Smuggler Archive
Thread: A change I'd like to see, who else?
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Tilarium
Tue May 10, 2005 11:56 am
#1
Who would like to see the unarmed requirment removed? With the new changes maybe move it to needing the engineering tree and slicing ship componants? I've supported the removing of the unarmed tree sense beta, it makes very little sense to me, not to mention that the smuggler profession has NOTHING to offer to the unarmed, and my smuggler stopped at unarmed 4 and returned to just using pistols. Who else things this would be a good thing to add to the revamp?
Kyle
Ryan101a
Tue May 10, 2005 5:05 pm
#2
I think having to have the bussiness box in artisan would be a good thing. I like to shot things and I would like to be able to sell my spices now that they put a use back into them. What good is making crates of slices with out being able to sell them with out weaking spending skill points on a box that is worthless to us except for selling stuff?
aibo220
Tue May 10, 2005 5:45 pm
#3
I think it'd be nice to get rid of the unarmed requirement.
Really... Why do we have it? It's not like our moves work with unarmed and vice versa. Doesn't make sense to me.
Really... Why do we have it? It's not like our moves work with unarmed and vice versa. Doesn't make sense to me.
TheWok
Tue May 10, 2005 5:52 pm
#4
I wouldn't mind seeing the UA requirement remain, but I would like to see some UA mods placed in the smuggler tree. Commando gets some unarmed mods. Not a lot, but they're something.
maxtheusher
Wed May 11, 2005 12:02 am
#5
If you go TK it has stuff to offer, mods and whatnot.
Smuggler originally had 4 prereqs. Pistols, Unarmed, Engineering, and Business. Personally I liked those prereqs, but everyone's pretty much generic now...
Smuggler originally had 4 prereqs. Pistols, Unarmed, Engineering, and Business. Personally I liked those prereqs, but everyone's pretty much generic now...
Tilarium
Wed May 11, 2005 12:15 am
#6
I known what it used to have, the only two that made sense to me were pistols and engineering. Unarmed was because a smuggler (not TKA) should beable to defend himself if caught unarmed (not really viable in the game, unless his pistol brakes in combat) and business, I never understood that one. One shouldn't have to take TKA just to make the smugglers prerequisite of unarmed to be effective, because then they should just take TKA.
Player: "Pardon, mister Dev, but why do I need domestic arts as a pistoleer? The pistoleer profession offers nothing to domestic arts"
Dev: "Well, we know that the domestic arts tree offers nothing to a pistoleer, but if you become a chef it'll help!"
Player:"If I wanted to be a Chef I'd be a Chef, but I want to shoot guns and kill people"
Me: "Pardon, Maxtheusher, but why do I need unarmed as a smuggler? The smuggler professions offers nothing to unarmed"
Maxtheusher: "Well, I know unarmed tree offers nothing to a smuggler, but if you become a TKA!"
Me "If I wanted to punch things I'd be a TKA, but I want to shoot guns and smuggle things"
Kyle
No offence intended with that example, I just use you because you're the one that inspired it.
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