Skills - what's the point?
- Darth-Kibbles
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Skills - what's the point?
Hello, I have played this game twice now. I enjoy the game but I am frustrated by certain unbalances. One of them being that "skill oriented" characters are rather pointless. I used a Soldier-Guard in my first game and
most fights were quite easy. I had many feats including full power attack. But in my second game I used a Scoundrel-Consular and constantly received skill points. Here's how I see it: (I'm hoping to be proven wrong about skills so go ahead and do so).
Security - Most doors or lockers either can't be opened or can be bashed open and there's no need for security. T3's high skill score can be used early in the game if there are any exceptional areas that need security.
Pursuade - Good for saving/making credits here and there but I find going as a dark jedi and using threats or buying force pursuade - are easy ways to avoid needing Pursuade as a skill.
Demolitions. - Valuable to acquire free mines but not very practical. There aren't many situations where laying down mines is a better solution to loading up on stims, shields and force augment powers and whacking at your enemies.
Treat Injury - Since you have easy access to healing either from yours or a partners' Force healing ability and the free healing when returning to the Ebon Hawk, treat injury only helps really early in the game. By late game it's nice to save on force points but you will have found dozens of medpacks by then.
Computers - Skill with computers will allow you a discount on spkies, not a big deal. You just get a few "free kills", but none of the more difficult enemies or situations are affected.
Repair - Similar to computers, a discount in repair parts but usually not much need for droid assisstance when this is allowed.
So in general, skills are not valuable because you can usually get a party member with a high skill score to replace you and a little extra combat can get the job done.
I suggest changing skills around for KOTOR 2:
1st - Lump Computers, Security and Repair into one skill "Mechanics" or something like that.
2nd - Move some feats into skills. For example "implants" could be a skill.
3rd - Remove Pursuade as a skill and have "pursuade checks" just based on charisma.
most fights were quite easy. I had many feats including full power attack. But in my second game I used a Scoundrel-Consular and constantly received skill points. Here's how I see it: (I'm hoping to be proven wrong about skills so go ahead and do so).
Security - Most doors or lockers either can't be opened or can be bashed open and there's no need for security. T3's high skill score can be used early in the game if there are any exceptional areas that need security.
Pursuade - Good for saving/making credits here and there but I find going as a dark jedi and using threats or buying force pursuade - are easy ways to avoid needing Pursuade as a skill.
Demolitions. - Valuable to acquire free mines but not very practical. There aren't many situations where laying down mines is a better solution to loading up on stims, shields and force augment powers and whacking at your enemies.
Treat Injury - Since you have easy access to healing either from yours or a partners' Force healing ability and the free healing when returning to the Ebon Hawk, treat injury only helps really early in the game. By late game it's nice to save on force points but you will have found dozens of medpacks by then.
Computers - Skill with computers will allow you a discount on spkies, not a big deal. You just get a few "free kills", but none of the more difficult enemies or situations are affected.
Repair - Similar to computers, a discount in repair parts but usually not much need for droid assisstance when this is allowed.
So in general, skills are not valuable because you can usually get a party member with a high skill score to replace you and a little extra combat can get the job done.
I suggest changing skills around for KOTOR 2:
1st - Lump Computers, Security and Repair into one skill "Mechanics" or something like that.
2nd - Move some feats into skills. For example "implants" could be a skill.
3rd - Remove Pursuade as a skill and have "pursuade checks" just based on charisma.
I partly agree on your third point, but I think with the rest you have missed the point of your own argument. There is absolutely nothing wrong with skills on offer, only that they are, more or less, useless in game.
Solution for Kotor 2? Make the skills more useful, and more difficult to decide between. For example, its not long before you realise that the only useful option is to spend all your skills points on Persaude and Treat Injury. Treat Injury especially I find is a very useful skill, because although there are tons of med-packs around, you are forgetting that there primary use is in combat. If you spend all those skill points you don't need for anything else on treat injury, you'll get a lot more use out of each med-pack, so you might need one less turn to heal yourself up, very useful in the heat of battle. Gives you more time to beat him down, and less time for him to take away all the HP you're trying to replace. It does also save a lot of FP.
