Teras Kasi Archive
Thread: The Teräs Käsi Profession: A Discussion
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Ryutek wrote:
[snip] I think it is quite possible to use some of the good aspects of that system, however, and blend it with the idea of a Themepark in order to create something that "feels" more fun and immersive.
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Agreed. The Jedi ranking system I like because it is player-run. What I feel is there should be a blend of Themepark (like Jabba's) with perks gained as the player progresses, along the lines of what has been outlined, and MUD/MOO player-driven content. A hybrid of themepark and guild, perhaps.
Read that as the Dev's creating the virtual environment and the means by which players can run the game (themepark) for other players.
If you're unfamiliar with MUD/MOO systems, they are text-based systems which you navigate (turn left, you get a message that says something like: "You are in the dimly lit Cantina. A band is playing popular music.") and interact with other players (You see: Ryutek Mankind Taigei K'tulu). In these systems the environment is static with some interactive environmental elements (You talk to Bartender. Bartender says "Strange days, these, friend." You use Jukebox [Select Music: Popular Classical Dance]). Even though these are text-based systems, you see how the basic concepts of MMORPGs are the same.
The key difference is that there are players/administrators in game interacting with players, creating events and driving the story (Mankind says: "Alia, if you are to be permitted to advance, you must learn to be more respectful in how you speak to others. Meditate on this. When you feel you are ready, talk to Ryutek and ask him to send you on the Quest of Humility.")
The player/admins also perform another vital funciton - they police the game (Thunderheart tells you: "This is a roleplay area. Please speak in character."). It is a mistake to rely entirely on the Devs for creating our gaming experience. Ideally, we create the game and get the Devs to help us by creating environmental elements, such as rank-specific clothing, and setting special permissions for players in positions of responsibility (like banning from player-cities, but also giving unique rewards).
Take a look at the Pilot professions and you'll see another key element to the success of our idea for TK-specific content: Factions. In the Pilot profession you can choose betwen three major factions (Imperial, Privateer and Rebel) which determine your in-space allegiance in the GCW. But you also must choose a subfaction which determines which story-based series of missions you take.
That's brilliant.
More importantly, it serves as a model for TK. Basically, incorporating subfactions, any player can become a TKM, but players who join a profession-specific faction (Followers of Palawa, Minions of Xendor, Teras Kasi Order, Hands of the Emporer, etc.) can gain unique rewards, faction identity and greater responsibility in the player-run aspects of the faction Themepark. For example:
1. Factional Identity: Faction- and rank-specific clothing and titles, usable only by PCs who are members of the faction, which allow players to easily identify a PC as belonging to a specific profession faction. These are already in-game in the Pilot profession.
2. Unique Factional Rewards: Clothing and items which have unique appearance but no inherent bonuses. Some items, like VKs, mught be transferable to non-faction PCs, but only if they don't cause confusion about a PCs faction allegiance among other players. A specific example: Once reaching TKM within a faction AND holding a certain high rank within the faction (possibly being voted in by other players) a PC is awarded a non-transferable Training Hall (dojo) deed.
3. Factional Responsibility: A PC who is voted into an official position within the faction will have access to the faction's Themepark management tools such as guild-, structure- and city-like functions including ban, structure/area entry permissions, sponsor, accept and kick, and a few new features such as Mission Creation and awarding some of the faction-specific items.
#3 is the only thing that hasn't been discussed, and, IMHO, is the only one that will truly satisfy our need to to escape the grinding, NPC story-driven content we consume and tire of rather quickly - It's the human element.
Consider how much more satisfying the game would be if your rank and title inspired pride and respect from friends, and fear and loathing from enemies. Wouldn't it be fantastic if an enemy PC's high faction rank made you think twice about attacking knowing that the player has had to EARN that rank and be voted-in by other players (your enemies, his/her allies), or if the other player's rank might be a sign of his/her worthiness as an opponent. From a player-run game perspective, another PCs rank should be an indication of whether the player can work WITH you to organize an event for both your factions.
Consider how fulfilling it would be if TK Students you never met before bowed to you and called you "Master" because you have earned both rank, power and priveledge within the faction not so much by grinding XP, but by being responsible and consciencious in how your wordsa and actions affect others's game experience.
Now, how to achieve those goals...
