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drug_cartel

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  1. I know, I worked my butt off to get my Chiss Agent up to 50 so I could have my Shadow be Chiss. I even remember it was still rare enough at the time that there was always some comments in Gen Chat about me when I was going through Tython because this was before the CM and now... we are EVERYWHERE :(

     

    I did the same to get my Miralukan Sage up for 50 back in the day so that I would be able to then make a Blind Sniper. It used to turn a lot of heads. Now? Species unlocks are typically around 100K on the GTN on Harbinger. I see more Sith Pureblood Jedi Knights than I do Human ones. Blah.

  2. Let me regale you a tale...

     

     

    For five years, I played Everquest under the name Sharkbite. Eventually I got bored and quit. When the game went FTP, I went back to poke around in there just for nostalgia sake. Imagine my horror to find that my character's name had been taken from my by somebody else, and now I was renamed Sharkbitexx. *gasp*

     

    I was hurt. I was offended. After all the time I put in... after all the money I'd paid... after all, the word does revolve around me, right?

     

    Then I realized that type of attitude belongs with a four year old who refuses to share his toys. I had not used that character in eight years. Like my son with some of his old Ninja Turtles, or my daughter with her Barbie's, there comes a point when it's clear based upon our own behavior that it is no longer important to us. I wasn't playing ol' Sharky any more, but for some other kid out there, this character still meant something. All the fun and excitement that I had playing him for those years, now somebody else was still enjoying him. The idea that my Enchanter from a decade past was now living on as a Tank or Rogue or something, still striking fear into the monsters of Norrath, that made me happy.

     

    If you're not using it and somebody else would, then it's time to share our toys.

     

    Other FTP games actually wipe accounts and delete characters are periods of extended inactivity. Telling a player that failure to log in for 1 year will result in the vacating of their name is not at all unreasonable. Bioware will do better to take care of the customers that they definately have, rather than stressing about the customers that could possibly return.

  3. The preview list of pictures on game updates shows White-Green, Dark Blue-Red, Light Blue-Light Blue, Black-Black White-White, Red-Purple, Red-Yellow, Green-Light Green, and some others.

     

    The way it sounds and appears from the screenshots is that the ability to dye the Primary/Secondary slots is going to be done with a single dye. So it's not enough to find a Red and a Black, for example, but rather you will need to find Red-Black for primary-secondary assignment. And that would still be differant from Black-Red (reversing the primary and secondary assignment).

     

    Since each dye is actually 2 color assignments, that gives us tons of combinations for selling or crafting.

  4. Not sure if I'm compatible or not, but I am one of those US/Canadian daytime players (GMT -5). Most days I'm getting online around GMT 0330.

     

    I wouldn't say that I'm a "new" player by any means; I have several level 50s across both factions. I wouldn't say that I'm a returning player either because I've never left. Truth be told, I've approached the game largely as if it were a single player KotOR 3, and just been playing through each of the classes for the Class Mission stories. I've never run any of the Ops. In fact, I've never even bothered with a Flashpoint other than the lowbie ones I could solo. But I suppose I should probably give it a try.

     

    I'm an old hat at MMOs in general (10+ years) and I catch on quick. I would never want to be part of a rigidly assigned raiding group, however, because this is not my primary game. Mostly I just play this because I'm waiting for content updates in DCUO.

  5. For new companions:

     

    I want Jaxo for my Trooper (and all of you that abandoned her, she can show up alive and well and ticked off that you left her, with a nice burn scar on her face).

    I want Thana for my Sith Warrior (and all of you that killed her, again, she comes back with a nasty scar and explains that she wasn't quite dead but respects you finally besting her).

    I want that House Terrall noble guy for my Smuggler. There is a reason he doesn't jump on the Female Smuggler the way that his sister will for the Male, and he brings a little class when compared to that hillbilly Corso.

     

    But for existing companions...

    I really want Tanno Vik to become SGRA. Complete with an arc about how his commanding officers kept him down early on because of their prejudiced, and that's why he ended up a bit more rebellious.

