Smuggler Archive
Thread: Smugglers in space...
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IdiosiamoGorath
Thu Mar 17, 2005 6:47 am
#1
Heres a new idea I had involving Smugglers in space after the revamp...
First thing, change the classes of ships. Basically make military ships only available to military organizations, such as an X-wing to the rebels and a Tie fighter to the Imps. The other class of space craft would be Civilian, this would be a type of ship available to all players. YT-1300s, other freighters, hutt and black sun fighters...these would all be "Civilian" available ships. Dont change the certification system, basically a tier one pilot in the rebel/imperial proffessions can fly tier one rebel/imperial vehicles AND civilian vehicles. A civilian can only fly his level Civilian craft...a privateer is considered a civilian...
Secondly add more ships. Basically put in more flyable ships, the bulk should be civilian craft. But a problem arrises...a pilot buys a lambda shuttle for instance, but a civilian craft cannot hold alot of weaponry(it is illegal in the empire). Here is where the smuggler comes into play. Many smuggler's are best known for the modifications they build into their stock ships. Take the Millenium Falcon for instance. She originally had stock shields and a single cannon. Han Solo aquired her and put in military class quad cannons, military shielding and armor, a military grade sensor suite and a massively overpowered engine. Not everyone can make these types of changes, enter the smuggler.
For a fee a smuggler can give you an updated engine system, which essentially means you can put higher level engine components into where, say, only a (legally) class 4 would go. But if an imperial patrol (not just random npcs) scanned your ship and finds an illegal class 8 engine in it, it will draw trouble to you. This same thing could be done to put in a set number of weapons (2 turrets and a missile launcher for a yt-1300 and 1 laser cannon set and a missile launcher for say a Z-95). When you first aquire the ship it only comes with stock settings...everything is a level 4 and under class and it can't get as many weapon attachments as an updated ship...heres a ship just for fun.
JimBob buys a YT-1300 stock from a guy in the middle of the tatooine desert...(before smuggler)
Reactor Class 4
Engines Class 4
Shield Class 4
Armor Class 4
Weapon Class 4
Capacitor Class 4
Droid Class 4
Engines Class 4
Shield Class 4
Armor Class 4
Weapon Class 4
Capacitor Class 4
Droid Class 4
Now say JimBob wants his YT-1300 to have an update (illegal) on his ship for a few important components. So JimBob visits his friend, the smuggler, JoeSchmo. Joeschmo asks JimBob what he wants done, and is given a list...
JimBob wants better engines (to outrun those imperial slugs), better weapons, capacitor and another weapons hardpoint and a missile hardpoint. (just in case he cant outrun them) and of course better shields and armor so he doesnt get beat up as bad...
JoeSchmo gets to work, he asks does he want only 1 class update (from a class 4- class 5 which is not that illegal but can land you a fine if caught) or does he want it maxed out (at class 10 So illegal the imps will shoot you down) or somewhere in between. JimBob gives JoeSchmo a new list that gives all of the classes of some cool loots he has picked up in his travels. When JoeSchmo finishes this is what the ship looks like...
JimBob wants better engines (to outrun those imperial slugs), better weapons, capacitor and another weapons hardpoint and a missile hardpoint. (just in case he cant outrun them) and of course better shields and armor so he doesnt get beat up as bad...
JoeSchmo gets to work, he asks does he want only 1 class update (from a class 4- class 5 which is not that illegal but can land you a fine if caught) or does he want it maxed out (at class 10 So illegal the imps will shoot you down) or somewhere in between. JimBob gives JoeSchmo a new list that gives all of the classes of some cool loots he has picked up in his travels. When JoeSchmo finishes this is what the ship looks like...
Reactor Class 7 Total update points (class change)= 3
Engines Class 9 Total update points (class change)= 5
Shield Class 8 Total update points (class change)= 4
Armor Class 6 Total update points (class change)= 2
Weapon Class 8 Total update points (class change)= 4
Weapon Class 8 Total update points (class change)= 8
OrdnanceClass 6 Total update points (class change)= 6
Capacitor Class 7 Total update points (class change)= 3
Droid Class 5 Total update points (class change)= 1
Engines Class 9 Total update points (class change)= 5
Shield Class 8 Total update points (class change)= 4
Armor Class 6 Total update points (class change)= 2
Weapon Class 8 Total update points (class change)= 4
Weapon Class 8 Total update points (class change)= 8
OrdnanceClass 6 Total update points (class change)= 6
Capacitor Class 7 Total update points (class change)= 3
Droid Class 5 Total update points (class change)= 1
Each 'update point' is one tool item (specifically for upgrading ships) that must be used to update the ship. Using these numbers JoeSchmo can figure out how many upgrade kits he needs, and how much itll cost per point. JoeSchmo uses 32 upgrade kits, which is a BIG job. This will be a very expensive change but can be the difference between winning a fight or losing for JimBob. It will be expensive, but JimBob is a world reknowned armorsmith and can handle the steep cost. JimBob takes his new, awesome, ship christens it the 'armor of god' and proceeds to wipe out the evil armorsmith gang...