1. Profession-specific, Faction-specific Themepark:
- Compound. Sections include several areas suitable for Meditation (water- and rock-gardens, mountain top, lake, small enclosures, etc.), spartan living quarters (lots of wood and stone - organic rather than techonolgically advanced - must feel ancient), combat training halls, formal meeting hall (throne-roomish), and the grounds with groomed trees and plants (park-like as we see in some cities).
- NPCs of all ranks. Grandmaster, plenty of students and masters, but also groundskeepers, missionaries, etc. Many duties such as cooking, groundskeeping and cleaning can be done by NPC students. All in rank-specific garb. Most of these NPCs should be interactive having personal stories and perspectives, but also being able to tell PCs about the faction and Themepark, and who to talk to for information about various aspects of the Themepark.
- NPC Story-driven missions. Three types:
1. Missions which any player of any profession can run and affect faction standing (gains with the specific faction and allies, loses faction with faction enemies). The mission descriptions are centered around the theme of the POI. With enough FP, players gain access to an inner area of the Themepark (like Jabba's) and be passed to #2. Missions are low level no matter the profession level of the player.
2. Faction/POI-specific missions to gain the rank of Initiate I and access into members-only Themepark areas (like Reb/Imp - no matter the player's profession rank, the player must gain and expend faction points to advance within the faction). Upon completion of the Initiate missions, and ONLY if the PC is UAI or higher, the PC is offered Initiate rank I standing and the first non-transferable uniform, both for which the initiate must expend faction points. Why? Because eventually a player must become our Master in order for us to advance in rank, and no player who takes on the responsiblity of a student should be bothered by those who do not work to prove themselves.
3. Missions which any faction member can run to gain income, XP, FP and items. Pretty much the standard process of going to a mission terminal of NPC and getting level-appropriate missions.
- Player-defined Interactive NPCs and Message Boards. Yes, that's right, players setting menus and messages for NPCs (similar to NPC vendors but more robust). These NPCs can be programmed to tell players things like who are the players responsible for inducting new members or setting rank and permissions. Message boards which admins can use to post messages about events, promotions, etc.
- Player-created Missions Terminals: Admin creates mission title and description, sets reward which the admin must provide (admin must pay the reward amount and/or provide reward items to the terminal at the time of misson creation), and can set NPC/MOB spawn from a limited, planet-appropriate list. Admin can select from different in-game default missions, such as escort, combat, crafting, entertainment, etc. Players using the terminals will be limited in the level of difficulty of missions they can accept as they are with standard mission terminals. Possible rewards the admin can grant are credits, items and FP. [I haven't fleshed out this idea enough atm, but I'm inclined to think that there shouldn't be strict in-game limits on rewards for missions - a player can trade items, credits and FP to other players as it is anyway.]
Still reading? You have my respect.
2. Faction Rank Advancement:
- In-game restrictions are set to allow only certain members to gain rank. For example, only a TKM can gain the faction rank of Master, and must have placed a faction-Dojo to be able to accept Initates as students. To gain rank beyond Initiate, a player must expend FP and be a minimum level in UA or TKA for the next rank AND must be graduated to the next rank by a player of higher faction rank with permissions to do so.
- Initiate I through Initate III. Once gaining the Initiate title and garb through the NPC story-driven missions, the Initiate must be accepted by a player with the faction rank of Master. Once accepted, the Master can set permissions for the Initiate to have access to the Initiate area of the Themepark. The Master MUST accept the Initiate through a Themepark terminal (this isn't just about any Master being able to allow any Initiate into the next Themepark area). Once allowed into the Student area (maybe a combat hall where NPCs and players train), the Initiate will run another series of NPC story-driven missions and have access to randomly generated, higher-level missions (which grant higher FP rewards than the Initiate missions). Once the Initiate completes the story-missions and gains enough FP, he/she can purchase the next rank (Initiate I) garb and title with FP. The initiate MUST be at least UAI to be accepted by a Master (in-game check).
- Once the Initiate is Student, the Master (and only the Master who accepted the Initiate) is REQUIRED to initiate a set series of PvE combat missions which pits NPCs (mostly TKA) vs the Initiate through a radial menu from a NPC Combat Trainer in the Training Hall. The difficulty of the NPCs should run progressively form about Novice Brawler through UAIII and offer a variety of circumstanes such as multiple opponents and armed melee. The Training Hall should be instanced for the group in which the Master is leader. Student is awarded FP and XP (perhaps with a small multiplier on the XP) in the Training Hall, but any other rewards are the responsibility of the Master. A TKM who is Student will have little difficulty going through this series and should be able to complete them quickly. The environment gives the Master and Student the opportunity to RP and discuss strategy, etc. The missions should be geared to challenge a Student who is UAI and force the Student to advance in UA skills to be able to complete the missions (that means leaving the TK Themepark).
