edited by KaiburrBossMan on 02-21-2005 02:35 AM



Herpes is the Path to the Darkside


Forj Highwind

Smuggler/Hotpants Avenger
Smuggler_Caylin
Mon Feb 21, 2005 12:48 am
#4

Personally I've thought of smugglers skills as an upgrade to a player, rather than a stand-alone set. Which is why I wish many of our abilities were not weapon specific and our prerequisites were dynamic.

To me the pure combat professions represent those who would focus on methods and traditions in a great deal of their training. Smugglers to me received a great deal of their training on the streets. The ones who didn't learn to cope, didn't live.

"His sense of honor saved my life. I didn't fight with honor, I fought to win." - Orson Scott Card in Ender's Game



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

Emperador
Mon Feb 21, 2005 9:10 am
#5

This post should never be allowed to fall off the first page. This is by far the best idea I have seen for smuggler yet and I have been a smuggler since the very beginning. The original poster has presented us with a unique opportunity that our correspond should take very seriously and pass along to the DEVS.


I read this post and felt a ray of light shine upon smuggler. I AGREE, smuggler should not have combat related moves. Yes I love lowblow and last ditch but they are a major reason as to why smuggler is at a state that it is in. These moves should be stripped from smuggler completely. This opens a HUGE area of which smuggler could be pushed into.


Underground - Here i envision similar aspects which we have now, something that allows us to find contacts for spice ingredients components, the ability to fast talk a stormtrooper out of searching our belongings or those of our group members (some type of will save roll behind the scenes against the ST search), ability to use smuggler terminal at jabba palace (as you rank up the skill in this set, you get bigger mission), There are a million and one ideas we could implement for this branch of the skill set.


Slicing- There have been so many threads about this but just a quick rehash is due, MORE STUFF TO SLICE WITH A GREATER ABILITY TO CONTROL THE SLICE. They simply have to make it very appealing to the smuggler to want to do and just as appealing to draw in clients for slicing.


Dirty Fighting - REMOVED FROM SMUGGLER Profession. This allows the smuggler to become what it truely is, a SMUGGLER NOT A COMBATANT. Yes Han Solo used a blaster but he was not a master pistoleer and he certainly was not a master of unarmed combat. This line what ever it may become could indeed contain moves that allow for escape from unsuspecting NPC attacks or such, BUT SHOULD NOT BE EVEN REMOTELY CONNECTED TO PURE COMBAT.


**what would replace this line is open to the many many many great threads that suggest very credible ideas, the DEVS and correspondent merely have to scan the smuggler forums for more ideas then they could ever implement in out revamp.


Spice - I have seen many threads on this topic and very simply, in this game spice is a huge part or should be a huge part of this game. should it be something that is mass produced? maybe or maybe not. What is certain spice in my mind should not be removed but INCREASED to the extreme. They should be meaningful and useful a many thinggs outside of combat. Yes we have food but SPICE is the all powerful instant boost for a short period of time. Be it combat, scouting or crafting, spice should be involved. I envision a spice that increases stats BIG TIME for say 8 or 9 minutes but has HUGE aftermath associated with it. RISK vs reward, you want to be kick in the pants good, well then you need to be prepared to suck ten times as bad upon downer. Downers should be limited to 1 to 2 minutes if that, as on a downer you are completely vulnerable to what ever. I also think the DEVS need to embrace the fact they have drugs in game and allow players to immediately use the spice again but a a decreasing amount of time. Initially you could use it for 10 minutes, then 8 mintues then 6 mintues and so on until you are so spiced out you cant do anything.


well just my .5 credits into this discussion, but i strongly suggest we do not let this thread fall to the way side. Hope you like my ideas and even expand upon them.


dlc3007
Mon Feb 21, 2005 9:33 am
#6

Hate to be the fly-in-the-ointment, but I'm not sure I agree with this. I'm basing my opinion on the two smugglers that we ever saw in the movies: Han and Lando.


The simple fact is that both of these characters had strong combat skills, Han most of all. In all three movies, he demonstrated skill and planning in combat situations. I know the "not every smuggler is Han Solo" argument, but he is also the best example of a smuggler in all the movies. Lando we saw less of, but he still would show signs of combat experience.


As much as people may not like it, combat really is part of being a smuggler. I have to suggest the same response I have for people who want to get rid of spices: If you don't like it, don't use it. Please don't suggest that they take more away from us rather than fix what we have.




Imperial Col. Croda L'to

Jedi kiss their sisters -- repeatedly.



