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 RP Skills and Crew Skills

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Annawulf

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PostSubject: RP Skills and Crew Skills   Tue 16 Jul - 13:09

Since we have diplomacy and slicing helping out our rp skills, i thought there might be others that could do the same.  Here's my list and my reason for each.

Treat Injury --  Biochem
Biochem is for the creation of performance-enhancing chemical serums and biological implants in Swtor.  If you take it as a broader view though, you could say it would more precise and accurate knowledge of both medical equipment and techniques in general.  This would make treating wounds and injury easier and/or more efficient.

Survival --  Bioanalysis
You need knowledge to adapt and survive in the wild.  Knowledge of both plants and animals that are both harmful and helpful would do that.

Demolitions --  Armstech
Armstech is for the skill of constructing blasters, blaster rifles and upgrades in swtor.  Again, if you take a much broader view, you could say it would include the knowledge of all non-force weapons.  This would include mines and bombs which would help immensely for demolition.

Repair --  Cybertech
Droid parts and other equipment can only be made by a cybertech.  So it would make sense that someone skilled in it would be able to fix them.

That's all i could think of that would make logical sense.  Thanks for reading one man's opinion
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StoryGuide
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PostSubject: Re: RP Skills and Crew Skills   Tue 16 Jul - 16:22

Do you mean we should replace and rename current skills with those you suggested? Or to add new?
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Annawulf

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PostSubject: Re: RP Skills and Crew Skills   Tue 16 Jul - 16:35

add them...like diplomacy and slicing does...+1 for every 100 pts in game, +2 at 450 pts in game
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StoryGuide
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PostSubject: Re: RP Skills and Crew Skills   Tue 16 Jul - 16:56

Alright, nobody seems to have anything against it, and you found good connection between skills. Skills are now updated.
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