  6. The Roughneck Legacy

     

    Trooper: Lawful Neutral. Rico follows orders to the letter, and suspends his own personal feelings in the process. War is ugly, and some of the things he's been called to do will probably give him nightmares for years to come, but those decisions are made by the brass who are in those positions for a reason. As Rico himself was promoted up the line and eventually became a Major and started to be the one giving the orders instead of following them, every calculated decision he made was not determined based upon feelings of right and wrong, but the very simple question of "Is this objective worth the Republic lives that will be lost?" If it will win the war, he would march an army of children off a cliff, but he will not accept even one lost Republic life if it does not work toward the eventual goal of peace.

     

    Smuggler (Scoundrel): Chaotic Evil. Barcalow will lie, cheat, steal, and take advantage of anybody. He has a selfish streak a mile wide that is his final motivation in everything he does. If he helps somebody, it's because there was something in it for him (money, women, renown, etc). Yet, if there is something greater to be gained by betraying someone, he will do it without a second thought. When made a Republic Privateer, credit signs flashed in his eyes and he immediately took to Polleran's plot and became a regular at Port Nowhere, trying his hand at more organized crime, but ultimately Barcalow's scheming nature and selfish behavior alienated all but those closest to him and it became clear he would never be trusted enough to actually lead a criminal Empire. And in typical selfish, galaxy-revolves-around-me attitude, when he betrays anyone else it has always been strictly business and no big deal, but when betrayed by Polleran and Dodonna, he interpreted it as entirely personal and delivered swift and bloody vengence, not to send a message or protect himself from future retaliation, but just to make himself feel better at watching them bleed out at his feet.

     

    Smuggler (Gunslinger): Lawful Good: Deladier was just a pilot for hire trying to make a living in this galaxy when a chance encounter with a Sullustan lawman saw her deputized in the field. A woman of her word, Deladier teamed with Miel while they chased down Skavak, only to see the lawman cut down nobly in the line of duty. Having seen firsthand the depths of depravity that the galaxy's criminal scum would sink to, Deladier never released herself from the promise she had made to Miel, nor her role as a Sullustan Deputy. Flying across the galaxy, Deladier stands for honesty and uprightness, fighting against crime and corruption both great and small, bringing the law to those outer fringe planetary frontiers.

     

    Jedi Consular: Chaotic Good. Flores was as surprised as any when she found herself following the life of a diplomat; the stuffy politics of the galactic senate and the jedi council both far too restrictive for her tastes. She embraces her emotions, acts with passion, does as she wishes without much use for restrictions, and respects all life. She cares for people as individuals, which is forbidden by the Jedi Code, rather than the broad-sweeping attitude of loving all sentient life. She defends the weak, stands against tyranny, and fights for freedom everywhere she goes, whether it be freedom from the Empire's Slavery, freedom from a restrictive Jedi Code, or freedom from exclusive relationships that would prevent someone from doing what they feel like. Her actions cause much stir amongst the Jedi Council, but her results continue to be positive so she has been granted a relatively long leasch.

     

    Bounty Hunter: Lawful Evil. Ibanez once heard a Jedi say "There is no passion; there is only the force." That was right before she killed him. He was a young man and reminded her of her own brother, but he had things just a little wrong. "There is no passion; there is only the contract." Ibanez became one of the most feared guns in the galaxy by following that principle. From Hutts and Jedi, to Sith Lords and Imperial Officers, to helpless missionaries or grieving widows, if Ibanez accepted a contract on someone's head, she carried it through with exactness and could never be swayed to break that contract no matter what she might find. Sometimes, staring down the sight of her gun, she knows that this person shouldn't have to die. But she pulls the trigger anyways. A woman is nothing if she doesn't keep her word. There is no passion; there is only the contract.

     

    Sith Warrior: Lawful Evil. The Gamorrean Roughneck was brought up from a primative to join the ranks of the Sith by his original Master Tremmal, which involved the initial humbling that mangled his face. After being beaten into submission, he learned his place and cowed to the Empire's might. Gamorrean's people were often slaved or hired out as thugs, so being held beneath the heel of the Empire wasn't something that he felt the need to rebel against; he could accept his station and make the most of his lot in life. Gamorrean was told, however, that because of his primative, inferior bloodline, he would never be permitted to fully practice the Force. Forbidden to ever touch a lightsaber, he carried the twin Gamorrean Axes of his people across the galaxy, hacking down anyone foolish enough to stand in his way. He will perform any duty, no matter how unconscionable, without question and without failure. He aspires to greater power, not to overthrow the Empire or his Master, but rather to improve his own station in life. If there is something to be gained by a relationship with another, he will use them for everything he can. If they serve no purpose in advancing his own goals, then they have no value and are of no regard. If they hinder his ability to do anything he wishes, he kills them without a thought. While he may spare a prisoner that has information to be interrogated out later, his kindness only extends as far as his own ambitions are seen to.