- Once the Initiate completes the lowest level series of combat training, he/she must gain the FP to buy the next rank title and garb, and be at least UAII. The Master must now set the Initiate's rank thus allowing the Initiate to wear the garb and display the title. The Initiate mission-granters (terminals, NPCs or player-defined missions terminals) will now grant missions appropriate for the PC's profession level for higher FP rewards (the idea being that a player running a TKM is going to get bored senseless with low-level mission grinding).
- So the Master must invoke the set series of missions for the initiate with each rank. After one series of missions is complete for the next rank (whatever titles they are given - Initiate Rank I, Initiate Rank II, etc., for example), the Initiate must purchase the garb and title with FP, be the minimum UA or TK level, and the Master must set permission for the Initiate to wear the garb and title.
- At certain points along the way the training hall environment should change. To gain Initiate (essentially level 0 - looking for a Master - heh, LFM), the player's missions start from the outer-most areas of the Themepark and do not involve Master or a training hall. Initiate Rank I through III Master-guided combat training missions occur in the Themepark's training hall. However, once the Initiate graduates to Student after Initate III (reflecting UAIV's title: Teras Kasi Student), the Student is cannot enter the Themepark unless grouped with and within 15m of his/her Master.
- Master's Dojo: This is a faction perk which a Master must purchase through the Themepark with FP. The Dojo has all the properties and functions of a structure (maintenance, item capacity, admin and access permissions, etc.) but has a few additional features related to the training of faction students and FP gains for the Master. The Master and owner of the hall can set one terminal or NPC which provides random, faction-related missions appropriate for the PC's profession level, and one through which the Master can create missions (as described above under Player-defined Missions Terminal). Faction missions can only be taken by members of the faction (in-game check), but reward FP to BOTH the mission take and the Master. In addition, Students gain FP while they are active in the hall - a player who idles (no keyboard or mouse action) for more than 5 mins stops gaining FP. Masters gain FP for faction Students being active in the hall, and FP for everyone is doubled if the Master/Owner is present with the students.
- Student to Acolyte (TK Novice): The key point of banning Students from the Themepark is to make Master and Student hihgly dependant on one another for a time. Although the Master can gain FP by running Themepark missions, the richest FP rewards should come from training Initiates and Students. The Student can ONLY gain the FP required to advance in rank through the Master's Dojo, with benefits for the Master being with the Student. Once the Student has enough FP to graduate to Acolyte, and is at least TK Novice, the Master must accompany the Student to the Themepark to set rank through the faction terminal. Masters can train their own Students from UAIV to TK Novice in their own dojo.
- Acolyte to Master: Only a Master or higher rank can purchase faction-rank garb beyond the rank of Acolyte. The Acolyte is largely free to gain XP as he/she likes, and FP can be gained through Themepark and Dojo terminals/NPCs. In additon to being active in the Master's Dojo, the Acolyte can now gain FP by being active in the Themepark. After Acolyte, rank is no longer dependant on profession skill rank, but is awarded by high-ranking players within the faction. Once an Acolyte is TKM, a Grandmaster must graduate the Acolyte to Master (Acolyte must be within 60m of the Grandmaster and both must be within the Formal Hall of the Themepark).
- Master: The primary role of Masters is to train students, and the Master's scope of control of game features is limited to Dojo functions, initiating Themepark training missions for there Initiates and Students, and graduating Intitiates through a Dojo or Themepark terminal or NPC. A Master can grant access to restricted areas of the Themepark to his/her own Initiates and Students if grouped with them. Only those with the faction rank of Master or higher can purchase and place a faction dojo. Only those who have placed a faction Dojo can accept and train Initiates and Students. If a PC's rank is dropped below Master, all faction benefits of the dojo are disabled (essentially the dojo becomes a house). Dojos are non-transferable but may be redeeded.
3. Beyond Master - The Player-run POI
- Beyond Master is Grandmaster - a title given to those who take responsibility for the player-run aspects of the POI and have broad permissions including changing other players's ranks and titles, changing permissions, warning, banning, mission creation, declaring war, etc. The actual permissions allowed a Grandmaster are set by the Great Grandmaster (or whatever we want to call that position). GMs would play a major role in creating and running events.