Zombie_Arsani wrote: Quiet jedi, grownups are talking.
Zeon_Zaku
Mon Feb 21, 2005 9:40 am
#7


While I don't think we should be able to solo rancors, I do think us Smugglers should be somewhat of a combat profession. We do, after all, have two branches devoted to pistol experience, so we should be able to handle them like an expert. But as it is, we're no better then a Novice Marksmen.
I don't feel we should have to take up a profession like Pistoleer just to be able to use pistols, which is supposedly a Smuggler's prefered weapon. We should be able to take up Pistoleer to furthur our pistol skills, but not just so we can use a better pistol then a Marksman's FWG5.
Smuggler's should be experts with pistols. We should be able to hold our own in a fight and not have to count on another profession's abilities to let us live.

Also, we should be able to put our unarmed skills to use. I'm not saying we should be as powerful as a TKA, but we should be able to hold our own in an unarmed fight.
Not to mention we should be getting our own Smuggler-only pistol or two.

Message Edited by Zeon_Zaku on 02-21-2005 08:41 AM



NDegwin Tze'Midak N
(Gorath) Smuggler/Commando/Rebel Space Pirate Ace
Captain of the Tokyo Mew Mew
"This flag stands for freedom. I live for what it stands for!"
(~Tze'Midak Family Biography~ * ~Degwin's Smuggling Site~ *~Blue Banshees~)


SmugglinZane
Mon Feb 21, 2005 10:07 am
#8

While I don't view us as a combat profession, the Dirty Fighting tree has it's place. With properly working and properly implemented skills it would have the effect that it's supposed to. The desired effect is that a Smuggler will cheat the norm when he needs to get out of a sticky situation.


Take this last weekend for an example. I got seperated from the rest of my party in the Geo Caves. I got aggro'd by a mob I just couldn't handle. I hit FD to give the rest of my team a chance to come find me. Well that went to crap and they all died. So I stood, hit panic shot and peaced (I don't have very many pistol mods because I use up a lot of points with WS) and burst run. I got out, but one droideka persisted in following me. I hit Low Blow, which gave me enough time to get some distance between us. This kept me alive. This is what the skills are supposed to do.


Although we're not a combat profession, a working DF tree would serve us well if we were to get into sticky situations that could be a result of actual smuggling. I would never remove them from our tree to place in another since they have a certain fit to ours that they wouldn't in another.



"Jedi claims of being "broken" are like saying "But my TV isn't widescreen! It's broken! My TV can't show high-def pictures in 1080i, it can only do 720i! It's broken!" Meanwhile, crafters are saying "We'd really like to have a TV that's larger than 12" and gets more than 4 channels and doesn't constantly lose vertical control", and entertainers are saying "Can we get some color instead of this B&W piece of junk?" And smugglers? We're listening to radio programs of "The Shadow" and "The Abbot and Costello Comedy Hour" and hearing FDR's Fireside Chats. We don't even HAVE a damn TV, much less a broken one or a "broken" one by Jedi standards. I'd LOVE to be as "broken" as they are." - The Legendary Solo4114
JacobHiggins
Mon Feb 21, 2005 10:34 am
#9


I think smugglers should be an all around combat profession, mixed with some cool abilities. When I think of a smuggler I think of somebody who is sneaky , fights dirty, and is able to stay alive through cunning and whatever else. Oh im a Bounty Hunter by the way and I think making the BH profession non combat is a horrible idea lol, what the heck would be the fun of that, one of the stupidest ideas i've heard of on these Galaxy forums.

Message Edited by JacobHiggins on 02-21-2005 09:35 AM

Sephia
Mon Feb 21, 2005 11:47 am
#10


Im' a master fencer and have not useda pistol in quite some time. I agree. A profession shoudl teach you to do something. Ie BH leard how to hunt bounties. They may learn a new weapon or two, but should need marksman to be able to aim the darn thing. As a master smuggler i should learn how to smuggle, and act like a smuggler.While i may get a new weapon cert, how i fight should not be a concern. As it doesnt take a pistol to hide cargo...


another thing... The master boxes dont give enought to anyone. A master box should be more important than random trees. EVERYTHING should mean something, it should have a purpose. Master Marksman should be a terrific box, that adds lots of options and makes people be proud of owing it. Now master is a formality. My friend recently made master swords in like 2 weeks, and he didnt even try. It used to take 2 month to get a master. Now he solos krayts, and all kinds of other stuff...

Message Edited by Sephia on 02-21-2005 02:03 PM



Sephia Therifoh
Cerberus, Dantooine
Master Bounty Hunter
Master Squad Leader
Carbineer xxx4
Novice Medic
Emperador
Mon Feb 21, 2005 3:14 pm
#11






dlc3007 wrote:

Hate to be the fly-in-the-ointment, but I'm not sure I agree with this. I'm basing my opinion on the two smugglers that we ever saw in the movies: Han and Lando.


The simple fact is that both of these characters had strong combat skills, Han most of all. In all three movies, he demonstrated skill and planning in combat situations. I know the "not every smuggler is Han Solo" argument, but he is also the best example of a smuggler in all the movies. Lando we saw less of, but he still would show signs of combat experience.