Some skills help a little bit, just in small ways. It would be nice to pick a lock rather than spend 5 minutes bashing it. Its just that the bashing is an easy alternative to commiting skills points to that skill. Some nice dialogue with HK as well
Solution for Kotor 2? Make the skills more useful, and more difficult to decide between. For example, its not long before you realise that the only useful option is to spend all your skills points on Persaude and Treat Injury. Treat Injury especially I find is a very useful skill, because although there are tons of med-packs around, you are forgetting that there primary use is in combat. If you spend all those skill points you don't need for anything else on treat injury, you'll get a lot more use out of each med-pack, so you might need one less turn to heal yourself up, very useful in the heat of battle. Gives you more time to beat him down, and less time for him to take away all the HP you're trying to replace. It does also save a lot of FP.
Some skills help a little bit, just in small ways. It would be nice to pick a lock rather than spend 5 minutes bashing it. Its just that the bashing is an easy alternative to commiting skills points to that skill. Some nice dialogue with HK as well
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- MalaksBane
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Well, I could ask a different question, (lightsaber) combat, what is the point? You can rely on your melee-tank-party members to kill of most enemies, and the rest can be force-spammed to death. So what is the point in increasing your combat related stats?
You like to play with a combat oriented melee tank, without skills, that relies on partymembers to perform certain tasks, or just skips them, other people prefer skilled force users that rely on other partymembers to do most of the combat. And you can build middle-of-the-road characters that are good in combat, force use and skill based tasks.
KotOR can be played in a lot of ways, with very different builds. This allows anyone to choose a build and playing style they enjoy, or vary between different playing styles. Reducing, or even removing, the skills part of the game would only serve to make it less fun to play, at least for some people.
I think, btw, that TSL puts more emphasis on skills, has more variation in skills, or at least some skills have a wider 'range-of-effect'.
You like to play with a combat oriented melee tank, without skills, that relies on partymembers to perform certain tasks, or just skips them, other people prefer skilled force users that rely on other partymembers to do most of the combat. And you can build middle-of-the-road characters that are good in combat, force use and skill based tasks.
KotOR can be played in a lot of ways, with very different builds. This allows anyone to choose a build and playing style they enjoy, or vary between different playing styles. Reducing, or even removing, the skills part of the game would only serve to make it less fun to play, at least for some people.
I think, btw, that TSL puts more emphasis on skills, has more variation in skills, or at least some skills have a wider 'range-of-effect'.
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One of my issues with SW:Kotor was that skills didn't matter enough in the game because most of the time, easy switching between party members was allowed.
Also there wasn't really any consequence in foregoing many of the skills because of the liniarity in the game, but that dosen't mean they were useless by far.
The game was just to focused on combat, so it didn't essentially matter that you could hack the computer or pick the lock on the door.
There were a few situatioans where skills were put to good use, but most of the time it was just "flavour".
But that is also where it is used in this game - skills offered flavor to the game in my oppinion - and that is why they aren't useless eventhough they are marginalized.
Instead of going head first - use computers to look around via security camerars, overload powercircuts etc. Use persuade to get out of a fight or just to get cheaper goods.
If skills were removed even more - it would simply take the game even further away from the RPG genere the game then it already is. Then it would be pure action.
Also there wasn't really any consequence in foregoing many of the skills because of the liniarity in the game, but that dosen't mean they were useless by far.
The game was just to focused on combat, so it didn't essentially matter that you could hack the computer or pick the lock on the door.
There were a few situatioans where skills were put to good use, but most of the time it was just "flavour".
But that is also where it is used in this game - skills offered flavor to the game in my oppinion - and that is why they aren't useless eventhough they are marginalized.
Instead of going head first - use computers to look around via security camerars, overload powercircuts etc. Use persuade to get out of a fight or just to get cheaper goods.
If skills were removed even more - it would simply take the game even further away from the RPG genere the game then it already is. Then it would be pure action.
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- fable
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I'm definitely in agreement with Xandax on this. I think Bioware made a calculated effort to dumb down the game, making its puzzles ridiculously easy, inventory weight and volume nonexistent, and skill development insignificant for your character, so as to focus exclusively on what they felt was the action orientation of their perceived pre-teen and early teen audience. I certainly hope skills are more relevant in KotoR2, but I'm not counting on it.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Oh absolutely, that's probably one of the reasons it became so easily digested by non-RPGs players. It certainly lacks challenge for most experienced players familiar with the genre. Skills certainly lacked in usefulness, and also I was surprised at how all skills were non-battle oriented. I hope KOTOR 2 boasts more combat-based or combat useful skills that justify investing in them. Also to have more situations in which your skills become more useful, or more areas where you are forced to go solo and depend only on your own skills. Actually the character that can manage the most skills, just to clarify on what MalaksBane said, are actually middle of the road characters. Sentinels get the most of the jedi classes, and if you play with it and a decent intelligence you can fill all useful skills no problem. This should have made sentinels more popular but for the fact that there is no real use to such high skills, making them lose their appeal. It would be nice to see skills given the appropiate importance.
