Smuggler Archive
Thread: Idea for Underworld
I had a thought occur to me about what to do with the Underwold tree to make it more useful. This idea DOES take into account play balance because of the limited duration (only 1 hour) and the high cost and required training. What I thought of was the ability to temprarily take on novice skills without spending skill points. How it would work is:
Underworld 1: Speak all languages (as it is now)
Underworld 2: Take on the abilities of any basic profession except Jedi
Underworld 3: Can buy & sell faction points (100:1, as it is currently with Underworld 4)
Underworld 4: Can take on the abilities of any elite profession
Master Smuggler: Can train other smugglers in novice professions
The limits on this are:
1) You must be "trained" in your new profession by a master smuggler (either a player or a NPC smuggler trainer who would charge 1,000 credits for a novice and 5,000 credits for a master)
2) The skill benefits will only last 1 hour
3) You can not use your "temporary" underworld skills to advance any other skills in that profession
4) You must have the pre-requisits for any elite profession you want to learn.
5) You can not "train" yourself (i.e. if you are a master, you can not train yourself in your own novice skill)
As an example - Assume I have the following skills:
Pistols 4 (29 points)
Unarmed 4 (29 points)
Master Smuggler (63 points)
Master Arizan (72 points)
I could use my underworld 2 skill to purchase the following novice skills: Medic, Scout, Entertainer or Politician skills.
I could use my underworld 4 skill to purchase the following novice skills: Pistoleer, TKA, Droid Engineer, Weaponsmith, Armoursmith, chef, architecht, Merchant or Tailor.
I could not combine my Underworld 2 and Underworld 4 skills together to get (for example) Medic AND TKA - I would have to chose one or the other.
I could also not learn skills like Novice Bounty Hunter since I don't have the pre-requisites.
Finally, I could not learn any advanced skills EVEN if I had the appropriate points. For example - if I picked up novice TKA and had 100,000 unarmed experience stocked up, I would still not be able to learn any level1 TKA skills.
Thanks for taking the time to read this idea. I will be happy to answer any questions or comments you may have. I think this is fairly well play balanced, since it will not allow smugglers to rampantly change professions and gain high-level abilities (although it would be easier for them to pick up novice skills - i.e. with the novice TKA getting unarmed experience to get to a REAL TKA would be easier).
Keep in mind implementing the "taking on" of skills from another profession will likely be teh cause of MANY bugs and annoyances to some people. Don't get me wrong I like the sounds of this but I don't see it happening without alot of development time.
Alistaire wrote:
...will likely be the cause of MANY bugs and annoyances to some people....
Hehe, no doubt. But I would think this would be relatively easy to do. You just "turn on" the profession (as though it had been trained) when it is learned, and "turn off" as soon as the time is up. The problem would be in flagging it as a temporary skill so players could not learn "post-requisits" (like higher level skills in the profession).
Learning skills seems to be a very clean part of the game - as soon as you learn it you get all the appropriate skills & abilities. As soon as you "unlearn" it, those go away immediatly.
this would be exploitable to the extreme. there is a reason for the skill point cap and only 5-10 more skill points would change the flow of character balance.
Exploitable how? We're talking about NOVICE skill level ONLY for a limited amount of time with no advancement opportunities. Plus the training requirement will mean additional expense.
The biggest "exploit" I can see is allowing an Expert Underworld person the ability to learn Novice TKA to level up to TKA. That would probably take about 3 hours and cost 15,000 credits to learn. Compare that to the abilities other professions have with expert-level skill in one tree. Perhaps the "Last Ditch" shot, or the ability to make the 2nd most powerful weapons in the game... I am only talking about novice level skills, just to give a slight advantage.
If you think that novice skill DOES unbalance the profession too much, you can increase the cost.. Perhaps Master Smugglers must first buy a "card" (like a union card) from an exisitng master at a cost of 25,000 credits before training someone in that skill. Too cheap? How about 100,000 credits (to encourage them to Charge for training)... The costs would make this less-exploitable.
That said, I really don't think the novice skills to most classes are all that unbalancing. So you have a novice weaponsmith grinding WUKs for an hour... is that going to unbalance the game? I doubt it.
GalinHawk wrote:
That said, I really don't think the novice skills to most classes are all that unbalancing. So you have a novice weaponsmith grinding WUKs for an hour... is that going to unbalance the game? I doubt it.
dealing with just this for exsample. this game is built on a core value of inter-profession dependablity. with skill you can make your smuggler completely independent.
you don't just crank out WUKs for an hour, you would make 1000 unit schematics and use em till your hearts content. cutting out hte weaponsmith interaction. Same with armor smith.
Need to heal? little novice entertainer will take your BF off in a few minutes. and since you have an hour novice entertainer buff slowness would not hinder ya.
Novice medic, expensive for a reason you can use up to stim b's with only novice if i am not mistaken. so now you can have all combat skills and still have medic as well.
novice merchant=2 vendors
novice CH = level 12 pets
novice architect and you can whip up your own house.
the list goes on..this would make your smuggler independent of any outside needs. that isaginstthe intention of the game design.
Good points KAV. I actually would not worry about the novice Merchant (a merchant or two up for 1 hour isn't going to do that much, and at a cost of 10,000 credits per hour, not many smugglers would be interested in that...). Same with the ability to use level 12 pets for 1 hour...
But the scematic thing is definetly an issue. My way around that: No schematics (and no research) can be done using temporary classes. That leaves the option open to grinding through things, but at a cost of 5,000 credits per hour (as I suggested)plus the cost of the materials, it may be cheaper & easier to buy them externally.
But you're right, it does decrease the interdependence.
Another idea I had was being able to use other professions' master titles. i.e. have a smuggler walking around with a "master bounty hunter" title (of course with none of the abilities). That would be harmless, and would go more towards a role-playing idea of the smuggler as a "covert opperative".