Smuggler Archive
Thread: Simple Smuggler Revamp Question Ideas
- What other items besides weapons and armor will Smugglers be able to slice after the revamp?
- If Pistols are being considered for removal from the Smuggler profession, will there be another ranged weapon added as a replacement?
- What new titles, if any, are being considered for the various Smuggler Trees?
-- Is it expected that spice enhancements will compete on an even par with chef food and drinks?
-- Has it definitely been determined that tool quality will now play a role in slicing?
-- I like "group instance" quests, such as the Corvette.Are there more of these planned?
WayneInAustin wrote:
I think it is too early in the process for answers to all your sample questions, garvin (no offense.. just a comment). GreenMarine just now seems to be deciding the kinds of things he will put in, much less the details. I realize those were just sample questions, though. Are you limiting the questions to smuggler revamp questions?
No offense at all...Personally I don't thing it's ever to early...even if there aren't answers yet to some of the questions, they may get the Devs thinking about them...
If we ask about a certain spice having effect "A" on ability "B", we may get a response like "We haven't currently made any decisions regarding spices, but I do like that idea and have added it to our list of possibilities"...
The best time to ask these types of questions seem to be during the development processes...it helps get those creative juices flowing...now if only somone would slip these Devs some mind spice and really super-charge the Smuggler Revamp...![]()
* Will there be any focus during the revamp on fixing bugs in functionality that doesn't get "revamped"? Things like pulling laser knives from crates, terminal slicing not lasting through a mission refresh, droid compartments hiding contraband allowing anyone to "smuggle", etc?
* Whatever is done to modify the Dirty Fighting line, how are you addressing the situation where currently the line is a ton more benefical for a master elite to dabble in it then it is useful to the player that is strictly a Smuggler? Similarly, how will you be addressing the de-facto pre-req of a novice elite combat prof (right now pistoleer) because of the need for weapon certs and basic combat specials in or to be competant in battle?
* On issues of experimentaiton in whatever crafting remains in the tree are you open to dicussion on the matter, or are those decisions going to come from the top down?
* [future question]: Will it be possible to get information on resource needs and leveling requirements as early as possible so that those of us testing can prepare.
* Are any of the skills or abilities that we currently have going the way of the dodo in the revamp?
* Am I really gonna be able to low blow (or whater specials remain) with a bowcaster? YAY! =)
* Will there be any focus on additional inter profession reliances? Things like DEs or tailors making compartments used to conceal items, DEs making specialized protocol or Rseries droids with terminal slicing features or other communication bonuses, chefs or docs being brought into the spice production equation, etc. etc.
* Will there be the potential for more skill mods of various kinds in the skill tree and the ability to augment our base skills with new skill tapes or modded clothing?
there was earlier talk of adding unarmed specials, is this still being looked at?
how about a tree like BH that is a smuggling experience tree? it could take the place of pistol XP in the underworld tree.
if pistol specials get removed, will we be given any combat abilities (not that i think a smuggler should need them)?
can we make the adrenal boost looted from the geo cave a loot drop that adds to a spice to increase power and duration?
if we are going to receive hand combat specials, can we get a VK cert somewhere in our tree?
i also want to comment about the idea of adding pistol mods. i think this a bad idea. as a master pistoleer/smuggler, i know just how fast i can fire that shot. even with the revamp, a person maxed on their speed will be getting 1000-1500dmg+ per second. this is an area that only a master TK, Commando, or BH should get to. speeding up smugglers and making them more accurate just reduces people's need to get the speed/accuracy mods from pistoleer, and would render attachments virtually obsolete.
leave the mods where they are, but add the DE-10 cert to the master smuggler box, the DX2 to the 2nd box of the smuggler pistol tree, and the Geo Pistol to the 4th box.
Mor-Dan wrote:
i also want to comment about the idea of adding pistol mods. i think this a bad idea. as a master pistoleer/smuggler, i know just how fast i can fire that shot. even with the revamp, a person maxed on their speed will be getting 1000-1500dmg+ per second. this is an area that only a master TK, Commando, or BH should get to. speeding up smugglers and making them more accurate just reduces people's need to get the speed/accuracy mods from pistoleer, and would render attachments virtually obsolete.
leave the mods where they are, but add the DE-10 cert to the master smuggler box, the DX2 to the 2nd box of the smuggler pistol tree, and the Geo Pistol to the 4th box.
No offense, but it's easy for you to say that the Smuggler class doesn't need speed and accuracy mods... because you already have them. Not all of us have the benefit of grabbing mods from another profession. I'm a Master Smuggler/Master Merchant.... and even adding +50 to my speed and accuracy would help out tremendously. And even with good speed mods, it wouldn't help people who also have Pistoleer because of the speed cap.
When I talk about adding the mods, I am thinking of the Smuggler profession... not the Smuggler profession and whatever other profession people take to be decent in combat.