As one of the poster said, skills add Flavor to the game. But there are certain situations, where special skills are usufull. For a light character, persuade is very usefull, as with force persuade or dominate mind, you are in danger of getting dark points. And often you get more exp, if you solve a situation without combat and without force...
Computer can be useful in certain situations, where your astromech-droid may not be available, or you are the only person, who can use the computerconsole...
And Repair - well this may be a
.--------------Spoiler-------------
with Repair, you can get HK-47 stronger and get cool storys about his former owners... (and certain deaths of them...) You need a very high repair-skill for this, and only your character can do this....
But except of this, skills are not realy important.
Computer can be useful in certain situations, where your astromech-droid may not be available, or you are the only person, who can use the computerconsole...
And Repair - well this may be a
.--------------Spoiler-------------
with Repair, you can get HK-47 stronger and get cool storys about his former owners... (and certain deaths of them...) You need a very high repair-skill for this, and only your character can do this....
But except of this, skills are not realy important.
- Darth-Kibbles
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- UserUnfriendly
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Why does force persuade create Dark Side points? In the movies, good Jedis used force pursuade all the time.
It depends on the situation:
If you for example, try to get a head-bounty rid from a girl and have no success with the normal try, and then use force persuade, this, of course, won't get you dsp.
But If you try to buy a droid in a shop and force persuade him to go down with the price, without even trying to bargain, this will earn you dark points.
But if you have the feat, you are more likely to use it. (at least, I am more likely to use it...)
--------------Spoiler--------------
Both examples are in the game. The first at Taris, only with Bastila, when you try to get the bounty rid from Dia.
The second at Tatooine, when you buy HK-47.
- Darth-Kibbles
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Well, in the movies, Qui-Gonn Jinn tried to use force pursuade to get the ship parts but failed at it. In Ep II Obi Wan was kind of just playing around when he used it in that Cantina.
Anyways, in the game, violence is usually an option to replace force pursuade. You can threaten at various times and the end result is just the same (Dark Side Points).
Anyways, in the game, violence is usually an option to replace force pursuade. You can threaten at various times and the end result is just the same (Dark Side Points).
Actually, what really matters in real life are your intentions. Qui-gon Jinn had to get those parts because he had to get out of Tatooine ASAP and his mission was way more important than fooling around. Obi wan in the cantina was, well, in a way playing around but he wasn't exactly harming anyone, after all that guy was selling drugs. It really is about the intention. Because you can't tell the game what you are thinking, it is determined by actions and if they look evil, even though its not your intention to be evil, you will get dsp points.
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[QUOTE=Migromul]It depends on the situation:
If you for example, try to get a head-bounty rid from a girl and have no success with the normal try, and then use force persuade, this, of course, won't get you dsp.
But If you try to buy a droid in a shop and force persuade him to go down with the price, without even trying to bargain, this will earn you dark points.
But if you have the feat, you are more likely to use it. (at least, I am more likely to use it...)
--------------Spoiler--------------
Both examples are in the game. The first at Taris, only with Bastila, when you try to get the bounty rid from Dia.
The second at Tatooine, when you buy HK-47.[/QUOTE]
so an npc can use force persuade for you?
If you for example, try to get a head-bounty rid from a girl and have no success with the normal try, and then use force persuade, this, of course, won't get you dsp.
But If you try to buy a droid in a shop and force persuade him to go down with the price, without even trying to bargain, this will earn you dark points.
But if you have the feat, you are more likely to use it. (at least, I am more likely to use it...)
--------------Spoiler--------------
Both examples are in the game. The first at Taris, only with Bastila, when you try to get the bounty rid from Dia.
The second at Tatooine, when you buy HK-47.[/QUOTE]
so an npc can use force persuade for you?
They call me Darth...
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Muwahahahahhahahha!!!
