Smuggler Archive
Thread: FD/Evasion/DNA Death Sample 2.2 updated version!!
Smuggler Evasion Skills
Bounty resolutions:
A. Smuggler FD's it works and the mission is over, no money for the BH and the system clears the smugglers name (this is rare)
B. Smuggler FD's it fails BH kills said smuggler, smugglers name is off the term's BH makes his credits.
C. Smuggler FD's then FD last strikes, Smuggler can run keeping a price on his head or stay and fight. If the BH dies (smuggler stays to fight)the smugglers name is cleared from the terminal If the BH wins Smuggler dies, bounty is collected and smugglers name drops from the terminal.
Option B and C or the ones that should be most common, again FD and staying that way is something only a master smuggler can pull off and even still master BH's more then not can break it, forcing us to run or fight. There must be some resolution to this that is in fact fair and balanced.
FD in the bigger picture
Other players should not be able to see into FD so when in PVP with a smugglerwho pulls of FD that smuggler becomes unattackable, but remember in this new system FD only really works most of the time at master smuggler, in the lower lvl's of the skill tree it is an "if-y" skill at best. So non-bounty hunters do still have a fair shot at killing us in a PVP event. Also with the CU combat will focus on different professions adding to the over all strategy. Thisnow makes it a good idea to have a Bounty Hunter in your group (due to the pulse check skill)and a Smuggler (do inlarge part to our new mask skills.)
Q&A
"What is the point of all of this if the smugglers never make it onto the BH terminals"
The CU is going to be designed to give individual professions a unique roll in large battles, with that said lets take just one scenario:
Large scale battle Reb's vs Imps, you have some smugglers, some BH's some rangers some TKA's, etc (you get the idea)...The reb's are down, while its been a tuff fight and lots of wounds on both sides all the rebels are down and appear dead. 3 BH's go and check the pulse of the4 Smugglers who seem to be dead. The first smuggler is killed, the BH cought the FD trick. The next 3 smugglers pull FD Strike and it works! Blaster fire rains down on them from the other imperials, they are weak and cant stay to fight. They call rides leave the BH's alone and try to make an escape. Two Smugglers lose their rides and are killed, one Smuggler escapes.
Message Edited by yimaz on 02-09-2005 10:36 AM
Message Edited by Ternque01 on 02-04-2005 01:21 PM
yimaz wrote:
Nothing at all on this guys?
Hehe, I'll bite then.
Awhile back Axob and I had a similar debate on the topic. In it I argued that BH should have a "kill shot" a last shot on a FD'er to make sure they're dead, and it isn't until the BH gets back to the terminal that they realize if they killed the FD'er or not. Ibasically took the sameideological approach as you have here. But the more I think about it, the simpliest solutions are usually the best. In theory Yimaz I'm 100% behind your ideas, in practice though I now believe that Axob's theory is the best.
I always think in situations like this "What would I do" and If I was a bounty hunter I wouldn't go check for a pulse. If a Doctor can diagnose patients from a distance then why can't BHs?? More so - if I'm a BH and I know the mark may simply be FD'ing - I'm not going to take a chanceand check for a pulse - I'm just going to shoot the FD'er in the head and be done with it. Why check for a pulse when it's safer to separate the FD'ers head from his body from a distance???
Again, in theory I LOVE the idea of FD'ing to avoid a BH mark, but unless a good system is developed I think FD should just be disabled in a fight between a mark and their victim.
Cheers
Dat
(5 Stars man)
Daturaze wrote:
yimaz wrote:
Nothing at all on this guys?
Hehe, I'll bite then.
Awhile back Axob and I had a similar debate on the topic. In it I argued that BH should have a "kill shot" a last shot on a FD'er to make sure they're dead, and it isn't until the BH gets back to the terminal that they realize if they killed the FD'er or not. Ibasically took the sameideological approach as you have here. But the more I think about it, the simpliest solutions are usually the best. In theory Yimaz I'm 100% behind your ideas, in practice though I now believe that Axob's theory is the best.
I always think in situations like this "What would I do" and If I was a bounty hunter I wouldn't go check for a pulse. If a Doctor can diagnose patients from a distance then why can't BHs?? More so - if I'm a BH and I know the mark may simply be FD'ing - I'm not going to take a chanceand check for a pulse - I'm just going to shoot the FD'er in the head and be done with it. Why check for a pulse when it's safer to separate the FD'ers head from his body from a distance???
Again, in theory I LOVE the idea of FD'ing to avoid a BH mark, but unless a good system is developed I think FD should just be disabled in a fight between a mark and their victim.
Cheers
Dat
(5 Stars man)
Message Edited by yimaz on 02-04-2005 12:34 PM
yimaz wrote:
Daturaze wrote:
yimaz wrote:
Nothing at all on this guys?
Hehe, I'll bite then.
Awhile back Axob and I had a similar debate on the topic. In it I argued that BH should have a "kill shot" a last shot on a FD'er to make sure they're dead, and it isn't until the BH gets back to the terminal that they realize if they killed the FD'er or not. Ibasically took the sameideological approach as you have here. But the more I think about it, the simpliest solutions are usually the best. In theory Yimaz I'm 100% behind your ideas, in practice though I now believe that Axob's theory is the best.