  7. I think I got to 435 or so Cybertech then everything was greyed out except an Earpiece, I had to make a few of those to continue ;\

     

    Oh thank Zod. I've been stuck at 435 since early release and I could not figure out how to to bridge the gap to the 440 recipes. Looks like I'll have to check again in the earpeice section.

  8. As said by others before, the green Armoring/Mod from Cybertech will just flatly be non-competitive. If you go full moddable gear and you don't have the ability to make at least blue mods, you end up better off just running a few extra Heroics for Planetary Commendations and buying the blues from your Comms Vendor. Especially with the streamlining of Comms, if you're out-leveling your planet, you can move ahead to the next vendor based on your level rather than your story progression. Really though, an Orange peice of gear full of Green mods is the equivalent of a Green peice of gear at the same level, so you'll be swapping your Moddables out for a while every time you get a blue drop or quest reward.

     

    Slicing overall is kind of a garbage tradeskill. Those boxes that feel like such a profit when you open up 1K credits are much less of a profit when you think that A) you spent 80% of that on the cost of the mission and B) it took 20+ minutes to earn it. Compare the actual profit of one of those box missions to the time invested and it doesn't even keep up with just killing generic standard NPCs for their credit drops.

     

    However, everything you gather while you run across the open world, that's just freebies. That's where the real gain is, because those are gathered in 3 seconds instead of 20 minutes. Not just for Slicing, but all tradeskills. So basically, while leveling, I always prefer to go with 3 gathering skills that allow for open world gathering (Slicing, Scavenging, Bioanalysis, or Archaeology). Maximize the amount of extra "free stuff" you get just walking around the map, then sell what you gather and buy the UWT blue metals that you need and you'll still be far ahead on profit. And you can always make an alt that you get to level 10 and shuffle the mats over to them to be your official Crafter.

     

    That crafter-alt will make 7 armoring + 7 mod for you (9 if you've got moddable belts and bracers), and then double that to take care of your companion. Perhaps even triple that at a given level if you unlock a new companion you plan on switching to. Given that you would normally 28-36 combines per two levels (plus a handful more of the greens until you can reverse engineer the schematic you need for the blues), which is more than enough to keep leveled with your Cybertech.

     

    Then all you have to spend your planetary commendations on is hilts/barrels and enhancements, so every second level you should basically be looking at a full set of cutting edge, high stat blue gear in every slot.

  9. From a real-world perspective, think about people you know who had exceptionally overbaring or restrictive parents. People you've met in the real world who were constantly controlled and forced to do things against their will. Not all of them rebel against it, of course; some will happily submit to everyone else's expectations. The ones who do buck against those reigns though tend to do it hard.

     

    Jaesa didn't abstain from violence or passion as a Jedi because she personally believed that they were wrong; she abstained because first she was a servant that had a bunch of rules controlling her and forbidding them (even if it was what she wanted) and later because she was a Jedi and had a bunch of rules controlling her and forbidding them (even if it was what she wanted). She never even stopped to consider how she felt for herself; she let other people tell her what to do.

     

    Light-Side Jaesa continues to let people tell her what to do. She obeys the Jedi Code. She follows you as her Master.

     

    Dark-Side Jaesa is asserting herself to make her own decisions, but she never decided for herself that any of this stuff was wrong. She only ever did what other people told her. So like the Preacher's Daughter entering the rebellious years, she takes it full on. Being denied the opportunity to make decisions for herself for so long, she now has no semblence of right and wrong. She'll do anything, from romances to violence to whatever, just because the newness of it is exciting and gives her a thrill. I like to think that if you go a bit more Light-Sided as you progress, years down the road she might calm down a bit and realize that ascension in the Sith ranks is going to require a bit more tact and subtley, patience and diplomacy. But she is not going to see 20 years of emotional development and become a well-adjusted adult in the few short weeks that she's on your crew.