Yeah it is very rare but it is possible. I don't remember which conversations I've encountered this with, but it's definitely not a lot. Most of the time when you use force persuade it's alright and you won't get ds points unless it's like lowering the price of something from a needy person(examples:tatooine/droid shop owner lowering the price of hk-47 with force persuade/lady selling rare desert wraid plate) Their are other situations but that is just to name a few.
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Hi all!
Lemme start by reminding all that kotor is developed by Bioware. If u have played NWN before, you would also realise that skills are not useful in survival. In fact, just think with me for a moment - what use is Awareness for? Comeon... u want to go around looking for mines?
Spoiler
There are absolutely no cloaked enemies! Those mandalorians in the lower shadowlands show up by a trigger, not by awareness skill. However, this is also the case in NWN.
But that is the thing about saying skills are useless. I assume u are saying that skills are useless for survival in combat. Skills are mostly not required in combat. But they are required to ADVANCE PLOTS.
Like what has been already said. If combat is all that is desired, then RPG is not the genre for you. RPG is about characters and plots... afterall, RPG stands for Role-Playing Game. There is so much concern in this forum about which build is best - the ultimate Jedi build. I am afraid players who think like this missed the point. RPG is about enjoying the story. It is an opportunity to be taken to another world.
Unfortunately, many of the side quests can be avoided without missing the main plot. Persuade skill will make revealing some side quests less of a chore.. instead of having to roll the dice over and over again till you get the [SUCCESS] comment.
So, are skills useless? I don't think so. I think the skills are useful. But they are not necessary to advance the main plot.
The Treat Injury skill is a real help. That I agree. This is especially so for guardians. Those FP are better used for other powers than Cure and Heal.
The Persuade skill fetches you more cash. And often, prevents the dark side points from using Force Persuade if u r a Light-sider like me.
The Computer skill fetches more money. Those computer spikes are one of the most expensive commodities to be sold. Unless you want to milk T3M4 for hours. It also gives the weaker melee fighters opportunity to mass kill without having to face them. However, personally, i rarely used this skill.
Demolitions is more for ur party members. The mines sell for quite a bit too. How else could I afford those expensive items?
Security is useless. That I agree. In fact, Awareness is a joke.
Repair? Hahhaa.. only for the funnybot.
Lemme start by reminding all that kotor is developed by Bioware. If u have played NWN before, you would also realise that skills are not useful in survival. In fact, just think with me for a moment - what use is Awareness for? Comeon... u want to go around looking for mines?
Spoiler
There are absolutely no cloaked enemies! Those mandalorians in the lower shadowlands show up by a trigger, not by awareness skill. However, this is also the case in NWN.
But that is the thing about saying skills are useless. I assume u are saying that skills are useless for survival in combat. Skills are mostly not required in combat. But they are required to ADVANCE PLOTS.
Like what has been already said. If combat is all that is desired, then RPG is not the genre for you. RPG is about characters and plots... afterall, RPG stands for Role-Playing Game. There is so much concern in this forum about which build is best - the ultimate Jedi build. I am afraid players who think like this missed the point. RPG is about enjoying the story. It is an opportunity to be taken to another world.
Unfortunately, many of the side quests can be avoided without missing the main plot. Persuade skill will make revealing some side quests less of a chore.. instead of having to roll the dice over and over again till you get the [SUCCESS] comment.
So, are skills useless? I don't think so. I think the skills are useful. But they are not necessary to advance the main plot.
The Treat Injury skill is a real help. That I agree. This is especially so for guardians. Those FP are better used for other powers than Cure and Heal.
The Persuade skill fetches you more cash. And often, prevents the dark side points from using Force Persuade if u r a Light-sider like me.
The Computer skill fetches more money. Those computer spikes are one of the most expensive commodities to be sold. Unless you want to milk T3M4 for hours. It also gives the weaker melee fighters opportunity to mass kill without having to face them. However, personally, i rarely used this skill.
Demolitions is more for ur party members. The mines sell for quite a bit too. How else could I afford those expensive items?
Security is useless. That I agree. In fact, Awareness is a joke.
Repair? Hahhaa.. only for the funnybot.
In the end, everything will be alright. If it is not alright, it is not the end.
- vinmi pasu
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Howdy ho
I have to remark that 'computer use' is a little bit of a con.