- The Great Grandmaster is elected by Masters and higher ranked members, and/or assigned by a CS or other community manager on the SOE side - perhaps through an anonymous Allegiance type function where players can set their allegiance to one person or another as Great Grandmaster. The GGM would work most closely with the Dev/Community Manager to make the whole thing work.
- Master, Grandmaster and Great Grandmaster are set titles. Player-created Rank and Office titles are unofficial titles set by Grandmasters who have permission to set titles. Office titles reflect the duties of the office a player holds, or the PC's role for RP purposes - such as Groundskeeper, Cook, Guard, Librarian, Master at Arms, Quartermaster, Philosopher, etc.
- I would very much like to see Grandmasters have the ability to create multiple characters on the same server for the purpose of RP, including having a Blue Frog room (shhh! super secret themepark room) and being able to select costume and items. Hehe, don't cringe at that - a player who has been awarded Grandmaster rank would have earned the trust of the position, and player who abuse the GM powers would be kicked from the position.
The basic idea is for the Devs to give us the tools to create our own game, and for the players to police each other in the use of those tools.
tdiddyoneclipse wrote:
Very well thought out, I would like to see TKM's get automatic modifiers to their damage, and speed, that would aloow a TKM to be truely unarmed, not needed Vk's.
Hopefully thiscomes with the CU and the new damage modes. /crossfingers
They should provide only bonuses to your mods and no resists whatsoever. I'd also like each one to have a different style although so long as they are customiseable I'd be happy.
I'm not happy with the new pre reqs at all, not because it's going to cost me more SP to master TK but because it makes little sense. Swordsman is the only one that makes any sense to me. I'd rather they just increase the amount of SP required to get the novice box by 14 to 20 because that is essentially what they are doing by adding the one handed line to our pre reqs.
To those who say dabbling shouldn't provide benifits:
I feel that doing so would be very detremental to the game. It is nice to have some pistol skills to be able to fight at range when I need to and if the pistol skills I've decided to train in also help my defensive abilities why shouldn't these skills benifit me all the time? If I practice with a one handed sword to improve my footwork and balance why would I suddenly lose my balanc when I pick my VK back up?
I don't think it should be the be all and end all but it should certainly provide benifits. The increase cost of the pre reqs will discourage dabbling but the benifits from those skills shouldn't be nulified.
Let me play Devils Advocate here (and this is in no way a flame, it's a post intended to bring our ideas to a workable level that we can propose to the Devs, so they actually take it seriously).
1) TKO Faction points, ala GCW faction points.
2) TKO Dojo
3) Melee Arena
4) TKO Theme Park
5) TKO Robe/Sash by level
6) Post-Master Training/Skills
7) TKO Ranking Structure
The main thing to remember for all of these points (apart from the third, fifth and sixth) is that if they put it in for TKO they'd have to put it in for all the other professions out there. So 32 new theme parks, 32 two 'spendable' faction point systems, 32 post-master skill systems, 32 ranking structures.
Don't get me wrong, I think these are all utterly fantastic ideas, and would add so much to the game.
Now if we look at them as having to be introduced for all professions, it gives us some perspective as to feasibility.
The most feasible are class specific clothing, melee dojo and profession theme parks. The first, especially would take a week at the outside to create. The second probably as long.
The theme parks would probably require a full publish to themselves, so could take months to arrange. They are slightly easier to impliment than a full combat update, but still would require time and planning.
The faction points...well I'm not sure. The faction system is there, and the GCW one could be adapted easily, but how do you award various faction points? Do you base it on xp earned? Say 1% of weapon xp, that means anywhere between 0 and 40 (on average) which is pretty in line with GCW. Perhaps by starting complete 'guilds' for various professions might be easier. As has been suggested here, there are different aspects of TKO, all of which could be added to the gameplay. I'm sure the same could be said for 'Tatooine Staff Club' or the 'Lok Ranged Weapon Society'.
Yeah, that might work. Once you join a guild, then any weapon xp you get puts towrds your 'experience level' within the guild (i.e. faction points) and as under GCW, you could buy all sorts of equipment and status from the guild you are in.