  10. I've not completed all the class arcs yet, so I can only rate the ones I know for sure (I've done 2 Sith Warriors, Jedi Consular, Bounty Hunter, 2 Smugglers, and 3 Troopers).

     

    #1. Trooper: So fun that I keep on making new Troopers to play through it again. Eventually my account will just be a Trooper of every race and gender. Dark Trooper, Light Trooper, Loyal to the Republic, Rebellious Upstart who plays by his own Rules, basically any take on the Trooper provided it's own fun experience. There is only one choice that I always make the same.

     

     

    I always bring Vik and punch the inmate on Belsavis when he mouths off. It's just too much fun watching Vik go "Come on, Major, you can do better than that" and then totally wailing on the guy.

     

     

    #2. Sith Warrior: It was the second time through this story that I decided it was actually really good. The first time I was trying the narrow-minded "always pick the Dark Side choice" and my Sith was doing stupid stuff like betraying the Empire in order to get a handful of credits. Playing through it as the "I'm evil, evil, Eeeeeeeviiiiiilll" Sith Warrior was really blah, but playing through it more mixed, where my character aspired to power and would do anything, good or bad, in order to attain it, now that actually felt like an excellant Sith Warrior story.

     

    #3. Jedi Consular: Kinda the generic blah Jedi story. A bit too linear and goody-two-shoes for my taste; it can really only play one way without feeling sort of awkward. Doesn't have the replayability of some of the other classes, but overall it's worth a watch. You can probably get most of the fun just from clicking your way through the Youtube Class Mission videos though.

     

    #4. Bounty Hunter: It starts so strong and then falls really flat towards the end. I loved the initial Bounty Hunter storyline; you know, the Bounty Hunter who is actually sorta hunting bounties. But later on their is this really forced push to try and make the character into more of an Imperial stooge, and while I don't mind doing paid work for the Empire, I don't like being thought of as a permanent fixture on their payroll. Boba Fett helps Vader in Cloud City, but that doesn't mean that Fett is bowing to the Emperor and swearing loyalty; it's just a paycheck. The BH class story loses it's luster as it goes.

     

    #5-7: Can't rate the Jedi Knight, Imperial Agent, or Sith Inquisitor yet, though I've heard good things about them and they don't expressly fall in here. I'll shuffle around appropriately as I finish those out. Just needed to establish that...

     

    #8. Smuggler: The least enjoyable of the Class Missions I've done, and I've finished it twice just afraid that perhaps I had missed out on something by being a female the first time. Nope. It's just a lousy story. Where the Bounty Hunter stumbles in later acts with being pigeonholed into a spot of "too loyal to the Empire", the Smuggler does the same for the Republic. They try and justify it by having you work your own agendas on the side, but it never captures the feel of a smuggler. I guess the beef is that you end up more of a Lando-style Scoundrel instead of a Han style Smuggler.

     

    In the films, Han rejects the Republic's call for help, and only ever returns to save the day because of his love for Leia. Lando betrays the Republic and assists the Empire, but later redeems himself because of his guilt and his friendship to Han. The classic sci-fi Smugglers (Han Solo, Malcolm Reynolds, etc) all actually seem to be universally poor; the claims to be in it for the money are just an excuse because none of them ever seem to actually end up rich. It's mostly about freedom. And the only reason they end up loyal to anything larger than their own ship is in order to help the people they care about.

     

    The Player Smuggler never has that really good reason to help the Republic. The Male Smuggler's romances are either with a profit-driven criminal who frowns on any sort of charity work for the good of others, or else the Male Smuggler goes for the ruthless, violent Mandalorian Imperial who enjoys the suffering of others. Neither of them is exactly encouraging you to help the Republic. Rather than Han or Lando who begrudgingly accept the Republic in order to defend their loved ones, the Player Smuggler sets themself at odds against their loved ones in order to support a Republic that opposes everything he stands for. (Or course, the female Smuggler gets Corso who is actaully a bit more Republic Loyal, but he's just such a redneck that I hated him too much to actually romance him.)