I am on my 5th playthrough as a LS Scout/Consular, and my current comp skill is 9.
What I have found to be the case is that spikes are harder to come by. I will find maybe 1 or 2 in footlockers and such, whereas when I played DS sol/guar I was finding them in bunches of 5 or 6.
I was in daviks base on taris and being as I was only a L3 scout i decided I would gas the goons. Thinking my high comp would let me do all of them. I had 9 spikes, 1 went getting in, then each of the barracks cost 8 spikes, so I could only do 1, couldnt even get the area schematic!
I could be wrong but im sure when I played DS sol/guar and totally ignored comp, the cost in spikes was the same!
My opinion, persuade and treat injury are the only skils worth paying into for your PC.
And as such agree with this thread title, there are no point to skills.
As regards the setup of Kotor 2 I hope that it retains some of the more simplistic style of gameplay.
I was not a great fan of RPG's before and having read a lot about them now i see why.
Yes I freely admit the only reason I bought the game was due to it being a star wars title!
Yes I admit i dont own any other RPG's!
I suppose I have just made myself a pariah! but i really enjoyed the game and the turn based strategy and getting items to improve your saves and looking at each fight as a stategic battle.
What I dont want to be faced with is a mind boggling number crunching excericise.
So my hopes for kotor 2, more of the same, but maybe with a little tweak here and there!!
Ok now you can slag me off!!!
I have to remark that 'computer use' is a little bit of a con.
I am on my 5th playthrough as a LS Scout/Consular, and my current comp skill is 9.
What I have found to be the case is that spikes are harder to come by. I will find maybe 1 or 2 in footlockers and such, whereas when I played DS sol/guar I was finding them in bunches of 5 or 6.
I was in daviks base on taris and being as I was only a L3 scout i decided I would gas the goons. Thinking my high comp would let me do all of them. I had 9 spikes, 1 went getting in, then each of the barracks cost 8 spikes, so I could only do 1, couldnt even get the area schematic!
I could be wrong but im sure when I played DS sol/guar and totally ignored comp, the cost in spikes was the same!
My opinion, persuade and treat injury are the only skils worth paying into for your PC.
And as such agree with this thread title, there are no point to skills.
As regards the setup of Kotor 2 I hope that it retains some of the more simplistic style of gameplay.
I was not a great fan of RPG's before and having read a lot about them now i see why.
Yes I freely admit the only reason I bought the game was due to it being a star wars title!
Yes I admit i dont own any other RPG's!
I suppose I have just made myself a pariah! but i really enjoyed the game and the turn based strategy and getting items to improve your saves and looking at each fight as a stategic battle.
What I dont want to be faced with is a mind boggling number crunching excericise.
So my hopes for kotor 2, more of the same, but maybe with a little tweak here and there!!
Ok now you can slag me off!!!
That kid is on the escolator again!
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i really like repair and computer skills..
i have a high skill set, and found blasting sith with overloading terminals fun and profitable, since i pick up points for computer use on top of xp for killing sith...but becareful, since gassing them sometimes will net you no points for killing enemies...
a fully repaired droid can get you around a thousand xp, very handy early in the game...
good demo skills will get you mines to sell...
i love persuade skill, but don't care for treat injury...
using improved energy resistance a lot means my characters get little damage, and i hoard energy shields and use them a lot, so i get by on heal for after battle...and using jolee and juhani mostly, they don't get hurt much...
i have a high skill set, and found blasting sith with overloading terminals fun and profitable, since i pick up points for computer use on top of xp for killing sith...but becareful, since gassing them sometimes will net you no points for killing enemies...
a fully repaired droid can get you around a thousand xp, very handy early in the game...
good demo skills will get you mines to sell...
i love persuade skill, but don't care for treat injury...
using improved energy resistance a lot means my characters get little damage, and i hoard energy shields and use them a lot, so i get by on heal for after battle...and using jolee and juhani mostly, they don't get hurt much...
They call me Darth...
Darth Gizka!
Muwahahahahhahahha!!!
Darth Gizka!
Muwahahahahhahahha!!!
Just in case: SPOILERS
First off, as pointed out elsewhere, the game allows you to choose your own style of play. Just because a player favors using Force powers doesn't mean skills are pointless.
