Smuggler Archive
Thread: Blatent lack of knowledge of smugglers:
Lets make Archeologist an Elite Prof. Lets make the Prerquisites one from the Artisan Trees, and one from the Marksman Trees, kinda like those for Smugglers. These guys are gonna go to hazardous planets to dig. There's safety in numbers, so while they CAN do it solo, they get a combat bonus for taking a crew. Give them the same kinda combat level deal that smugglers get. The new loot that they get contains a spinkling of items that are decent on their own ( not great, but good) but that have good RE numbers, and can be RE'ed into shematics that have either multiple uses, or can be crafted into new items that can, in return, be turned into permanent schems. Crafters can now go to museums and buy, for a reasonable price, the schematics for these items. Make adjustments on what can be bought at different levels to balance it out.
By not making the loot uber, but keeping the good stuf rare, the crafters don't get borked, but end up with a quest gift by putting Diggers into the game.
Take for example the above mantioned Ebon Hawk type ship, make it craftable, but only from Digger's schems. Items that go into it come from Museums Schems ( for crafters, components are given to all the crafting professions, thus divercifying the market and helping the economy.) By adding Diggers to the Galaxy, you boost the economy without taking anything away from anyone. Archeological groups need crafted items, some of which need to be made by the Diggers, saome by other crafters. Not only does the loots need to be diverse, but it needs to include art, information, history, some items to be for Crafetrs, some for the diggers, some for the other professions. Lots can be done to balance out a profession like this, and it has massive possibilities. It can be played with more than usual, and adjusted without nerfing it or anyone else.
1) kill double mastery which in itself undermines everything about the CU
2) create elite-elite that are just as long and time consuming (while still fun), require no skill points but have strict pre-requisites that would lock people into certain templates in order to enter into those elite-elites.
my example was actually a smuggler who, as a pre-req, had to master the current smuggler trees (i renamed those to scoundrel), master the smugglers alliance in privateer, and master merchant (afterall a smuggler is verymuch a merchant). Templates like these that require 1 combat and 1 non combat eliminate the stacking problem that was _supposed_ to be fixed in the CU. The reward would be an elite-elite profession just as powerful as jedi adding more choices to pvp. The skills granted to this profession included combat specials, new smuggling skills, new space pilot commands, ability to buy and sell all npc faction, and XP is granted by way of actually smuggling contraband.
the coding downside is that every elite-elite would take as much time/resources that went into pub 9 and 10. Worth it I'm sure, just not sure they are willing to invest more than 6 man hours in anything that isnt jedi or whined about by jedi.
What a pr!ck
On the other hand... he proudly states that he's almost a padawan, so I'm not really surprised he's a moron. He'll be crying for nerfs on the jedi board soon enough.