     

    The Smuggler story has two things going right for it, which is not at all enough to redeem it but is enough that if you want an endgame Smuggler for Ops or PvP, you can make it through. The Smuggler has one of the best Act One final bosses. I hated that guy more passionately than I hated any other Act One final boss, and when you think of the good job done with the Trooper and Warrior Act One finishes, that was no small feat. Unlike the other classes where I could almost empathize with my antagonist, for the Smuggler your opponant is believeable enough that he's engaging, but is vile enough that I had nothing but hatred. And second, the Smuggler is actually a really fun class mission on Correalia. Once you get to your final planet, there is a twist and the story is able to perk up for a bit before the end.

     

    For Smuggler motivation, what the story needs is either a really good villain for Act 2 and 3

    Rogun and the Voidwolf don't cut it for me. I never really felt afraid of either one of them, given that I was outsmarting them at every turn.

    or it needs a better love interest to push you more towards being loyal to the Republic. If only there was some sort of Republic loyal romanceable towards the end of Act 1, like perhaps on Alderaan right before the end of the Act, who had a reason to be loyal to the Republic. Like perhaps he or she is of a royal family, but has been deposed from their throne and is now only informally protected by House Organa. Maybe you could start out by just working for them, helping them to get their fortune back, but then be drawn in closer to them either through romance (light side) or greed (dark side). Oh wait...

     

    Then just have Act Two begin with their kidnapping, and you spend Act Two busting in and out of Imperial Prisons and bases trying to get your love/meal-ticket back. I would have killed thousands of Imperials to save the damsel in distress, but to stop an Imperial Naval Captain just because he has a bad reputation, nah, not motivation enough.

  11. Ohh I'm taking the INCORRECT Dark Side choice just because I want to do one character with zero light side ... just cause. But it bugs me :mad:

     

    This is a common issue that many players run into with many differant classes. The planetary missions can be interpreted differantly based upon the class you are. Take Ord Mantell, for example, where the Cathar steals the medicine from the injured Republic Troops in order to help the children. A "smuggler with a heart of gold" wants to help the kids. A "loyal soldier determined to defend the Republic" would help the soldiers so that they can continue to defend the people. Both sides would believe they were right (aka: Light Side).

     

    The answer to this is simple: don't be all up-tight about Light-Side/Dark-Side points. Play the story you want to play, choose the decisions you want to choose, and you will find that you enjoy the story that unfolds before you. Don't do something that robs the enjoyment from your gameplay just because you're dedicated to the Red Triangle or the White Sun.

     

    Anakin made both Light Side and Dark Side choices. So did Han Solo. So did Qui-gon when he abandons the soldiers, or Yoda when he insists that Luke should not save his friends in order to instead continue training. Being purely one side or the other has the game making all the choices for you, and strips the Role-Playing our of your RPG.

     

    Do what you want and to heck with the consequences. If those Light Side or Dark Side points really bother you down the road, you can always get rid of them by doing some DIplomacy or a few extra Flashpoints, but you only get to go through your leveling story once; do it the way that YOU want to.

  12. I believe the items are now tradeable for a 2 hour window, or some such thing. If you have extra comms and have to spend them, and you're at one of those odd levels where you can't quite get what would be an upgrade, but you already have equal or better to what was available a few levels below, then you can always buy gear/mods and pass them along to lower level characters. In fact, there's no problem at all with buying level 40 stuff and giving it to your level 10 alt, he just won't be able to use it until 40. I consider this a great positive change.

     

    Not sure if it works from Republic to Imperial side though, or if the gear has some sort of invisible flag that locks it per faction. I keep meaning to try, but I've always got something else to spend those comms on.

  13. I didn't see the big deal in subtitled races for the longest time; my own first choice of race would have had to have been subtitled. Then I paid a bit closer attention this last time through leveling up another 50 Smuggler.

     

    I did all of Bowdaar's companion missions back to back after I got him to 9K affection. It only took 3 minutes of Wookie howling for me to be thoroughly disenchanted with listening to him.

     

    After that, I began to notice how the non-Basic speaking species worked. There are actually only about 4-5 lines recorded for non-Basic, and done in a handful of differant 'dialects'. These non-Basic languages are not actual languages; they just replay the same line over and over, and then print whatever they want in the subtitles.

