Smuggler Archive
Thread: An effective use of the skill points from unarmed and marksman
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yimaz
Sun Sep 26, 2004 10:43 pm
#1
What this thread in not about:
Its not about what is in dirty fighting so please dont post a "we need to fix FD or Im dropping smuggler" type of post. Itis alsonot about an over allrevamp or things you feel need to be in smuggler.This threadis about re-doing our prereq. and nothing more.
Ok with that said:
We currently use 28 skill points for unarmed 1 - 4 and marksman pistols 1-4. Its a given that as smugglers, working with the underworld we need to know how to fight.Our foundation needs to stay the same (i.e novicebrawler and novice marks) sono; we dont need to reinvent the wheel and ask for novice merch and novice entertainer
.
One could even go as far as to say we should have knowledge of all basic weapons and specialize in a weapon or weapons of choice. Afterall we dont recieve formal combat training,we learn to fight on the streets. 
New Prerequisite to move up to Novice Smuggler
Novice Brawler -1 1 1 1
Marksman - 1 1 1 4
Skill points used - 28 same as before.
In the current system of xp needed for Smuggler trees 1 and 3 you need pistol xp to lvl. Asimplechange would be to have a Smuggler trainer convert what ever weapon xp you use into xp for Dirty Fighting and Underground Contections repectivly (just likeFS but with a 1 for 1 exchange).
Yes you could as a new player be a novice smugger faster then most other leet professions but you will suck with what ever weapon you use and still needjust as much weapon and combatxp to master the profession. So in fact, the grind to be aMasterSmuggler really does not take any less time.
A Smugglergains Ranged Support and can now move up what everRange/Melee tree or tree'she/she wishes to master. The Smuggler professionbecomes more diversified while not gaining any skill point advantage over any other profession.
Message Edited by yimaz on 09-27-2004 02:18 AM
DRWolfe
Mon Sep 27, 2004 9:39 am
#2
Don't really like that one. All Elite/Hybrid professions require one (or more) Novice skill branches at level 4 and none require just a level 1. Add to that the fact that it would really mess up many Smugglers' templates, especially the really nice Triple. Besides, with Novice Marksman and Brawler, you already get a basic knowledge of all weapons.
To allow a Smuggler to get that basic knowledge of all weapons and still allow them to specialize with more freedom, they could make the requirements leve 4 in any one Marksman weapon skill and level 4 in any one Brawler skill.
The problem with this is that as Smugglers we really shouldn't be toting around huge weapons like T21 rifles and Power Hammers. We're the more hidden weapon subtle types, thus pistols and unarmed. Also, some more unbalanced templates could come of this. So, I think the pre-reqs are ok as they are, really.
To allow a Smuggler to get that basic knowledge of all weapons and still allow them to specialize with more freedom, they could make the requirements leve 4 in any one Marksman weapon skill and level 4 in any one Brawler skill.
The problem with this is that as Smugglers we really shouldn't be toting around huge weapons like T21 rifles and Power Hammers. We're the more hidden weapon subtle types, thus pistols and unarmed. Also, some more unbalanced templates could come of this. So, I think the pre-reqs are ok as they are, really.
Xarche
Mon Sep 27, 2004 11:15 am
#3
I believe Greemarine has already addressed this (if I am wrong, apologies) in one of his dev documents. He stated he did not want to be bound by any single weapon tree anymore, and might try to loosen the requirements by letting the smuggler pick which weapon tree he wants to go up with. The odd thing would then be that the dirty fighting line would in effect have to have specials that would work with any weapon, in which case 0040 smuggler would truly be almost a requirement to any pvper, instead of just the pistoleer templates.
hrmpf2
Mon Sep 27, 2004 12:39 pm
#4
Thing is, most smugglers (well, my impression at least) will already have either some TKA or some pistoleer, if not gone complete master. Your proposed change would force these players to either drop their current master title or cut down somewhere else, not quite fair. This wouldn't be fixable just by XP convertions, I'd for instance temporaly have to drop both my TK part (meditation line), and the complete mastered pistoleer, and please, please, please, I don't want to do the unarmed pre-novice TK again, that was the most boring thing I've yet to do in SWG
I do see the logic in changing based on how we percieve a smuggler, however such changes would unfortunately be rather destuctive.
Rogue135
Mon Sep 27, 2004 12:49 pm
#5
You would be ruining various templates by changing the prerequisites at this point, namely Triple Master (Master Smuggler, Master Pistoleer, Master Teras Kasi). It's simply an unacceptable change.
yimaz
Mon Sep 27, 2004 2:02 pm
#6
Rogue135 wrote:
You would be ruining various templates by changing the prerequisites at this point, namely Triple Master (Master Smuggler, Master Pistoleer, Master Teras Kasi). It's simply an unacceptable change.
Funny, I was laying in bed last night and it hit me "oh damn no more Triple Master", lol. Valid points one and all gang. It was one of those late night thoughts, missed some of the down sides, ah well.
Message Edited by yimaz on 09-27-2004 05:04 PM
SpinningCloud
Tue Sep 28, 2004 12:01 am
#7
You really can only subtract prerequisits or you'd totally screw up people that had already mastered the profession.
What would you do to current smugglers? Take way their smuggler skills until they got the prereqs? Only real way you could do that is to automatically give up Novice Smuggler and all skills in the tree above which would effective 'dump' a TON of exp and force current smugglers to start all over. That will never happen.
I also don't see why a smuggler needs rifle and carbine skills. Smugglers normally don't go on the offensive while smuggling...oh, we don't smuggle do we, lol...they defend themselves when attacked. Pistol and unarmed are right for smuggler.
What needs to be done is to make BOTH unarmed and pistol useful to the smuggler if BOTH are going to be prereqs. Unfortunately the weapon swap is SO slow that to do that in the middle of combat isn't all that smart.
My preference would be to fix the BUG that resulted in the weapon swap time NERF,THEN give us both pistol and skill increases to go with our combat branch..which is currently only pistols.
Hotrodg
Tue Sep 28, 2004 12:06 am
#8
Changing pre-reqs for any profession is problematic at best. What would you do with all the players that would suddenly not have the proper pre-reqs?
Before anyone cites the BH change, realize that was pre-req REMOVAL not CHANGE.
Orcajum
Tue Sep 28, 2004 1:20 am
#9
hrmpf2 wrote:
I do recall reading something about smugglers having Artisan as pre-req. How was this transition handled?
The Artisan pre-req was originally set up during beta-testing. It never went live though, but it did make its way into the official strategy guide.
hrmpf2
Tue Sep 28, 2004 12:52 pm
#10
I do recall reading something about smugglers having Artisan as pre-req. How was this transition handled?
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