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Thread: Any word on non-combat missions and smuggling in JTL?
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NattyDreadlock
Sun Nov 28, 2004 4:25 pm
#1
I've yet to purchase JTL because I basically figured I'd get tired of nothing but combat for the sake of combat...it seems others have found this out for themselves the hard way. With this being said, has there been any info regarding the addition of non-combat/smuggler/merchant transport andAI and playershuttling into JTL?
Im happy they added a MP ship(besides the Falcon) that would allowplayers to preform these roles, but now there is a desperate need for content to support these ships and their designed roles. Its fine and dandy that the new 11.3 release will add more loot(whoopie-de-doo!) and so called "content", but there still remains lack of diversity in JTL roles. The same stagnant combat will remain stagnant combat despite new posters or new combat missions.
Will pilots be able to shuttle AI factionofficials fromlets say the Rebel base on this planet to a dusty town on Tatooine? Can a pilot smugglematerial from a faction operative through opossing faction territory toahidden faction base? Can I go to Jabba and do something beside kill Valarian Swoopers? My Gawd!!!!, the combat will come, but give us something with a purpose. We can kill AI on the way and loot them as appropriate. When transporting sensitive materialor people,it is assumed you will attract some attention. Allows us to play cat and mouse, fight orflight, run and gun...etc!
...oh yeah
I Brake for Cargo!!!!
Message Edited by NattyDreadlock on 11-28-2004 04:18 PM
gohan6420
Sun Nov 28, 2004 4:57 pm
#2
Who supports this idea?
ME oh me pick me ya me rite here!
*waves hand up and down madly*
Gun_Fodder
Sun Nov 28, 2004 5:16 pm
#3
Amen.
Let the smugglers SMUGGLE. Let the Rebels run blockades. Let the Imps deliver vital equipment through Rebel infested space.
At least, it'd be nice. 
gohan6420
Sun Nov 28, 2004 5:19 pm
#4
Yes a believer.
I wanna have Star destroyers over tatooine too not just deep space and let there be missions to by-pass it as a smuggler.
*edit* Why'd i get a 1-star for this? This wasnt a good idea say so!! Thx for the counter or if someone gave me a 3-star then :-P to you!!
Message Edited by gohan6420 on 11-28-2004 10:23 PM
Gruug
Sun Nov 28, 2004 5:23 pm
#5
Actually, I like the idea. Right now you can only do this if you roleplay and are willing to take some risk being overt in space. Frankly, I would rather that there be a terminal which would allow this with a PvP elemnent and a PvE element. Each would be risky missions but of course the PvP would be more so. Think of this senario:
You get a PvP smuggling mission in which you must smuggle spice from say Endor to Corellia. The mission would require that you travel in space (not travelbutton)and go directly from Endor to Corellia. When you take the mission you become overt to the opposing faction(s) when in space. If you successfully make it from Endor to Corellia without being destroyed you get say 10,000 credits. There might also be consequences if you abort the mission like say getting a Bounty Hunter Tef on your head. Of course this last is more of a desire on my part
. Optionally, you could add contacts at both ends of the smuggling mission in which you must talk to the individual to recieve the spice and then also to deliver.
There could also be variations on this such as "secert plans" which must be delivered by Imperial or Rebel players.
What do you think?
NattyDreadlock
Sun Nov 28, 2004 6:07 pm
#7
Great ideas. There is greater variety in mission outcomes and difficulty if it is possible for both AI and players to oppose you. Easier missions may be AI only, medium difficulty could be AI and player and harder missions can be Player and higher level AI.
Now I'd assume only certain players will be able to attack you while on mission:
1) Overt opposing faction players
2) Players who select missions that directly contradict your role and mission(CorSec area security patrol missions vs. Contraband missions or Valarian sector pirating missions vs Jabba smuggling missions.) These missions will spawn in mission terminals roughly with respect to the spawning of the other. Granted there should be the possibilty for them to spawn independently also...it keeps both sides on their toes.
By picking an area/sector missions you basically roam the area hunting/looking for those on missions that oppose you. The hunters would be like overts and able to attack the opposing mission holder at will...only after he identifies that vessel as attackable, thus requiring propersenors and equipment to detemine it as hostile. These may simple sensors to indentify a ship based on its ID signature, and possibly vessel model, which the hunter knows before hand.And/Or it may require specialized sensorsto preform scans to determine the possesion of contra-band(this is where smuggling skills come in handy). Smuggling skill level(and to some extent the smuggling equipment they can use)can aid in evading scans or contra-band detection. On the other-hand certain player proffesions such as Bounty-Hunters and/or certain player equiment can help boost there scans to counter the smugglers scan evasion/deception. As it is now, its a roll of the dice that deternines if a smuggler'ssensory deception is broken, and one's skills and equipment either increases their chance of detecting the smuggler's contra-band or decrease the smuggler's chance of being caught.
Now the smuggler(also for shuttling and merhcant transport)on the other hand will be more like a covert player. They will be able to see overt players, but not neccessarliy those with missions that oppose them. The smuggler basically has to wait until he is attacked to know for sure and only then can the smuggler attack. Now it is assumed that the size of player ships would mean that they dont have the power output to do these specialty scans from a great distance, so the hunter will need to get close to you(that sort of gives him away), at the same time there should be the possibilty to detecte scans, determine that you are being scanned and with better equipment, skill and proximity, to determine who is scanning you. This way you can try and evade them. So at certain distances you can determine someone is scanning without much threat to you of being caught(based on skill and equipment) and you can decide to avoid the area. Or you can continue in and get a better idea who is actually doing the scanning and take approriate actions to avoid him or just to take note. Or if you really arent sure if you are safe...leave!
Now, if you are determined by a scan to have contraband or considered hostile, you are TEF'd. You can try and run the guantlet or warp out of the area...but warping out still leaves you TEF'd to that faction for a while.
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