     

    For example, the common one you hear that sounds like "Chunky Fajitas mah to go a Weequay". One conversation it will be a Hutt speaking that, and it translates into "go murder those refugees and bring me their livers to eat". The next conversation, the exact same line will translate from some Rodian as "We have to save the Jedis". And then an Illithorian will say it, but it means "I wonder what my wife is making for dinner tonight". We don't notice it too much when we speak to the NPCs, but if it was your own character giving the exame same line over and over again for every single conversation, I know it would start to wear on me. Heck, I get annoyed just listening to Quinn say "I expected that to be a difficult fight" ever 15 seconds, and those are real words.

     

    Rather than doing the non-speaking races as playables, I think they hit the jackpot with HK. If it can't be easily made into a new player race, then just make an open-ended companion that we can get instead. Make it so everyone could get a Wookie, or a Jawa, or a Gamorrean (especially a Gamorrean). Having more unlockable companions can fulfill that drive that people have to get a certain race, but without creating something too cumbersome to the game (like a whole new re-recording of all 8 class missions with an alien dialect, or a full re-armoring of the entire game so that players can be Droids with Cores and Parts). And honestly, whether you have 6 companions and 600 companions, it makes no difference; you can still only send the same number out on crew missions.

  14. Yeehah!

    My favorite Trooper gloves/boots/pants/chest all look white with a few splotches of paint in their default setting, but when I unify my colors, the pants/gloves/boots all take on the chest's secondary color as their primary. Annoying as heck. Either my gear is backwards color scheme, or I run around in a rainbow armor.

     

    Heck, I might even change my chest peice entirely if I can dye it. I like the scratched up look like the Voss Comms gloves/boots, but the best matching chest is actually black primary instead of white so I never bothered getting it.

  15. At 435 Cybertech, my recipes for the top teir of Armoring and Mods that the Fleet trainer will teach me has just gone grey. I have a boatload of recipes in my inventory that require 440 to learn, so I know 440-450 is no issue. Getting from 435 to 440 has me a bit puzzled though. Is there something I need to reverse engineer in order to get the right recipe, or what am I supposed to do to bridge that gap?
  16. I've got 50s of the Imp Agent, Sith Warrior, Consular, Bounty Hunter, 2 Smugglers and 3 Troopers. Trooper is hands down my favorite story.

     

    I'll preface this with my attitude that, especially on Republic Side, anybody who gets really up-tight about being LS or DS will miss out. The most fun character stories are always the ones where you do what you want, and you don't care what the heck the alignment or companion reactions are (good or bad). Every time you hit Esc and go back to take a differant path that is not what you initially wanted to do, you are robbing yourself of a little bit more of the story that you actually wanted. Ignore the little tabs and play your character how you want, consequences be darned.

     

    Okay, that being said, I still feel like the Trooper was the most fun. Right from the beginning I get the feeling of being that Greeny that is just following orders. By the time I complete my squad, I feel like a real special forces unit where I'm the one giving the orders. I've played it through differant ways, from being the loyal soldier to being the "I love the smell of napalm in the morning" kill 'em all guy who joined up just to shoot folks. Even tried it as a more diplomatic female Trooper who always tried her hardest to save lives and avoid violence. Each way gave me a unique experience and made it great fun.

     

    Perhaps only with the Sith Warrior have I felt more animosity towards my ongoing antagonist. Sure, with the Smuggler I really hated Skavek, but I never could quite get the vibe that I was afraid of Rogun or the Voidwolf. With the Consular, in comparison, I felt almost no animosity towards my enemies at all (perhaps that's because the story is written to be more calm, but I just didn't seem to care so much about fighting those guys).

     

    With the Trooper though

     

    first fighting my way through the old Havok Squad, their betrayal left a wound. I barely knew them, and yet it was a huge deal. Whether I was Republic Loyalist and hated them for what they'd done, or I was just the tough as nails veteran who empathized with their reasons, but wasn't going to let that sort of treachery stand (or even as the career lapdog who just saw them as a loose end that was stopping him from being able to promote up by giving Havok a bad name), hunting those guys down meant something.

     

    From there, it's a brief pause to recruit Vik, Yuun, and the pilots on Belsavis, and then we're off to bust up our big target, making the Trooper one of the few classes that actually is PROactive instead of reactive. Rakton doesn't come after us; we throw the first shots that starts this rivalry. And when Rakton kills Jaxo (or kills all those soldiers while I save Jaxo), that made it personal.

     

    My final showdown with Rakton, it was still every bit as exciting as hunting Havok. Really, only the Sith Warrior ends on such a high note.