**Oh Btw...An upgrade by a smuggler does NOT change the actual component levels, it just lets you put in better components, and even though your ship may be able to hold a level 10 component, if you dont have it or arent qualified for it...guess what...you cant use it.**
This is just a basic idea for how we can use a smuggler in space for something other than smuggling. Basically its a 'type' of slicing which will get alot of use by those who want to take on whole imperial patrols solo. Military vehicles (x-wings, a-wings, ties...) do not need updates due to the fact that they are military vehicles and are either horribly illegal (X-wings) or given by the empire (ties) so those who are reb or imp dont need to worry as much. Only CIVILIAN craft would need to have this done to it, and thats only if you want to be illegal. Like slicing having something illegal is not good...but if you want it you can get it from your local smuggler. Also a smuggler's level will determine how many upgrades he can do per ship. A master can max out everything for an extreme price and alot of labor, a novice smuggler isnt as good so he/she can only upgrade a few components a small amount or one alot.
And heres another idea for space....ever wonder what that underworld tree could be used for? You ever wonder what a pirate does after capturing that freighter filled with art? He sells it. Smugglers dont necessraily need to smuggle to make money, they can also do pirating of vessels (btw privateers do the same, which is why Im lumping it in smuggler proffession) Heres just a little story about what could be done...the main character is Idiosiamo a Rebel Smuggler...
Idiosiamo and his friends Ber, Hewj, Ikira, loppia and Havo are riding in his YT-1300, when suddenly out of hyperspace comes a Lambda shuttle a freighter and a small group of fighters. Obviously this much firepower is guarding something so Idiosiamo raises shields and ber and hewj pummels away at the fighter cover from the turrets. After some tense moments the Shuttle and freighter are adrift...dead in the water so to speak. Idio docks with the shuttle, and they all BOARD and either capture or kill the crew (which is around 4 for a Lambda class shuttle). After clearing out the shuttle and leaving havo to repair the damage they reboard Idiosiamo's ship and dock with the freighter, there are many more enemies, and some of them are even battle hardened mercenaries! After a long and grueling push to the bridge the ship is theirs. Inside the ship is mounds upon mounds of priceless artifacts (which are in fact worth quite a bit!). They Divvy up the loot and Idiosiamo slices into the freighters computer and sets a course for rori, he does the same with the shuttle and turns it over to Ber, who happens to be skilled enough to fly it. And Ikira pilots Idiosiamo's precious YT-1300. At rori Idio sells the freighter to the rebel alliance, who is in desperate need of ships, and gives Ikira and Ber the shuttle to make up for the last ship they had, which ber unwittingly crashed on an asteroid thinking there was precious ore inside.
As you can see the boarding action puts more people into space because it can become quite lucrative for a small gang of people to board a worthy mark and capture it either as their own or to sell it to the highest bidder. This will give us both a source of income, a fun mission and a reason to have more people in a multiperson ship (you can board in an x-wing but are you gonna take the whole crew down solo?) Also you can make these actual missions, and you can have people get payed for them! It may even spark some guilds whose only purpose is to capture NPC ships...like true pirates and privateers!
Also, another idea I had was to put in larger ships, like a frigate or corvette that you can keep as your own...and if the ship can carry another ship you can use it as a mobile base of operations, you can store more ships (which would get around that annoying cap of 3) and would let us use the big ship to take down even bigger ships! **Note!! You dont have to let us control the ship directly, have it like a droid, you tell it to follow, attack, disable, dock and patrol. So heres a situation, you want your ship (which just hypered in) to follow this other ship, disable it and then you and your friends will board via a shuttle you have stored inside for safety...Then you do just that, tell the ship to FOLLOW the other ship. Then when in range have it DISABLE the ship (or you and your buddies can man the turrets yourselves) and then, with your ship on PATROL you board and take the ship. Then you can control the new ship and control your other as if you left an NPC crew aboard.