To be specific:
[QUOTE=Darth-Kibbles]
Security - Most doors or lockers either can't be opened or can be bashed open and there's no need for security. T3's high skill score can be used early in the game if there are any exceptional areas that need security.[/QUOTE]
They *CAN* be bashed open, but bashing is a combat action that voids stealth. It's possible to use Security on containers and not void stealth (though it doesn't work for unlocking doors, hmm....)
[QUOTE=Darth-Kibbles]
Pursuade - Good for saving/making credits here and there but I find going as a dark jedi and using threats or buying force pursuade - are easy ways to avoid needing Pursuade as a skill.[/QUOTE]
This is a style issue. Having Persuade and Force Persuade gives more dialog options, which can affect whether or not you get Light Side or Dark Side points.
[QUOTE=Darth-Kibbles]
Demolitions. - Valuable to acquire free mines but not very practical. There aren't many situations where laying down mines is a better solution to loading up on stims, shields and force augment powers and whacking at your enemies.[/QUOTE]
Agreed there aren't MANY situations where mines are useful, but they are VERY useful in those situations (the final battle with Malak and the Tarentateks in Naga Sadow's Tomb come to mind). Recovering mines also keeps your NPCs from charging through them in battle. With Stealth, you can make your way through large parts of levels and take out most if not all of the mines before moving your entire party.
[QUOTE=Darth-Kibbles]
Treat Injury - Since you have easy access to healing either from yours or a partners' Force healing ability and the free healing when returning to the Ebon Hawk, treat injury only helps really early in the game. By late game it's nice to save on force points but you will have found dozens of medpacks by then.[/QUOTE]
Treat Injury adds to the points restored, thus improving the power of medpacs as you use them. There are a number of points in the game where the transit system is inoperative as well, typically the areas where healing is most critical.
[QUOTE=Darth-Kibbles]
Computers - Skill with computers will allow you a discount on spkies, not a big deal. You just get a few "free kills", but none of the more difficult enemies or situations are affected.
Repair - Similar to computers, a discount in repair parts but usually not much need for droid assisstance when this is allowed. [/QUOTE]
There are situations where a good computer skill can net additional experience points and even Light or Dark Side points. There are several droids with shields that become MUCH easier if you use Computer skill to turn off the shields.
There are two points in the game where the main character's Repair ability is critical: Getting HK's backstory and improving his abilities and rebooting the assassin droid in one of the tombs on Korriban. Both require the PC to have good repair skills. Also, reparing several droids gives you in effect a fourth party member. Repair them, follow them along their path, and most enemies concentrate so hard on the droid that your party can win almost undamaged.
Skills allow the player to use a style that suits him, and experiment as well. The first time through, I played a Scoundrel/Sentinel who spent most of the game sneaking past many enemies, opening footlackers, etc., picking up mines then setting ambushes. The second time, I used an Explorer/Guardian who Bashed his way through most obstacles. Both were enjoyable and both were valid ways to play. My first time through relied much more on skills (especially Stealth and Demolitions) while the second was more combat oriented. So it doesn't necessarily follow that skills are *useless* just because there are other options of play style.
First off, as pointed out elsewhere, the game allows you to choose your own style of play. Just because a player favors using Force powers doesn't mean skills are pointless.
To be specific:
[QUOTE=Darth-Kibbles]
Security - Most doors or lockers either can't be opened or can be bashed open and there's no need for security. T3's high skill score can be used early in the game if there are any exceptional areas that need security.[/QUOTE]
They *CAN* be bashed open, but bashing is a combat action that voids stealth. It's possible to use Security on containers and not void stealth (though it doesn't work for unlocking doors, hmm....)
[QUOTE=Darth-Kibbles]
Pursuade - Good for saving/making credits here and there but I find going as a dark jedi and using threats or buying force pursuade - are easy ways to avoid needing Pursuade as a skill.[/QUOTE]
This is a style issue. Having Persuade and Force Persuade gives more dialog options, which can affect whether or not you get Light Side or Dark Side points.
[QUOTE=Darth-Kibbles]
Demolitions. - Valuable to acquire free mines but not very practical. There aren't many situations where laying down mines is a better solution to loading up on stims, shields and force augment powers and whacking at your enemies.[/QUOTE]
Agreed there aren't MANY situations where mines are useful, but they are VERY useful in those situations (the final battle with Malak and the Tarentateks in Naga Sadow's Tomb come to mind). Recovering mines also keeps your NPCs from charging through them in battle. With Stealth, you can make your way through large parts of levels and take out most if not all of the mines before moving your entire party.
