Smuggler Archive
Thread: Bio Link Slicing Just a Thought.
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MaitaXibo
Fri Jun 24, 2005 1:26 pm
#1
This thread is real long but I thought of this idea, maybe someoelse has already posted, so sorry in advance. Why not add teh ability (cahnce at elast) for a smuggler to unlink a biolinked item? Look at it this way. What isthe first thing a crook does to a saturday night special (a stolen gun on the street)? He grinds off the serial number so it can not be traced. Let smugglers do the same thing to bio-linked stuff, with a risk of course to getting caught and put on the terminals, bothe the smuggler and the customer, and using a special tool. That is remove the link so someone else can re-link the item. This is what smuggling should be.
Hey everyone I posted this in both the slicing thread and the discussion thread in the test center thread. BUt how a bout some comments?
Jedi-of-the-Hills
Fri Jun 24, 2005 2:40 pm
#2
Whoa.
OK, from what I can pick out, you want smugglers to be able to remove the bio-link from bio-linked items. OK, works for me.
The trick, of course, would be balancing the risk vs. reward. So if you fail, or screw up somehow, or get caught, there could be all manner of messy issues.
I can see three things that might make this doable. The success--and reward--is that an item that was bio-linked no longer is. It can be sold, traded, used by someone else, whatever.
The penalties for failiure would be hefty for something so powerful:
1> Screw up the link system - bio link is cut, but armorsmith / weaponsmith/ shipwright (depending) will have to fix the link before it can be used.
2> Alert the authorities - You might end up on the bounty hunter terminals because of this kind of tampering
3> Rare: Destroy item completely. You botch the job so bad that the item falls apart
Things like that. I can see how that would be an interesting thing to put in the game.
Reevan
Fri Jun 24, 2005 5:25 pm
#4
really like the idea, and some good points about messing it up - but as a master smuggler i think it should be 50 / 50 % chance of failing or success
LaFountain
Sat Jun 25, 2005 6:41 am
#5
But one thing that would happen to slice bio-link items is that the prices for that feature would sky-rocket. Most bio-link items sell for over a million credits. I know that the person who wants the bio-link sliced is going to sell it, I am going to charge big money to slice for their profit.
DoMakk
Sat Jun 25, 2005 7:57 am
#6
LaFountain wrote:
But one thing that would happen to slice bio-link items is that the prices for that feature would sky-rocket. Most bio-link items sell for over a million credits. I know that the person who wants the bio-link sliced is going to sell it, I am going to charge big money to slice for their profit.
I like it, I like it!
Gods I love the way smugglers think! ![]()
MaitaXibo
Sun Jun 26, 2005 6:55 am
#7
LaFountain wrote:
But one thing that would happen to slice bio-link items is that the prices for that feature would sky-rocket. Most bio-link items sell for over a million credits. I know that the person who wants the bio-link sliced is going to sell it, I am going to charge big money to slice for their profit.
But one thing that would happen to slice bio-link items is that the prices for that feature would sky-rocket. Most bio-link items sell for over a million credits. I know that the person who wants the bio-link sliced is going to sell it, I am going to charge big money to slice for their profit.
Never said it would be cheap, easy or gauranteed.
maxtheusher
Sun Jun 26, 2005 7:06 am
#8
I'd be fine with a, say, 50% chance of the authorities being notified, a 30% chance of the link being disabled and needing repair, and a 10% chance of the piece being destroyed. maybe less, if you were breaking the link on a full suit of armor it'd suck if 2 pieces broke completely... but /shrug, it IS a very powerful skill, so maybe the break rate SHOULD be high just for that reason. If you really desperately want to sell that biolinked armor, I guess you should risk the couple pieces. but then, how does a smuggler get a hold of an item that can't leave the person's possession?
shfire
Sun Jun 26, 2005 8:42 am
#9
This would make a lot of people happy including me. *gets $$ in his eyes*
Kesslan
Mon Jun 27, 2005 12:52 am
#10
As an AS first... and a smuggler third (yeah.. 3 toons go figgure)
I totally endorse this idea. Frankly I hate the idea ofthe bio-linkperiod. Alot of handme down armor was very useful to people just starting out pre-cu. But eh it's here. And apparently to stay. But yeah. Why not make it modifiable by a smuggler? Put some risk into it which is nice and smuggler like. And you can bet some people at least will start to use it.
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