Smuggler Archive

Thread: Kessel Run and Hyperspace Travel for Smugglers Idea

Nicolas_Frost
Mon Nov 08, 2004 7:10 am
#14



MadnessLives wrote:


01201986 wrote:


MadnessLives wrote:
Gotta remember Han Solo was a not so great Smuggler, that big bounty on his head?????


actually Han was an excellent smuggler. read the Han Solo trilogy, and you will see. He was actually Jabba's favorite because he was so good, until that one unfortunate incident talked about in the films...
btw great idea, i love it. completely random, and a definate timer. just an all around good idea



Sorry I never read the Han Solo Trilogy, But after he hooked up with Luke and Leia, what did he smuggle???????







I think he may have just Smuggled Luke and Leia.



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


Nicolas_Frost
Mon Nov 08, 2004 11:49 pm
#15






Achilean wrote:
He Smuggled Leia's pants right off her I tell you what




Yeah, but that took time and patience.



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


fareone
Mon Nov 08, 2004 11:59 pm
#16

yes yes .. i need this..these days using ctrl-h is my favorite buttons... tier4-5 ships spaming is very intersting ...they looks 2-3 but when u start attack numbers going high like 5-10.... and there is no way to fight vith 5 tier5 sametime



got Ofio( lowca)... opef ofio( lowca)
Orcajum
Tue Nov 09, 2004 12:56 am
#17


Nicolas_Frost wrote:
I already have this, in a way.
My method is when I start a mission that may be difficult, I bring up my hyperspace map, choose a good place to go, and then press ALT. That gets be back to flight mode and clears the screen. From that point, I just run the mission, and when things require an escape, I hit my IFF Scramble, then I let go of the flight stick, pull the keyboard out, press ALT, click Hyperspace, and let the countdown start. I go to evasive manuvers incase Scramble didn't work. Once the countdown kicks in and drops my throttle to zero, I hit my booster to keep moving, which will last me through the countdown.





http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=8769

I'm no good a clickies



Orkajum'sydef
Master Smuggler
"I--I'm out of it for a little while, everybody gets delusions of grandeur.."
Orcajum
Tue Nov 09, 2004 12:58 am
#18


Ifisa wrote:
There's commands to go to each of the places, I forget them though. I have a macro that brings me to Naboo, Royal Way.


Ask and yee answers shall be smuggled out of the pilot forums.

http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=6786

(Again, even though i've heard it over and over, I still don't get clickies)

Message Edited by Orcajum on 11-08-2004 11:59 PM



Orkajum'sydef
Master Smuggler
"I--I'm out of it for a little while, everybody gets delusions of grandeur.."
WesBelden
Tue Nov 09, 2004 11:01 am
#19






Achilean wrote:
I was listenting to the commentary on my SW DVD's and Lucas said something interesting while explaining Han Solo's Kessel Run comment being in Parsecs, a measure of distance. He said that the speed of a Smuggler is best determined by his ability to astronavigate in Hyperspace and being able to find the route that is shortest for any given trip. I was thinking it would be cool to represent the smugglers keen hyperspace navigation abilities if we had a skill which allowed us to escape from a bad situation quickly. How about a skill that allows Smugglers to shorten the time for a hyperspace jump by a considerable amount? This causes the nav com and hyperdrive to over tax itself, and makes it unable to function again for lets say 30-15 minutes as a down side.





Sorry, missed this when it was first posted


I like the idea in theory, but there's a few things that should be taken into consideration; for example, A Smuggler would have little to no risk in almost every situation, as they'd simply be able to jump out when the going gets tough, wait for the 15-30 minutes to pass, then give the mission another go.

However, I'm sure solutions, such as on high level missions NPCs could 'follow you' (i.e. some ships spawn someplace behind you) could be easily found.


Other than that though, I think it'sa cool idea



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Ternque01
Tue Nov 09, 2004 11:16 am
#20






Achilean wrote:
I was listenting to the commentary on my SW DVD's and Lucas said something interesting while explaining Han Solo's Kessel Run comment being in Parsecs, a measure of distance. He said that the speed of a Smuggler is best determined by his ability to astronavigate in Hyperspace and being able to find the route that is shortest for any given trip. I was thinking it would be cool to represent the smugglers keen hyperspace navigation abilities if we had a skill which allowed us to escape from a bad situation quickly. How about a skill that allows Smugglers to shorten the time for a hyperspace jump by a considerable amount? This causes the nav com and hyperdrive to over tax itself, and makes it unable to function again for lets say 30-15 minutes as a down side.





This is an excellent smuggler skill. I vote yes!