Message Edited by IdiosiamoGorath on 03-17-2005 05:57 AM
SpinningCloud
Thu Mar 17, 2005 9:07 am
#2
Oh sure...let me see...HOW would an Imperial pilot manage to aquire a Hutt fighter? You think the Empire would issue them to thier pilots? Or actually PAY their pilots enough to buy one? I'd think the Hutts and Blacksun would find it FAR easier toaquire Imp and Rebel ships than the other way around.
And, I might point out, Hutt and Blacksun ships are NOT civilian ships. They are warships just made for Hutts and Blacksun, NOT civilians. A SoroSuub is a civilian ship. Why would the Empire allow civilians to have guns on their ships? That was rhetorical, I don't think they would.
So basically you are either a Reb or Imp pilot that just wants to fly more ships? Why would any Privateer EVER agree to this? I sure wouldn't.
And why, I'd like to ask, do Smugglers need MORE non-smuggling things to do? Aren't non-functional gaming tables and frogless frog bowls enough 'extra'?
Message Edited by SpinningCloud on 03-17-2005 08:09 AM
BelarrnSorak
Thu Mar 17, 2005 9:45 am
#3
as an imperial pilot and smuggler i can see where they guy is commin from, i'd love to have a YT but thats just not gona happen. i do like his idea on modifying ships, i think it could be a worth while upgrade to our prefession.
one change to the current ship cert i'd like to see is more cross faction ships, the KSE is good, but maybe have a few more ships that any faction can fly, when i'm not on duty i'd like to beable to cruse around in something that has a bit more confert then my Tie fighter. and well the Yauth has confert you would not want to venture very far in it as you can't fight off pirats and other nastys that lurk in the darkness of sapce. i would like a small 5 man craft ( only needs 2 or 3 people to operate ) that has all the conferts of home and enough fire power to take out a small band of pirats.
a nother though i just had was to have a cross faction ship at every tear, this could be a small one man fighter type ship that anyone can fly, it would be of lesser mass then the tear's fighter ships ( this would get people to fly there faction ships into battle ). have it not take up a hanger spot, no customizable parts, just as is, when you are able to get the next level of ship, you can redeed the civillian class ship and put your newer ship in the slought.
i don't think we will ever see much of this come to light but its a nice dream to have.
one change to the current ship cert i'd like to see is more cross faction ships, the KSE is good, but maybe have a few more ships that any faction can fly, when i'm not on duty i'd like to beable to cruse around in something that has a bit more confert then my Tie fighter. and well the Yauth has confert you would not want to venture very far in it as you can't fight off pirats and other nastys that lurk in the darkness of sapce. i would like a small 5 man craft ( only needs 2 or 3 people to operate ) that has all the conferts of home and enough fire power to take out a small band of pirats.
a nother though i just had was to have a cross faction ship at every tear, this could be a small one man fighter type ship that anyone can fly, it would be of lesser mass then the tear's fighter ships ( this would get people to fly there faction ships into battle ). have it not take up a hanger spot, no customizable parts, just as is, when you are able to get the next level of ship, you can redeed the civillian class ship and put your newer ship in the slought.
i don't think we will ever see much of this come to light but its a nice dream to have.
ValiantHalibut
Thu Mar 17, 2005 9:45 am
#4
Sorry, but that basically destroys JTL for any non-factioned players. You're saying that if you want to be non-aligned in space you don't get any exclusive ships and the ships that you can use end up costing you more money and more hassle because you need another player to make them worthwhile? That adds a touch of content - and slice-bot content, at that - to smuggler and takes away any reason to ever be non-aligned in space.
dlc3007
Thu Mar 17, 2005 9:53 am
#5
Actually, I just dropped Imperial Pilot (4-4-3-3) to start the grind over as a freelance pilot just so I could get a YT. It is certainly possible to be aligned with the Imperials on the ground and fly for the RSF in space. Freelancers can also declare for one side or the other if you're interested in PvP in space. So, there's no need to really change space factions. If you really want the YT, then it is time to start grinding. (2-2-1-1 freelance now and counting).
HOTDOG
Thu Mar 17, 2005 10:06 am
#6
I can understand the desire. I'm a Rebel pilot and as much as I would love to have a YT AND an A Wing I'm going to drop rebel pilot and go for my YT.
