Bounty Hunters

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I think removing some of the scout requirements would be ok. They could be
more round then all being the same.

I think they should remove the stupid Unarmed tree for Smugglers and make
them take Engineering in the Artisan tree
 
Archived from groups: alt.games.starwarsgalaxies (More info?)

"Superman" <:30@ptd.net> wrote in message
news:cludnaa0HY_wbH_dUSdV9g@ptd.net...
> I think removing some of the scout requirements would be ok. They
could be
> more round then all being the same.
>
> I think they should remove the stupid Unarmed tree for Smugglers and
make
> them take Engineering in the Artisan tree

They are in the process of removing three of the branches from the Scout
requirement for BHs. I don't remember if it is the Exploration or
Hunting lines that is kept, but I do know they are getting rid of
Survival/Trapping.

They finally admitted they need to do something, since fixes that have
been asked for since the beginning are harder to fix then they thought.
At least now they are on the same skillpoint requirement level as CMs
and Commandos.

As for smuggler, I would make the requirement something totally
different. I would lose the unarmed branch and add the ID branch. That
would only be useful if changing your appearance had an effect on
scanners (ie, only scan people that have been by a scanner x times a
day - changing your appearance resets the counter), and that the
smugglers actually had something to smuggle. Adding content to
smugglers would be awesome, and from there we could come up with all
kinds of ideas.

Of course, I think most smugglers would kill me for suggesting they need
ID instead of Unarmed 😛

- Oalan
 
Archived from groups: alt.games.starwarsgalaxies (More info?)

On Wed, 30 Jun 2004 18:29:56 GMT, Oalan wrote:

> "Superman" <:30@ptd.net> wrote in message
> news:cludnaa0HY_wbH_dUSdV9g@ptd.net...
>> I think removing some of the scout requirements would be ok. They
> could be
>> more round then all being the same.
>>
>> I think they should remove the stupid Unarmed tree for Smugglers and
> make
>> them take Engineering in the Artisan tree
>
> They are in the process of removing three of the branches from the Scout
> requirement for BHs. I don't remember if it is the Exploration or
> Hunting lines that is kept, but I do know they are getting rid of
> Survival/Trapping.
>
> They finally admitted they need to do something, since fixes that have
> been asked for since the beginning are harder to fix then they thought.
> At least now they are on the same skillpoint requirement level as CMs
> and Commandos.
>
> As for smuggler, I would make the requirement something totally
> different. I would lose the unarmed branch and add the ID branch. That
> would only be useful if changing your appearance had an effect on
> scanners (ie, only scan people that have been by a scanner x times a
> day - changing your appearance resets the counter), and that the
> smugglers actually had something to smuggle. Adding content to
> smugglers would be awesome, and from there we could come up with all
> kinds of ideas.
>
> Of course, I think most smugglers would kill me for suggesting they need
> ID instead of Unarmed 😛
>
> - Oalan

I gave up on Smuggler because the only thing of value in the whole tree was
slicing, and frankly, I can pay for that. I think most smugglers would
love to have ID as a requirement. But there does need to be some content.
Hell, if they could remove your declared faction immediately instead of
waiting an hour via the NPC that would be something.

This may not be the place, but here are some ideas that would have made me
keep the profession:

Ability to slice:
houses with access fees.
ticket terminals for lower travel prices
bazaar terminals for lower auction placement cost.
into private buildings (jedi hunt anyone?).
structures for lower maintenance costs.
Ability to carry items in a concealed container (unscannable).
Ability to stat migrate faction standing with NPC factions.
Ability to declare/undeclare overt status.
Ability to select type of slice on weapons and armor.
Ability to create:
weapon upgrade kits
armor upgrade kits
unsearchable container (hidden pockets)
ID skills to disguise other players.


--
If it starts to make sense, you're in a cult.
 
Archived from groups: alt.games.starwarsgalaxies (More info?)

"Superman" <:30@ptd.net> wrote in message
news😛kudnb9-d7CFln7dUSdV9g@ptd.net...
> I am a smuggler myself and I do not think the ID thought is to bad. I
have
> no interest in that personally though. I was thinking engineering
more for
> slicing ability and special modifications to ships when JTL comes out.
I
> whish I could slice my speederbike to make it faster or have more hp.
>
> I hate having to have the unarmed tree. I will never use unarmed
again.

Good call on the slicing bit! I didn't even think of that, I was
thinking more along the 'crafting' side and couldn't figure out how
Engineering fit in with crafting spices. If they ever get around to
fixing smuggler, maybe a couple of different smuggler 'types' would
work... one specializing in slicing and needing the Engineering line,
another on the actual smuggling and need ID, maybe one concentrating on
making spices and needing maybe Medical Crafting or Domestic Arts lines?

There is sooooooo many possibilities, it almost hurts to think about.

- Oalan
 
Archived from groups: alt.games.starwarsgalaxies (More info?)

Good ideas below. The only thing I might add would be the ability to grant
those abilities to other players.

For example, craft and sell a one-time use slice card. Another player could
use the card to slice their own terminal.

or,

Ability to migrate faction points for other players. Kind of like acting as
a recruiter or a middle-man for a faction.

later,
Zoomee

> Ability to slice:
> houses with access fees.
> ticket terminals for lower travel prices
> bazaar terminals for lower auction placement cost.
> into private buildings (jedi hunt anyone?).
> structures for lower maintenance costs.
> Ability to carry items in a concealed container (unscannable).
> Ability to stat migrate faction standing with NPC factions.
> Ability to declare/undeclare overt status.
> Ability to select type of slice on weapons and armor.
> Ability to create:
> weapon upgrade kits
> armor upgrade kits
> unsearchable container (hidden pockets)
> ID skills to disguise other players.
>
>
> --
> If it starts to make sense, you're in a cult.