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Thread: Faction Control of Space Sectors and Smuggleing

CommTampers
Mon Apr 04, 2005 1:36 pm
#1

Great concept. If only the devs had some real idea-guys like you.


How about those secret compartments on the Milleniun Falcon?



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
Starson
Mon Apr 04, 2005 5:16 pm
#2

The only place I know of that I can do this now is Dath., Station. I travel there to do my fs grind all buffed up, when I leave I allways run into a couple tie oppressors, and sometimes when I am lucky and getthe aggressors, lvl 4. They don't really jump me when I launch, usually within 15k of spawn point, so I do have to get within their agro zone. I guess this is my way of makeing content. It would be niceif thiswas the casein faction planetcontroled area's. Remember the only planets that are faction controlled atm, are the n00b planets, Tant., Nabo, and Cor. All the fresh young pilots start out in these areas, not good to beat up to much one the new ones.


These are some great ideas. Hopefully if and when they add more planetary systems thatare 'controlled' we will see blockades and such...content. I bet with the expansion, the Wook planet (I am not gonna atempt to spell it) will be under some kind of blockade. It could be why you must have jtl to play the new expansion....you may only be able to get there by flying (just a guess).



Starrwalker, The Barefoot Ranger
MPilot/MRanger/TKM
Awing/Recon "First in, Last out"
Alliance Major
Eclipse (LOK)
DavidHarper
Tue Apr 05, 2005 12:27 am
#3

I have been thinking about how space sectors should be faction controled and how this would enable Smuggleing.


The ground game would effect who controls a space sector. A controled space sector would have space stations of the controling faction in it, aswell as numerous fighter patrols which are launched from the space stations.


When controlof a planet islost the space stations would become vunrable as they are no longer being suplied with repair materials from the nearby planet. After the space stations are destroyed enemy fighters will stop spawning in the sector and space stations of the controling faction will be built in space and fighter patrols of that faction will start to spawn.


The fighter patrols would fly about non-hostile to neutrals and ships of there own faction a now and then scan any ships they pass whilst flying there patrol route. If they find illegal items on the ships they scan then they would open fire or fine the ship and conviscate the item.


Certain types of items would have to be placed in a ships cargo hold, for example: Crates of Weapons and Armour, Raw Materials, Warheads ect.


What is illegal would depend on which faction controls the space sector and what faction the player is. For example: If a sector was controled by the Empire and the Imperial patrol scaned anouther Imperial vessel and found warheads on it, there would be no problem. However if the scanned vessel was neutral and warheads were found then they should would be ordered to hand over the warheads as it is illegal for any non-imperial craft to carry warheads.


The reason a player would want to move items would be because a player can not manufacture items on a planet controled by the opposite faction. So if a Rebelplayer wanted to sell armour on Corellia but Corellia was contorled by the Empire they would not be able to manufacture there armour on Corellia. So instead they would make the armour on Tantooine and then transport it to there merchant on Corellia.


This is where Smugglers would come in. They could either fore transportation documents for the player, these would have a % chance of passing and allowing the player to transport there illegal good to another planet (This would be for players without JtlS) or who can't be bothered with going into space.


Or the Smuggler can forge a flightdocumentation and try to transport the goods him self. This can only be done with MP ships. Basicly the Smuggler will be grouped with the player who wishs to sell the illegal goods. When he goes to launch his ship he will be told he has illegal goods on him and will be asked what he wants to do. Here he can either choose not to launch (This is the only option not Smuggler classes trying to transport a large amount of illegal goods would be given) or to forge flight documentation and launch the ship. The illegal goos will then be placed in the ships storage comparments.


Once in space the Smuggler would try to avoid the fighter patrols, if they do scan the Smugglers ship then depnding on how good the Smuggler is he will fail or pass the scan. If he passes he carrys on and can land. If he fails he will be attacked, if he manages to escape he can then land and the goods have been smuggled. If the ship is destroyed then the Smuggler and player with illegal goods are placed back on the planet of origin.


This idea sound any good?



Colonel David Harper of the Rebel Alliance

Elder Smuggler - Elder Jedi - Elder Pistoleer - Elder Marksman - Rebel Alliance Master Pilot - Elder Droid Engineer - Elder Artisan

Respec: Jedi>Smuggler>Jedi>Medic>Jedi>What Next?
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