I think the original poster's idea totally ganks the neutral player and I agree with the system as it is now BUT if:
- the Devs want the game to have more of a GCW feel
- JTL ever has any impact on the ground game
Then it would make sense that they would make all neutral ships available to those who are aligned one way or another. Thus you would get yet another bennie for being aligned and again be punished for not being aligned.
ON THE OTHER HAND
They might have plans for these Hutt ships in the way of athird/fourth faction.
Who knows?
Message Edited by HOTDOG on 03-18-2005 06:43 AM
SpinningCloud
Thu Mar 17, 2005 11:24 am
#7
I still think it's absurd that an Imperial pilot would be flying a Blacksun or Hutt ship.
And members of privateer factions are NOT civilians in space. The RSF andCorSec arelaw enforcement, SA are criminals that use Blacksun and Hutt MILITARY fighters to wage war against the rest of the galaxy and themselves.
The whole civilian thing in JTL makes no sense in light of the structure of the pilot factions. On the ground 'civilian' may make some sense but in JT it simply does not.
If you want to bring realism into things then it is the criminal privateers that would have the widest range of ships available. Military and police organizations wouldn't be letting their pilots fly around in enemy ships.
The SA would use whatever ships they could buy or steal and THAT would include Imp and Reb ships as well.
Shrendyc
Thu Mar 17, 2005 11:34 am
#8
If you want ships that just anyone can use, then create a new class of ships called "civilian" that everyone is certed for. These ships would be various sizes and configurations, no weapons, and basically just "get away from it all" ships. That way, you get your new ships, no one has their exclusive vessels given to everyone, and everyone is happy.
Maybe they could reassign ship slots to be Military and Civilian. You could own 4 ships total, but one slot would only be forcivilian craft. So you could have up to 3 military vessels, or all 4 could be civilian, but at least one slot could only accept a civilian ship.
Just a thought.
IdiosiamoGorath
Thu Mar 17, 2005 5:25 pm
#9
All I am basically saying is that in the Star Wars Universe everyone can buy, practically, any ship that they want, excluding factional vehicles (unless sold on the black market). The reason for this is that alot of the rebel fighter designers (such as incom) were either destroyed or absorbed into the empire. Which means the only way to buy an X-wing is to find the scientists who are in hiding who created the plans and defected to the alliance. And I'm pretty sure Sienar Fleet systems doesnt sell a fleet of Tie Fighters to just anyone on the street.
Basically it doesnt matter if an Imp or Rebel looks stupid flying a hutt or blacksun fighter...if he wants to its his choice. Who says some other Imp or rebel doesnt want to. It boils down to if you got the money you can get what you want. and unless the emperor is gonna come and ***** slap you for using your own personal hutt fighter to decimate Rebel forces...than I think it doesnt matter. Heres an easier way to boil it down so we dont get this "military vs civilian" fight... Two types of ships Factional (Rebel/Imp/other) and "Everything else". Everything else would be like a car dealer...you want a hummer you go buy one, you want a ferrarri you go buy one. It doesnt matter if your the pope or a bum, whose gonna stop you if you got the money? That is the same in star wars as saying I got the money, so im gonna buy **Blank here** type of ship. Everyone can use their own personal ships for whatever they please...you want to use some lousy tier 1 fighter to solo a star destroyer go ahead...ill stand by and watch, I wont stop you. I might even bring some friends to watch. The factional vehicles are what I meant by "Military". The only guy who gets a Y-wing or X-wing is guess what....a Rebel. Its a perk of the trade, but because of it now any imp whithin miles wants a piece of you. And vice-versa to Imps.
Now about the upgrade things, as Spinningcloud stated...
And why, I'd like to ask, do Smugglers need MORE non-smuggling things to do? Aren't non-functional gaming tables and frogless frog bowls enough 'extra'?
This is why I posted this as an idea...tell me at the moment what is a smugglers job in game? Heres what i get to do on a constant basis...
Slice Weapons
Slice Armor
Make spices
Thats it, and while we are on this topic, we have how many types of spices we can make? And how many types do people buy? 2? So scratch off spices, and slicing armor and weapons, unless you slice whole suits of armor or crates of weapons you dont make too much money. I made 650k worth of muon gold for my guild and GAVE IT AWAY...and i only got rid of six crates...2 by me.
