Hi All, i am new and looking at a races for my character. At this moment is as stuck on deciding between the following:
Highest to lowest prefered:
- Hutt - (Cannot pilot fighters or freighters, speeders)
They all have their pros and cons but to help there is what i have been looking at to distribute my skills at the start
General - 4
Science - 2
Social - 1
Space - 3
Ground - 5
With the above i can get the following:
- Hutt - Trading of 5, Comp ops of 4, Cap piloting of 4 or
- Hutt - Trading of 4, Leadership of 4, Cap Piloting of 4
- Corsucanti - Trading of 4, Leadership of 3, Comp ops of 4, Fighter/ Freighter of 3 and Cap pilotinf of 3
- Falleen - Trading of 4, Leadership of 4, Comp ops of 4, Fighter/ Freighter of 3 and Cap pilotinf of 3
- Nimbanel - Trading of 4, Leadership of 3, Comp ops of 4, Fighter/ Freighter of 3 and Cap pilotinf of 3
Any help or advise on the above would be great. Force sensitivity is not a top priority. Mainly looking for advise on what more experienced players have to share
As Hal said you should think about future too, like combat skills will be useful sooner or later, at least against creatures for now. What you have listed right now are useful skills, but as the game develops more skills that are now useless might be priceless.
As far as a race goes, unless you want specific skills, like I wanted to start with 5 in cap piloting so I chose Hapan, its up to what you want to play. Different races offer different RP, go with what will keep you interested. One of my reasons is I enjoy playing alien hater, so I went human.
To be honest, having a really high piloting skill is not as good as you may think. Yes it will decrease travel times, but not by that large an amount, and does decrease chances of being killed when aborting hyper, but not many people do that if they can help it. Unless you are trying to max it out for combat or something, 3 would be a reasonable max for piloting as much more than that uses up valuable skill points for not that much gain.
Looks like you want a character that has a trading bent with usefulness for prospecting and mining/construction/production. If you are basing your skill choices due to rules effects rather than RP aspects, best to go with the trade 5 option. Used fo FI, and with the number of Trade 5 people running around to get max income, anything less is not much good. If its an RP aspect, then by all means ignore the above. And you can always spend your first 8 skill points to bump it up to 5 if you so wish at that time.
Again, as above, Leadership is useful for reducing times for the linked activities, but going above 3 may not provide returns on your skill points when you could use them on a couple of other skills. Granted we say specialise rather than generalise, but personally I don't see much worth in going beyond unless you have plans to be uber - I don't believe the difference in times is that much that it would make a huge different in 99% of cases.
Comp Ops is the exception to the above - you will want this as high as possible for prospecting. Due to the way it works, the higher your skill, the better chances you have at finding something, and the difference can be noticable. This would definetely be one of the skills I would suggest maxing out if you are heading in that direction, like Trade.
So, going with all that, your first choice of a Hutt with Trade 5 etc would seem to be the best. Should still be able to fly a capital, use groundhogs if you end up prospecting, and do most things. I would expect most factions would have a capital handy they could let you use, more so the larger factions and govs as they would have more assets to look through.
The reason for my choices above are the direction i would like to take in SWC. I much prefer building, making, buying & selling side of MMO's. I have never been big into PVP perhaps a little into PVE as that is what most MMO's drive you towards to XP grinding.
From what i have read these skills could be ready to go right from lvl 1, and from what Ellias has said if i want to change slightly or go that extra mile i can use the skill points from lvl'ing to increase those.
With combat, is there an ETA that is realistic? What i mean is, is it going to be 1 month or is it going to be 1 month give or take a few more ( not being sarcy, just understand what is needed for this to work and it has taken a long time and might take a little longer so that it works right).
I really like the idea of rolling a Hutt, from a RP point it could really fun to play a Hutt, and who knows once i get into the Combine i could 'Install' myself as a crime lord or a 'Hutt Lord'.
The others i only chose as the skills really worked with what i was wanting to do. So Computer Operations and Trading, as per Ellias's reply seem to be the best to max out to 5. With a Hutt i could max out trading to 5 and get Computer Ops to 4.
What takes so long is getting a stable economy, programming said economy, working on all the details, balancing things, etc. This is a game that people have spent 11 years building up, so it makes more sense to take time and try to get things "right" rather than releasing combat, causing a lot of grief, and decide to just "patch" combat to "fix" it later like WoW would do.
But WoW isn't nearly the type of game that we are. We have parmadeath, after all.
Per combat, PvE with regards to creature combat will likely be here by the end of the year. Other forms of combat, including shooting other players will likely be another year at least.
As for skills from leveling up etc, bare in mind that you only get 1 skill point per level, and upgrading skills still require the same number of points to upgrade as in creation (ie, 1, 1, 2, 4, 7), so to upgrade your lvl 4 skill to lvl 5 will require 7 skill points, and therefore for you to reach level 8.
Irrevelant of the time this was done, there are folks who DO want to play other races. I recall in Y6 or 7 where most of the races were NPCs. 11 years IS a LOT of time for not having implemented a combat system already! How would a WOW or EVE player would feel if one important aspect wasn't working?
On using vehicles know your weight and the vehicle weight and space capacities. A Hutt may not really fit in the cabin of a YT-2400 for instance. A Hutt firefighter would be fun to watch!
"Don't underestimate the Force."
-Some Badass Dark Lord of the Sith that doesn't exist here.