One thing about faction robes - I want to see these replace armour as a TKAs primary defense. With the coming of the CU, as it is we'll be losing all but the lightest armour types - but we shouldn't be wearing any amrour at all IMHO. That's just my input on that matter.
The post-master skills and things is a very good idea. It adds more to the profession than just grinding it for a badge. It rewards those that want to take part actively in their chosen profession. And yes, a FRS-like progression is an ample way of representing it. Perhaps have a temple on each planet/moon, and one of the highest rungs of the PC progression could look after each, even have quarters in the temple! That would be cool. If this was spread across all professions, it would really bring the whole place alive I think. Especially combined with player-run theme parks. It shouldn't be too difficult to tie in some relatively easy random mission generators and things to an NPC. I think this is something that should be investigated.
I think I may have been a bit random in writing this, ideas were coming to me as I was replying. I think we need to look at the practicalities as well as the dreams.
Anyway, let the flaming commence :-D
Taigei wrote:
RunemonIV: the only problem i have with that.. is pre CURB tka are so common as opposed to the first 6 months of the game where no one took it... we cant be all that mysterious if every tom rich and harry is a tka.
One of the major attractions to TK is the ability to heal wounds in the field. That one factor alone make TK the best solo profession. But i clearly see the red flag you're waving - if TK-specific content is developed like we're talking about, just about everyone will go TK just to play the new content. But that's a somewhat negative aspect I'm personally willing to deal with for a time because the ultimate goal is to create profession-specific content for TK that serves as a model for other professions, similar to how FS progression and content inspires TK development.
RunemonIV: i think our profession should be as skill point intensive as jedi or bh also think that master of a profession makes you above dabblers...
That's a tough one for me. On the one hand there's the feeling that a master anything should beat a dabbler, but on the other, that's steering toward removing the benefits of multiclass characters to the point where only single profession characters are worth playing: If I can't heal during combat, then I'm much more limited in my PvE options.
RunemonIV: there should be incentives to master a profession... currently you get one special (most of the time that either does alot of damage or increases your stats somehow) but i feel there should be more.
Well, one special and skill bonuses, but I think the community generally agrees they want more beyond master. Elite-elite professions has been a longtime want. The basic idea with elite-elite professions is the reaching master unlocks the gate to more refined mastery. For example, once you reach TKM you can develop skills chosen from multiple trees, perhaps including Force Hunter skills.
RunemonIV: also i hate to say it but mastering of a profession can be done with ease and its not as rewarding as some other games. if i took my elf to level 65 in eq i am alot more appreciative of my character than i would be with something i topped out in 6-10 days.
And that's the other thing: We want to play/earn our way to the top through profession-specific, story-driven content (something far more creative and fulfilling than the kill-grind).
RunemonIV: IMHO i feel that defence stackers and dabblers should suffer penalties not be that baddest characters in the game.. if you dont spend your time mastering one thing or another in real life how are you going to be better than someone that has? you cant!
You wouldn't be better at that one thing than someone who has mastered that one thing. Realism arguements fail in FRPs because a fantasy universe operates by different rules. For example, a person with no firearms training can shoot a Kung Fu master dead IRL, but it seems unfair and unbalanced for Pistoleer to one-shot a TKM in SWG.
Try to think of it in terms of different benefits for different templates as opposed to penalizing dabblers over profession-purists. Stacking has been an issue which has lately been addressed when it comes to profession bonuses. But there's also stacking with BE clothing, skill tapes, armor attachments, buffs and items - things anyone can use (with some exceptions such as profession-, level-, gender- or race-specific items) no matter their profession.
well its a forgone conclusion that most people took tka not just for the meditation but for the damage output. Now mind you back when Krayt tissued scatter guns and bh/pistoleers hit the scene most people were still hunting kreetles. I had my run ins with these "uber" BH's and they tore me a new one untill I finally broke down and bought some armor. But that being said I damn near owned everyone else I came across. Hell I beat other TKM without using our covoted KD2/UAhit3 spam.
On that topic is probably what makes me sick the most about tka of today. no flavor.. no style.. its spam intimidate and kd2 with an infinite spam of uahit 3. This is what its come down to.. 3 moves out of the plethora that we have been given because with each passing skill bar we get something better than the last.