SMUGGLERS HAVE NO REAL IMPORTANT USE!!! If you were a smuggler as a main proffession like me then youd notice this,we are all trying to push new ideas so wed get something worthwile...and heres Spinningcloud saying "Isnt that enough"...
So anyway back to the upgrade system...A stock YT-1300, or any other "NON FACTION" (aka civilian) ship is not sold with the capability to turn it into a monster of a vessel...how did you think the millenium falcon got to be the way it is? Did it grow like that? No pal...Han Solo spent years tinkering, upgrading and buying ILLEGAL HARDWARE. If a ship producer was to sell ships to "Civilians"(I use this term loosely) that had military hardware in them, what do you think would happen to them...look at Incom...or whats left of it...
Heres a way to put it to light...A YT-1300 can only be produced by a company with 1 lousy weapon in the turret(so as to be able to defend itself but not threaten imperial forces). You just spent XXX amount of credits to buy a YT-1300, are you going to settle for a single lousy turreted weapon? And since there is no legal place to upgrade it you must do it illegally...
How come the guys like spinner dont understand this concept?
Someone has to do these upgrades, and since smugglers are basically the profession most in tune with the underworld who do you think would be better qualified to do it? A dancer? A medic? What I am attempting to do is to make the JTL more like real STAR WARS. As far as I know there is no "certification" system in any of thestar wars books, rpgs or computer games (save for SWG JTL)...
Read the Han Solo trilogy, and some of the other books with lots of ships in it...and even better read all of the SW RPG (D20 or D6 doesnt matter) books on all of the ships...there are usually two versions of each...a stock version and an illegal or souped up version.
I dont see how this will hurt non factional aligned players....find me a doctor or armorsmith or weaponsmith or many other artisan proffessions and the like who dont have a boatload of money under their mattress. You want a Kick*** Weapon or suit of armor, who do you beg for slices? So why not do the same with ships? The only peopleI see who wont like it are the people who wont really get much use out of an upgrade, such as a guy who fully upgrades his ship and leaves it stored in a spaceport for months at a time...and likeI said, if you dont want imperial problems then you dont get the upgrade...its your choice. Tell me this, are the guys who have every piece of armor and every single weapon in their backpack sliced really worrying about this "Imp search" idea i proposed? Cause on the ground it works the same way...and frankly a true blue smuggler has everything he owns sliced...and he carries the gear to do it...if i can live with an imp patrol every once in a while...so can the guy who upgrades his ship to military specs.
And thank you SHERYNDYC...you are the only one who seems to truly understand what i meant.
Message Edited by IdiosiamoGorath on 03-17-2005 04:36 PM
ValiantHalibut
Thu Mar 17, 2005 6:07 pm
#10
If they want to add a new class of civilian ships - go crazy, I'm all for that. Just so long as the add a new class of civilian ships. If they just recategorize Privateer ships (as you inniitally suggested) to civilian ships I - and every single Privateer player - will be up in arms. That's like saying, "Well, since everyone we see in Star Wars can use a blaster, we'll just let everyone have pistoleer skills." That is the issue we have with your idea!
And, honestly, I don't care at all if it makes sense within the EU because this is a game and therefore balance and gameplay must trump adhering to a cache of stuff that most people have never read.
...
OK, I'm sorry. I may be a little harsh. Basically, here's the a good guidline to have in mind when you're coming up with ideas for the game. If your idea adds exclusive content, that is good. If your idea alters the exclusivity of already existing content that is bad. At this point you have to accept that every ship in the Privateer line is not and will not become civilian and/or multi-faction. Accepting that, how can you implement your idea? Getting even deeper, what do you need for your concept to exist? Civilian ships and people to pilot them. How can you get that? Maybe by having a civilian ship piloting line that would be attractive to crafters because it somehow offers bonus incentives if they travel via space in their civilian ships. Or, possibly, making a line of civilian ships that are needed to engage in certain things - the upcoming space mining, for example. Or they could implement a cargo transport system where civilian ships would have the greatest options for transporting cargo. Etc etc. Once you get them in-game without stepping on anyones toes, then feel free to propose a way for smugglers to interact with them.
And, honestly, I don't care at all if it makes sense within the EU because this is a game and therefore balance and gameplay must trump adhering to a cache of stuff that most people have never read.
...
