Smuggler Archive

Thread: LARGE Tweak to Smuggler, necessary?

maxtheusher
Sun Jun 19, 2005 4:09 am
#1

So the Small Tweek post, got me thinking. Maybe we do need our prereqs looked at. (This thread is purely hypothetical, and is just another one of my left-field pipe dream hey what if thinking excercises, so, yea...


Here's the rub:

Smuggler is currentlya combat prof. However unlike Pistoleer, or Swordsman, or what have you, we have abilities that extend beyond pure combat, we have our spices, our slices, our underworld abilities. In short, we THEORETICALLY get more than a prof like Pistoleer. The tradeoff for this is currently that our profession costs 58 SP to get to, rather than 43. This SORT OF limits us in our dabbling abilities, by a whole 15 points (All math subject to error).

We as a profession, want more still. We want smuggling, we want a contraband system, we want an improved underworld. The issue here is that since we're just another combat prof now, getting the content we want AND deserve would actually be kind of unfair to other combat profs, and also probably make everyone in the game go Smuggler (much like the recent BH hullabaloo, and all they have is the ability to kill Jedi for money.)


The most obvious solution to that problem is an increase in the prereq SP cost, to the point where a dual master would be impossible. The vital thing (with the exception ofSOLUTION 3)though would be improving our combat skills up to a point where if someone wished to still be the top of the top in battle but be a Smuggler, they'd have to spend ALL of their remaining points in a combat profession. Even then they'd have to make it so you'd probably be a bit better off with a full on combat template.


So here'sa fewtheoretical solutions to this issue (and any associated bonuses anddrawbacks)


Solution 1: The Thug Novice Prof


Concept: A novice profession that leads to Smuggler, and whose SP costs are balanced to make

Smuggler an appealing choice only to those who wish to pursue a career in smuggling.


Positives: Could contain skills/content that could be dabbled in by other professions, giving them a

small taste of the larger pie. Could also be used as a prereq profession for any future

proposed professions (like Crimelord) included in the proposed Underworld Revamp.


Negatives: Would limit Smugglers in their choice of combat style to essentially, Smuggler and a

BIT of dabbling in an elite combat prof. Also, the Devs would have to come up with a

whole new profession, just for us...


Solution 2: Extreme Prereqs in Non-Combat professions.


Concept: Extended prereqs including Engineering 4, Business 4, and trees theoretically in

elite crafter professions, like a tree in DE and a tree in SW.


Positives: Simpler for the Devs to implement, yet still giving Smuggler the "jack of all trades"

feel. Would be an inroad to the Devs allowing us to modify our ships, or have our own

unique droids with their own "unique" abilities.


Negatives: Having elite profession prereqs would give those specific professions the only viable

way to master Smuggler and another profession, making it kinda unfair to other

professions. Also I see this as a possible source of complaining from any number of

other professions.


Solution 3: Make Smuggler an "Alpha" type profession.


Concept: Make Smuggler like Jedi, in that our skills are spread across several "profession" onions

and our profession needs to be unlocked to get to use.


Positives: REALLY opens the path up to giving Smuggler as much content as it could handle.

Skills/content could be above and beyond any normal profession, more in line with

what we expect out of it in our wildest dreams.


Neutral issues: BH would have to undergo the same treatment if we were to be successfully

hunted by them, and also to complete the trilogy of Canon professions as Alpha

classes.


Negatives: There would be a LOT more people going Smuggler, quite a few with the "Alpha"

class gaming personality... Also, lot's of work for the Devs, ALSO, more work for

players, and the possibility that us long time Smugglers wouldn't be grandfathered

in.


Annnnnyway, yea, It's early, I'm bored, and that was a good waste of time



大胆框
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Sorgon13
Sun Jun 19, 2005 4:25 am
#2


hmm ya put some thought into it...


The idea's concerning the increased cost tho...would drop our combat level greatly...which would put us in the useless category again....Your 3rd idea was a bit more my style...


Ya never know a Dev may even read this and you may get lucky




Dark Star Syndicate
A Part Of History Never Forgotten
Master Smuggler (Pre-CU)
Tarak-Cala
Sun Jun 19, 2005 4:25 am
#3



Wierd..

Message Edited by Tarak-Cala on 06-19-2005 01:31 PM



Colonel Tarak Zola
Master Doctor
Storm Squadron Pilot
Tarak-Cala
Sun Jun 19, 2005 4:30 am
#4


This is what I would like to see, Engineering 4+Pistols 4=Novice smuggler.


Then we go one step further , and that big overhaul , revamp , coughs"sham" or whatever gets instituted.


Ok I am also a big proponent of the additional Master Elite box that can only be unlocked after you pass a certain amount of time and requirements. I.E, Smuggler could unlock Master Pirate box, BH could unlock master Mandalorian Box, or even the Teras Kasi could unlock the Master Pirates Are Way Cooler Than Ninjas Box.


5 points for me ty ty......



Colonel Tarak Zola
Master Doctor
Storm Squadron Pilot
maxtheusher
Sun Jun 19, 2005 4:43 am
#5


Tarak-Cala wrote:
BH could unlock master Mandalorian Box
5 points for me ty ty......





OoooOOOO don't let the Commandos hear that one. They'll hate you forever.



大胆框
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maxtheusher
Sun Jun 19, 2005 4:46 am
#6



Sorgon13 wrote:

hmm ya put some thought into it...

The idea's concerning the increased cost tho...would drop our combat level greatly...which would put us in the useless category again....Your 3rd idea was a bit more my style...

Ya never know a Dev may even read this and you may get lucky






No no, if you read above, because of the increased skill point cost, we would also see an increase in our combat ability. A small dabble in an elite prof would result in a CL80, and our combat skills would be just a little less than say, a full template combat prof, just to keep things as fair as possible.

but yea, I'm more partial to number 3 myself (though 1 isn't too bad IMO)



大胆框
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Xoreshear
Sun Jun 19, 2005 8:41 am
#7

They can start by adding a KD back to low blow, and tuning panic shot from the near useless trash that it is. Also why is out best damaging special outside of Last Ditch debuffing us?



Zashar Shasp
Naval Pilot of the Imperial Inquisition
"Eradicating blind romantics stewed in tripe anywhere they are found."
Spiderhammer
Sun Jun 19, 2005 6:48 pm
#8






Sorgon13 wrote:



Ya never know a Dev may even read this and you may get lucky






ooooo kecks gonna get lucky with a dev? who do you think it will be Tiggs or greenmarine? or maybe Jfreeman? hmm maybe we should take a poll to get the smuggler community opinion on this


/target thisthread


/changetopic Who should Keck get Lucky with?


lets get some feedback folks if we band together we CAN make it Happen...







# I support PIRATES!!!! YARR, matey!


Player Based Smugglin... its the only way!
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