Im all about content.. Always have been, hell I argued with Raph himself on some subjects back in the day.. He actually posted on a thread.. OMG be still my beating heart. However. this whole TKA needs to be the uber jedi watchers that most people seem to think that Teras Kasi is can be why BH's have been getting shafted for many many moons. I do not feel that TKA should be a stand alone profession. I am realizing this as i read more and more of the CURB. A melee's friend will be cover now. And yes while I do enjoy the tka profession.. My newest toon has all my knowlege and has already made great strides in mastering it (cool to see bothans do tka moves IMO ) I also realize that TKA should not be the powerhouse of the game. If anything the staple canon professions should steal the show. MBH's need to be feared. Pistoleers need some love and dont even get me started on smugglers.. Other professions with ranged abilities need not be drowned out by melee combatants however melee has its place.
Im looking for a more engaging game.. one that uses more strategy that the pressing of a few buttons the same ole same ole has gotten quite stale.
I remember some of you TKO guys 3 of you mastered before me on bria. You I dont remember yet your application date suggests you have been playing long enough to feel me on some of these issues.
when you say its hard to add realism to a rpg I say that it isnt. Starwars wasnt known for any melee type except Jedi.. and you take away luke and vader you still have a huge galaxy to explore. Shady deals with smugglers, and the bounty hunters that are paid to bring in the mark dead or alive. The galactic struggle between good and evil, freedom and oppression. I want to feel these things FIRST, before I see TKA dojos. too many things are still not right with this game to go on the whims of what we want to see for one profession. I would like to see content for all professions, not just ours.
In closing I will say this. TKA has been the first profession of my first character in this game.. I mastered it fast, I have been long forgotten on bria mainly because after i maxxed greegan out I quit the game. I come back some people still play I hang out for a bit... then make another toon on another server.. I master it.. I quit.. it becomes a cycle.. 5 times i have left this game.. to be honest I came back for the anticipation of the CURB.. not for TKA but for the entire game and if its remotely like what its rumored to be.. then im glad to be back
One of the major attractions to TK is the ability to heal wounds in the field. That one factor alone make TK the best solo profession. But i clearly see the red flag you're waving - if TK-specific content is developed like we're talking about, just about everyone will go TK just to play the new content. But that's a somewhat negative aspect I'm personally willing to deal with for a time because the ultimate goal is to create profession-specific content for TK that serves as a model for other professions, similar to how FS progression and content inspires TK development.
RunemonIV: i think our profession should be as skill point intensive as jedi or bh also think that master of a profession makes you above dabblers...
That's a tough one for me. On the one hand there's the feeling that a master anything should beat a dabbler, but on the other, that's steering toward removing the benefits of multiclass characters to the point where only single profession characters are worth playing: If I can't heal during combat, then I'm much more limited in my PvE options.
RunemonIV: there should be incentives to master a profession... currently you get one special (most of the time that either does alot of damage or increases your stats somehow) but i feel there should be more.
Well, one special and skill bonuses, but I think the community generally agrees they want more beyond master. Elite-elite professions has been a longtime want. The basic idea with elite-elite professions is the reaching master unlocks the gate to more refined mastery. For example, once you reach TKM you can develop skills chosen from multiple trees, perhaps including Force Hunter skills.
RunemonIV: also i hate to say it but mastering of a profession can be done with ease and its not as rewarding as some other games. if i took my elf to level 65 in eq i am alot more appreciative of my character than i would be with something i topped out in 6-10 days.
And that's the other thing: We want to play/earn our way to the top through profession-specific, story-driven content (something far more creative and fulfilling than the kill-grind).
RunemonIV: IMHO i feel that defence stackers and dabblers should suffer penalties not be that baddest characters in the game.. if you dont spend your time mastering one thing or another in real life how are you going to be better than someone that has? you cant!
You wouldn't be better at that one thing than someone who has mastered that one thing. Realism arguements fail in FRPs because a fantasy universe operates by different rules. For example, a person with no firearms training can shoot a Kung Fu master dead IRL, but it seems unfair and unbalanced for Pistoleer to one-shot a TKM in SWG.
Try to think of it in terms of different benefits for different templates as opposed to penalizing dabblers over profession-purists. Stacking has been an issue which has lately been addressed when it comes to profession bonuses. But there's also stacking with BE clothing, skill tapes, armor attachments, buffs and items - things anyone can use (with some exceptions such as profession-, level-, gender- or race-specific items) no matter their profession.
I will be doing a repost of this with some of the ideas etc after the CU, but right now I think we need to be more focused with what's happening now then what we want to happen in the future.