I always think in situations like this "What would I do" and If I was a bounty hunter I wouldn't go check for a pulse. If a Doctor can diagnose patients from a distance then why can't BHs?? More so - if I'm a BH and I know the mark may simply be FD'ing - I'm not going to take a chanceand check for a pulse - I'm just going to shoot the FD'er in the head and be done with it. Why check for a pulse when it's safer to separate the FD'ers head from his body from a distance???
Again, in theory I LOVE the idea of FD'ing to avoid a BH mark, but unless a good system is developed I think FD should just be disabled in a fight between a mark and their victim.
Cheers
Dat
(5 Stars man)
I understand the 2 shots in the head argument but to just pull the skill from Bounty missions or to leave it in its current state is just a wast of a great skill. Plus and more over it's a game not reality, with giving the skill balance and giving the BH a pulse check skill it makes the skill over all more dynamic. Checkin pulse before 2 shots in the head is like the movie term "Suspension of Disbelief" you have to let go of a little reality in order to enjoy the bigger picture.
Message Edited by yimaz on 02-04-2005 12:34 PM
Dude - most of my life falls into the category of "Suspension of Disbelief" ![]()
My feel for the game is that they're moving away from mundane tasks to make the game faster and give it less of a "micro management" feel to it - like no longer having to be responsible for maitenance of your houses, harvesters, etc. So things like checking a pulse may not be in the cards when I quick shot to the FD'ing is faster/quicker.
Mind you - everything I say is up for constant revision - the huge wildcard is of course the CU, so while we can come up with systems to the end of time -it could all become moot very quickly.Perhaps the Devs will work a BH/FD system in that makes works and makes sense - All my comments are doing is encapsulating my thoughts at this moment with this system of play that we currently have.
Cheers
Dat
yimaz wrote:
I understand the 2 shots in the head argument but to just pull the skill from Bounty missions or to leave it in its current state is just a wast of a great skill.
Feign Death in bounty missions is a waste of a good mission system.
Plus and more over it's a game not reality, with give the skill balance and giving the BH a pulse check skill it makes the skill over all more dynamic.
"Dynamic" would not be the word I would use to describe FD. Addind a check pulse skill would help to alleviate the problem of destroyed bounty missions, but how many Jedi will pick up Dirty Fighting 4 just to have a near-solid chance of pulling off the move???
Checkin pulse before 2 shots in the head is like the movie term "Suspension of Disbelief" you have to let go of a little reality in order to enjoy the bigger picture.
I see your point here, but the skill is poorly applicable to a bounty hunting situation. I just don't see playing dead working to well on the other end of an assassin's barrel.
I would MUCH rather have Feign Death altered to this!!!! Make Feign Death allow a player to become "incapacitated". If an enemy administers a DB, it will trigger a dice roll for an instant KD and delay of that enemy. If the KD/delay pulls off, the smuggler rises to standing while his/her enemy is KD'd and unable to get up for 10 seconds. Have the move cause minimal damage, and if the enemy incurs any further damage on themselves, they are able to stand.
This provides the ULTIMATE in fakeouts!!!! Not only this, but if the move is pulled off, a smuggler will have a VERY nice situation from which to escape, which are the kinda skills we want for a smuggler anyways.
Ternque01 wrote:
It's not a bad idea but neither is mine and we are saying basically the same thing.
yimaz wrote:
I understand the 2 shots in the head argument but to just pull the skill from Bounty missions or to leave it in its current state is just a wast of a great skill.
Feign Death in bounty missions is a waste of a good mission system. - not if it has balance
Plus and more over it's a game not reality, with give the skill balance and giving the BH a pulse check skill it makes the skill over all more dynamic.
"Dynamic" would not be the word I would use to describe FD. Addind a check pulse skill would help to alleviate the problem of destroyed bounty missions, but how many Jedi will pick up Dirty Fighting 4 just to have a near-solid chance of pulling off the move??? - it would cost them way more in xp forcing them to down the skill sooner plus check pulse has a very high chance of working, hence the force strike counter.
Checkin pulse before 2 shots in the head is like the movie term "Suspension of Disbelief" you have to let go of a little reality in order to enjoy the bigger picture.
I see your point here, but the skill is poorly applicable to a bounty hunting situation. I just don't see playing dead working to well on the other end of an assassin's barrel. - I've seen tons of movies where peole fake death (Kung-Foo Zombies for example) it goes back to who is better trained. The BH and breaking FD or the Smuggler who is better at pulling it off.
I would MUCH rather have Feign Death altered to this!!!! Make Feign Death allow a player to become "incapacitated". If an enemy administers a DB, it will trigger a dice roll for an instant KD and delay of that enemy. If the KD/delay pulls off, the smuggler rises to standing while his/her enemy is KD'd and unable to get up for 10 seconds. Have the move cause minimal damage, and if the enemy incurs any further damage on themselves, they are able to stand.
This provides the ULTIMATE in fakeouts!!!! Not only this, but if the move is pulled off, a smuggler will have a VERY nice situation from which to escape, which are the kinda skills we want for a smuggler anyways.
Ternque01 wrote:
Well what I am arguing for is a skill that will not bring combat to an unnatural end. With my idea, the action keeps going at a fun pace and into a chase scene. This starkly contrasts the poor design of FD.
Im arguing the same thing:
Smuggler FD's, BH checks pulse, smuggler FD Stikes, BH is KD'd Smuggler takes off.
Smuggler FD's, BH checks pulse, Smuggler fails at FD Strike, BH kills smuggler.
Daturaze wrote:
Dude - most of my life falls into the category of "Suspension of Disbelief"