OK, I'm sorry. I may be a little harsh. Basically, here's the a good guidline to have in mind when you're coming up with ideas for the game. If your idea adds exclusive content, that is good. If your idea alters the exclusivity of already existing content that is bad. At this point you have to accept that every ship in the Privateer line is not and will not become civilian and/or multi-faction. Accepting that, how can you implement your idea? Getting even deeper, what do you need for your concept to exist? Civilian ships and people to pilot them. How can you get that? Maybe by having a civilian ship piloting line that would be attractive to crafters because it somehow offers bonus incentives if they travel via space in their civilian ships. Or, possibly, making a line of civilian ships that are needed to engage in certain things - the upcoming space mining, for example. Or they could implement a cargo transport system where civilian ships would have the greatest options for transporting cargo. Etc etc. Once you get them in-game without stepping on anyones toes, then feel free to propose a way for smugglers to interact with them.
Khenn_Praxton
Thu Mar 17, 2005 6:08 pm
#11
I have always thought that it was lame to have the YT1300's only available to freelancers. The devs keep boasting that we have so many ships to decide from, but in reality you cut that number in 1/3 when you choose a space faction. I love the idea for more ships. I also like the idea of letting Smugglers provide certain schematics (for weapons or other illegal additions) to Shipwrights... at a price. Maybe the smuggler can "craft" or "earn" a schematic that has a limited use. They could commission a Shipwright to build it for them.
(I dont think Han did all the modifications himself....)
Edit***
Maybe they introduce another Freighter that is for all players, like the YT2400? The only real difference would be what you as a pilot, bring to it, like the Droid Commands.
But first, I suggest that they add more space content to make us feel like going into space in a Master Ship without PVP will be worth it...
Message Edited by Khenn_Praxton on 03-17-2005 05:15 PM
SpinningCloud
Fri Mar 18, 2005 12:13 am
#12
Granted I haven't absorbed every last thing created about SW but please point me to something that has Imperial andRebelpilots flying Blacksun and Hutt fighters.
And if we don't stick to SW canon then on what RL basis would pilots in government military organizations be allowed to fly any ship they wanted? For that matter what pilot would be able to privately purchase military aircraft?
If you want 'civilian' ships then add them and let anyone fly them. But it is absurd to think Imp and Reb pilots would fly Blacksun and Hutt fighters but criminal organizations wouldn't be able to pirate and use Reb and Imp ships. The arguements you use are nonsensical...sorry.
And I understand quite well what we, as so-called smugglers, can and can not do. We currently do NOT smuggle. What baffles me about people like you is that you keep asking for everything BUT actual smuggling. As long as you're doing that how do you think SOE is ever going to get the idea we actually want to SMUGGLE?
Fortunately it appears that they are seeing fit to putat LEAST asemblance of smuggling in the game sometime 'soon' (TM). In light of that I think we would be pretty stupid to focus on anything BUT smuggling and try and get as close to our vision of smuggling as is possible. All this other fluff only distracts from what should be the meat of our profession.
RichardBryant
Fri Mar 18, 2005 12:31 am
#13
I firmly believe the best way to add some content both in space and on the ground is to limit the amount of actual mass an individual may carry.
Put it this way, suppose you have 100,000 units of Steel. Thing you can pop that in your backpack, shoot a few Valarians, burstrun home and start merrily crafting? I think you can, but i don't think you _should_.
I'd like to see both land and space cargo vehicles.
You land from space, select your cargo vehicle and choose TransferCargo from the radial. You cannot move until you do so.
You get to your house, select it and choose TransferCargo to move your cargo from the vehicle to your house. You may now craft happily.
Imagine, actual player->player piracy, freight-transporting and maybe, just maybe, contraband.
Smuggling both on ground and in space should be vehicle based for heavy loads. Cargo should be freighted. I know many players who'd love to run a freight service even without smuggling.
Surely this is possible?
Put it this way, suppose you have 100,000 units of Steel. Thing you can pop that in your backpack, shoot a few Valarians, burstrun home and start merrily crafting? I think you can, but i don't think you _should_.
I'd like to see both land and space cargo vehicles.
You land from space, select your cargo vehicle and choose TransferCargo from the radial. You cannot move until you do so.
You get to your house, select it and choose TransferCargo to move your cargo from the vehicle to your house. You may now craft happily.
Imagine, actual player->player piracy, freight-transporting and maybe, just maybe, contraband.
Smuggling both on ground and in space should be vehicle based for heavy loads. Cargo should be freighted. I know many players who'd love to run a freight service even without smuggling.
Surely this is possible?
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