Smuggler Archive
Thread: Smuggler Content Idea
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SCPOSea
Thu Apr 15, 2004 12:52 am
#1
Hey All:
I know many of us can't wait to have some true Smuggler content and I was talking with a friend of mine in RL and came up with the following scenario:
**Disclaimer: This is both Bounty Hunter and Smuggler content"
The rumors periodically surface where players will be able to take out bounties on other players, thereis an issue here:
1) BH must "DUEL" the target, if the duel is not accepted, no fee, end of story
Thoughts:
1) If a target has a bounty placed on them (say limited to one or two per month) they receive a mail stating that there is a bounty on them, not from who or for how much...bounties should also have time limits say 2 weeks
2) Target gets some warning indicator that the BH is within xxx meters of them and then the game wont let them log until: a) they die, BH receives fee; b) they raise the pay off to the bounty to the BH, BH cancels contract and it goes back into the mission pool; c) BH dies and they lose the fee
3) BH attack on the target is treated as an Agro attack and can occur anywhere at anytime, no DUEL required
4) ADD SMUGGLER....The target has the option of hiring a body guard, who is better suited for this than the Smuggler?; we hide stuff, we walk by scanners, and can be pretty good in a fire fight
5) The body guard plays into aiding in #2 above and is released from his/her contract
Open items:
1) Can a BH take on a contract from the same faction?
2) What is the "cost" in losing to a BH for the target? Faction?
3) Will this create a war between BH and Smuggler? Maybe ;-)
Eslicob Malmew
Novice Smuggler 1/4/0/4
Novice Pistoleer 0/0/4/0
TeepoJedi
Thu Feb 03, 2005 9:27 pm
#2
I played a master smuggler from launch until about 2 months ago when I took up MBH and got involved more in PvP. The new TEF and GCW changes sound great to me but I still think load killing is a big problem in the game and deters players from going overt on a regular basis. Overt by all means should be hard and challenging but loading into a zone and dying immediately is weak, so....
My idea is to grant master smugglers with a multi person ship a button on the starship screen that "smuggles" the smuggler and his crew/passengers to a random location 200-500 meters from the starport. Basically your sitting around the cantina having some drinks when a farm boy and some old geezer approach you looking to avoid any imperial entanglements. You group up and head to the starport, bring up your yt-1300 and smuggle them to Daeric, Talus. Now rather then loading into the starport, the smuggler and his passengers are randomly placed outside the city making it more difficult to camp overts at starports. The smugglers can obviously charge a price for their services and be more involved in the game this way. On a side note, things don't always go as planned, so you could throw in a % chance that you are discovered smuggling rebels/overts/jedi and be placed on the bh terminals. Just another idea for those that want to be on terminals, or maybe it would only apply if caught smuggling Jedi but not normal overts, ect...
Any thoughts?
riotcontrol
Thu Feb 03, 2005 11:00 pm
#5
It would be interesting if you could choose a 'sector' you want to go to on the map, something like 1/4 or 1/8 of the map with a random chance of ending up anywhere in that sector. So you'd say 'I want to go to the northwest part of Talus.' I'm pretty sure there's a lot of technical reasons for everyone loading in at the starports, though.
Egowyn
Fri Feb 04, 2005 4:50 am
#6
This is one of the best ideas I've seen.
I have long wanted to alow smugglers to land in places other than star ports .
cpz
Fri Feb 04, 2005 5:47 am
#7
Yes
Certainly they shoudl take what they've doe with Jabba's Palace and extend that. Allow Smugglers to land at all shuttleports. And allow SLs to land at large faction POIs and eventually bases.
yimaz
Fri Feb 04, 2005 6:25 am
#8
Very nice Idea, very nice indeed. 
Message Edited by yimaz on 02-04-2005 08:26 AM
Daturaze
Fri Feb 04, 2005 8:18 am
#9
You know, I've always thoughtthat in general the starports should have a bubble zone around in that was a "no-kill" zone. That due to "Imperial Safety laws" that all blasters would be crippled by a dampening field around starcraft. Of course, this flies in the face of "continuity" as a number of fights in Star Wars were around starships and starports.
So - your idea definately rocks mine! 
I guess if there was anything I would add, would be that if you really wanted to avoid detection, you could always come in low from the outskirts of the city, and have an "equipment malfunction" that launches an escape pod before you even hit the city and this could become a viable way of a smuggler deliverying their human cargo. Add a special "Escape Module" to the shipwright tree and then you've got more classes of happy people 
Cheers
Dat
Dat
MISTagent01
Fri Feb 04, 2005 2:50 pm
#12
I think that this is a very interesting idea that would surely pave the way for Starport checks.
If/when Starport Scans become high frequency, this is an idea that I'd surely love to have.
Even then, it would be interesting without that facet added. To be able to just land in a section of planet is surely something intriguing. I'll chew on this one for a while, nice idea.
SBRD0C
Fri Feb 04, 2005 2:58 pm
#13
cpz wrote:
Yes
Certainly they shoudl take what they've doe with Jabba's Palace and extend that. Allow Smugglers to land at all shuttleports. And allow SLs to land at large faction POIs and eventually bases.
Allright now lets try and keep it simple.
I'm sure we would all love to be able to land at any shuttleport in the galaxy, and devs willing someday that may happen.
but to do that would take much more dev work than to randomly drop us 200-500 meters away from an alreadyexisting Starport. Still The whole Idea: 5*s.. Awesome
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