As much as people may not like it, combat really is part of being a smuggler. I have to suggest the same response I have for people who want to get rid of spices: If you don't like it, don't use it. Please don't suggest that they take more away from us rather than fix what we have.








your certainly are not a fly in the onintment, but much like every other profession that was and will be revamped, including the combat redo, people love to hold onto the past status quo. They hold things close and say no not mine, go change someone elses stuff around. DF line is unique none the less but just about as useless as you can get. Yes i read the post of the players experiences in the GEO cave but honestly that was almost a picture of what he wanted but not reality in this game. The only reason he was able to survive was not his smuggler skill set but the armor he was wearing with the little stats that he may of had left coupled with a statbuff.


DF line if staying around needs to be adjusted to one that addes specials all ranged combants may use. As it turns out FD looks like it will be death blowed soon. PvP it will not exsist and honestly if anyone really thought they could use it to solo MOB its just not gonna happen anylonger.


So i understand why you dont want changed but smuggler really is a waste of time in the game as it stands, pushing smuggler more to a support profession that kicks tail end and allows us to smuggle is what we should strive for in our revamp.


I have to sit and think about Han and Lando and their combat prowess, neither of which were masters of their combat weapon of choice. Both relied on LUCK to get the job done not precision shot to take out an enemy. Look closely at Han firing his trustie blaster, he is not aiming he is just firing it off, most times the blaster is flailing in the air, randomly shooting here and there. Don't mistake his killing of stormtroopers as skill but more it should be looked at as Lucas' desire to show the hero winning the battle against countless odds. The greatest single time that shows how little Han cared or knew about his blaster came when he shot into the garbage hold, thinking he was good he almost shot them with a bolt that was bouncing off the magnetically sealed hull.


I am sure the DEVS are short sighted here and will feel compelled to keep the DF line, they will most likely feel they need to keep the pistol moves and in an effort to keep the unarmed requirement there to prevent people from easily obtaining noive smuggler they will add some just as useless specials for unarmed.


I can only hope they change the line from dirty fighting to something slightly different that merely has a few nice tricks a smuggler may use with his chosen ranged weapon.

dlc3007
Mon Feb 21, 2005 3:41 pm
#12






Emperador wrote:



DF line if staying around needs to be adjusted to one that addes specials all ranged combants may use. I would have no problem what-so-ever with changing the DF branch -- I just think that being able to defend yourself and your shipment when it "hits the fan" is an important part of being a smuggler.


So i understand why you dont want changed but smuggler really is a waste of time in the game as it stands, pushing smuggler more to a support profession that kicks tail end and allows us to smuggle is what we should strive for in our revamp. Hear, hear!


I have to sit and think about Han and Lando and their combat prowess, neither of which were masters of their combat weapon of choice. Both relied on LUCK to get the job done not precision shot to take out an enemy. Look closely at Han firing his trustie blaster, he is not aiming he is just firing it off, most times the blaster is flailing in the air, randomly shooting here and there. Actually, the example I was thinking of was the battle on Endor's moon. As annoying as those pesky little ewoks were, Han was actually doing more than his "scream and shoot wildly" attack that he used in the Death Star.


I am sure the DEVS are short sighted here and will feel compelled to keep the DF line, they will most likely feel they need to keep the pistol moves and in an effort to keep the unarmed requirement there to prevent people from easily obtaining noive smuggler they will add some just as useless specials for unarmed. I almost said, "What ever they do will have to be an improvement," and then I had to stop myself.








Imperial Col. Croda L'to

Jedi kiss their sisters -- repeatedly.



Zombie_Arsani wrote: Quiet jedi, grownups are talking.
EnderUK
Mon Feb 21, 2005 5:13 pm
#13

For those that want to still go master pistols their is nothing stopping you. You can go fencer, you can go Rifleman, you can be as good as any other combat profession. The idea is really to stop dabblers in the smuggler proffession. Look what happened when we allow dabblers to abuse fiegn death. We'll have moves to get us out a tight spot but smuggler in itself won't increase how combat effiency witha certian weapon as it is now.


Smugglers don't have to pick up a gun and say. Well I'm a smuggler from smuggling I can only learn how to fire a pistol. Sure their might be situations were you have to fight but I'd rather fight with a weapon I'm cofortable with and not something my whole smuggler gang is using becuase that's only weapon that they learnt to fight with from being a smuggler.


The same would go for bounty hunters. They could take up a weapon of choice and all bounty hunter will do is enable them to track and trap thier bounties with ablitities and gadgets. Bounty hunter in itself would not be a combat class as smuggler would not be. As I said it wasjust an idea I got from someone else post. I was sure a lot of you wouldn't like it but I felt I had to post anyways


I might be explaining this wrong. I don't know

/shurg

It's just an Idea to toss around



I too use to have a fancy sig, then it got pwned - Kenney Ender
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