[QUOTE=Darth-Kibbles]
Treat Injury - Since you have easy access to healing either from yours or a partners' Force healing ability and the free healing when returning to the Ebon Hawk, treat injury only helps really early in the game. By late game it's nice to save on force points but you will have found dozens of medpacks by then.[/QUOTE]
Treat Injury adds to the points restored, thus improving the power of medpacs as you use them. There are a number of points in the game where the transit system is inoperative as well, typically the areas where healing is most critical.
[QUOTE=Darth-Kibbles]
Computers - Skill with computers will allow you a discount on spkies, not a big deal. You just get a few "free kills", but none of the more difficult enemies or situations are affected.
Repair - Similar to computers, a discount in repair parts but usually not much need for droid assisstance when this is allowed. [/QUOTE]
There are situations where a good computer skill can net additional experience points and even Light or Dark Side points. There are several droids with shields that become MUCH easier if you use Computer skill to turn off the shields.
There are two points in the game where the main character's Repair ability is critical: Getting HK's backstory and improving his abilities and rebooting the assassin droid in one of the tombs on Korriban. Both require the PC to have good repair skills. Also, reparing several droids gives you in effect a fourth party member. Repair them, follow them along their path, and most enemies concentrate so hard on the droid that your party can win almost undamaged.
Skills allow the player to use a style that suits him, and experiment as well. The first time through, I played a Scoundrel/Sentinel who spent most of the game sneaking past many enemies, opening footlackers, etc., picking up mines then setting ambushes. The second time, I used an Explorer/Guardian who Bashed his way through most obstacles. Both were enjoyable and both were valid ways to play. My first time through relied much more on skills (especially Stealth and Demolitions) while the second was more combat oriented. So it doesn't necessarily follow that skills are *useless* just because there are other options of play style.
Just my opinions, and a couple of points I didn't notice on other posts:
Computers: Makes it much easier to kill enemies, particularly with power conduits or gas, and you still get XP for each enemy. Also nice to look at all the cams and expand your map without using more spikes. (spoiler)
Demolitions: I never set or recover mines myself, but I like to disable them so that they don't kill me or party members. This happened one time, (spoiler) I would just as soon not walk through mines to get to things.
Stealth: Necessary for one LS quest that I know of on (spoiler). Other than that, just fun.
Awareness: See reasons for Demolitions above; other than that, (spoiler)
Persuade: ESSENTIAL for LS players' mini-quests! Gotta have points in this one.
Repair: This one is pretty much useless in my opinion. You can use it for XP, but you shouldn't ever really need combat help from Droids (party members or otherwise). (spoiler)
Security: Quicker than Bash, and can be used in stealth mode. Plus, it's just cool.
Treat Injury: Very nice to have early in the game before gaining Force powers, and also during the solo sections of the game.
Computers: Makes it much easier to kill enemies, particularly with power conduits or gas, and you still get XP for each enemy. Also nice to look at all the cams and expand your map without using more spikes. (spoiler)
Spoiler
On the Leviathan, use the the computer to open the cell doors, which releases the crazed Rodains, which the Sith in the barracks will run out to attack, then you can gas them all! Beats taking on a big group with a half-naked Jolee:laugh:
Spoiler
I had just beat the Sith master of Manaan, and hadn't bothered to heal, and lo and behold, I got blown up by the mine in front of the footlocker that holds his datapad. Also, there are mines protecting various containers that hold useful items, esp. in the Rakatan Temple, where nice lightsaber crystals are protected by 3 mines in a row.
Stealth: Necessary for one LS quest that I know of on (spoiler)
Spoiler
Korriban. It also adds a sense of security when getting the Rancor to swallow a grenade.
Awareness: See reasons for Demolitions above; other than that, (spoiler)
Spoiler
the cloaked Elite Troopers on the Star Forge
Repair: This one is pretty much useless in my opinion. You can use it for XP, but you shouldn't ever really need combat help from Droids (party members or otherwise). (spoiler)
Spoiler
As far as repairing HK-47, everyone seems to have forgotten that his memory returns once your identity is revealed as Revan, and the repair option becomes moot. He won't even let you try after that.
Treat Injury: Very nice to have early in the game before gaining Force powers, and also during the solo sections of the game.