     

     

    So if you enjoyed the Imperial side of things and you want a Republic character, Trooper is my big recommendation. Non-stop fun.

  17. Companion Customization, my friends.

     

    The way I recall it with my own Sith Warrior, I crushed Quinn in the battle and killed him. At some point shortly after that, he was replaced on the bridge by some new stuffy shirted Imperial appointed to me to serve as my medic. Some grey haired fellow; I forget what his name is.

     

    On the rare occasions I speak with him, my Sith Warrior occasionally calls him "Quinn" out of habit. But he doesn't dare object, as on my ship the term "Quinn" is a derogatory one that is used to describe Imperial lapdogs that don't fully respect my authority. Who cares what his real name is anyways; these pathetic Imperial lackies are all alike and those humans all pretty much look the same, after their eons of dilluting their bloodlines. The Empire can send their spies and underlings to keep tabs on me; I'll not hide my actions. I do as I choose, and nothing those grovelling fools could do would stop me.

  18. Jedi Knight - Human (like so many of the canon greatest Jedi)

    Consular - Twi'lek (historically great diplomats and weaker physically)

    Smuggler - Human

    Trooper - Cyborg

     

    Sith Warrior - Sith Pureblood (seriously, the story progresses with everyone calling you "Sith" and badmouthing other alien races for lack of purity)

    Sith Inquisitor - Twi-lek (historically one of the largest slaved races)

    Bounty Hunter - Zabrak

    Imperial Agent - Human/Cyborg (the only race that makes much sense at all being able to play double-agent without suspicion)

  19. Well, robe appearances seem so much more appropriate for females. If they were actual robes, it would make no difference, but they are done in two parts (chest and legs) with a cinched waist that makes many of them appear to be more of a blouse & skirt, rather than a single contiguous robe. That does skew my choices for light armor wearing classes, though adaptive armor can get around that.

     

    I look at the voice actor, the romance options, and some metagaming in the way of companion affection.

     

    The Sith Inquisitor and Sith Warrior I strongly prefer to be Female, because Zavros and Quinn both have no Companion Gifts that grant the highest rank of affection unless they are being courted (meaning that a Male Sith is guarunteed to have one companion that will never 'Love' anything you buy them).

     

    Trooper goes Male for the same reason; Dorne is just too picky unless you're dating her.

     

    The Smuggler I prefer to be male, mostly because of the 'girl in every port' thing. As a Male Smuggler, he comes off as a bit sleazy, but in sort of a Captain Kirk way where he risks his life for the girl that he barely knows, then gets to nail the alien girl. The Male Smuggler seems to approach 'Fade To Black' as though it's a form of currency he accepts in the place of credits for a job well done. With the Female Smuggler, she doesn't seem to have to put the same amount of effort into winning her romance over; just flirt a bit and bat her eyes and he's jumping into bed. It makes the Female feel more like she'll just take any guy that's willing, while the Male gives off more of an impression that he is chasing after a few particular hard-to-get girls. I did a Smuggler both ways to 50, and with the female it just seemed a lot more desparate and random.

     

    (Also, I hate Corso.)

     

    For the rest, I tend to go with whichever gender gets their romance arc first. The Male Consular, for example, doesn't get his romance companion until Act 3. That means that all conversations are unlocked, rather than gated, so you buy her some presents and she falls in love with you the first day. It feels rushed, forced, and unconvincing. The Female Consular in contrast gets to develop hers over the course of many levels and planets, letting it have a more natural progression feel.

     

    Bounty Hunter I prefer Female because I enjoy JYB's voice acting and have thought he was awesome even back since Power Rangers, so that was my romance of choice.

     

    Knight and Agent both go Male because that's the earlier romance companion, and because it provides some sense of balance so I don't end up with most of my characters being female.

  20. Most pointless? I feel like that's Akaavi. To the Smuggler plot, I see little reason why my character should have taken her on board when he already had the information he needed. Even her combat skills aren't enough to buy her passage because I already got a wookie in my back pocket that is pretty much guarunteed to be loyal.

     

    Worst? Story-wise, I hate Yuun. He has almost no personality. And I say that as somebody who played with him for all of Voss and Correlia; it was very rare that he got a +/- for anything I said or did. Basically Yuun had no personality whatsoever.

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