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Road-Kill21
Tue Nov 09, 2004 11:17 am
#21






WesBelden wrote:






Achilean wrote:
I was listenting to the commentary on my SW DVD's and Lucas said something interesting while explaining Han Solo's Kessel Run comment being in Parsecs, a measure of distance. He said that the speed of a Smuggler is best determined by his ability to astronavigate in Hyperspace and being able to find the route that is shortest for any given trip. I was thinking it would be cool to represent the smugglers keen hyperspace navigation abilities if we had a skill which allowed us to escape from a bad situation quickly. How about a skill that allows Smugglers to shorten the time for a hyperspace jump by a considerable amount? This causes the nav com and hyperdrive to over tax itself, and makes it unable to function again for lets say 30-15 minutes as a down side.





Sorry, missed this when it was first posted


I like the idea in theory, but there's a few things that should be taken into consideration; for example, A Smuggler would have little to no risk in almost every situation, as they'd simply be able to jump out when the going gets tough, wait for the 15-30 minutes to pass, then give the mission another go.

However, I'm sure solutions, such as on high level missions NPCs could 'follow you' (i.e. some ships spawn someplace behind you) could be easily found.


Other than that though, I think it'sa cool idea





Good idea. Include a chance that the "random jump" will not only take you to another, possibly more dangerous, area but also include the chance that a spawn of 1-5 Tier5 Pirates will jump in right after you to take advantage of the situation. And include the possiblilty that the jump will overstress all of you systems potenially leaving you dead in the water. That will make it a "last ditch" (pun intended) esacpe that can go very sour.


Random Jump + Possible System Shutdown (Temp) + Possible Spawn of up to X Tier5 pirates = Good smuggler fun and RP potential





-------------------------------------------------------
Avowyn Star
-Imperial Colonel
-Out of Retirement as of 1 April 2006
-------------------------------------------------------
Bzzzz
Tue Nov 09, 2004 11:31 am
#22






WesBelden wrote:



Sorry, missed this when it was first posted


I like the idea in theory, but there's a few things that should be taken into consideration; for example, A Smuggler would have little to no risk in almost every situation, as they'd simply be able to jump out when the going gets tough, wait for the 15-30 minutes to pass, then give the mission another go.

However, I'm sure solutions, such as on high level missions NPCs could 'follow you' (i.e. some ships spawn someplace behind you) could be easily found.


Other than that though, I think it'sa cool idea





I think that a timer and a chance to fail would be more than enough of a counter. Particularly since the skill would depend on two different professions + prereqs. That's certainly more of a counterbalance than either IFF Scramble gets, and vastly more than the infamous Bomb-Strike.



-Zz


WesBelden
Tue Nov 09, 2004 11:51 am
#23






Bzzzz wrote:

I think that a timer and a chance to fail would be more than enough of a counter. Particularly since the skill would depend on two different professions + prereqs. That's certainly more of a counterbalance than either IFF Scramble gets, and vastly more than the infamous Bomb-Strike.



-Zz








You're right, the chance to fail plus a timer could potentially balance it out, but the thought that there might be a flight of fighters on my tail at any moment post-jump seems like a lot of fun to me . Either way, if it were to be implemented, only testing would tell.


Having the possibility of failure, even for masters, however does have its own 'fun' appeal; It conjures up the memory of Han at the helm of the Falcon in ESB while being chased by Star Destroyers,


Han> "Watch this."

*whining powering down noises*

Leia> "Watch what?"



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Nicolas_Frost
Tue Nov 09, 2004 1:36 pm
#24




Orcajum wrote:



Nicolas_Frost wrote:
I already have this, in a way.


My method is when I start a mission that may be difficult, I bring up my hyperspace map, choose a good place to go, and then press ALT. That gets be back to flight mode and clears the screen. From that point, I just run the mission, and when things require an escape, I hit my IFF Scramble, then I let go of the flight stick, pull the keyboard out, press ALT, click Hyperspace, and let the countdown start. I go to evasive manuvers incase Scramble didn't work. Once the countdown kicks in and drops my throttle to zero, I hit my booster to keep moving, which will last me through the countdown.



http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=8769 I'm no good a clickies



I'll make that into a hyper link for you. Hyperlink

But just to state it for ya, I don't use a macro for that, I prefer to do so manually.



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


Bzzzz
Wed Nov 10, 2004 1:26 am
#25

The first passenger that asks "Should I get out and push??" gets dumped out the airlock.




-Zz (after I go through their stuff)
Achilean
Wed Nov 10, 2004 1:51 am
#26

[QUOTE]I like the idea in theory, but there's a few things that should be taken into consideration; for example, A Smuggler would have little to no risk in almost every situation, as they'd simply be able to jump out when the going gets tough, wait for the 15-30 minutes to pass, then give the mission another go.
However, I'm sure solutions, such as on high level missions NPCs could 'follow you' (i.e. some ships spawn someplace behind you) could be easily found.[/QUOTE]

I understand that it has the possibility for abuse, but I think these escape routs should be to pre-determined by this skill to locations that are "smuggler friendly" storyline wise. These locations should never be anywhere near Yavin, Dantooine, Dathomir, etc but should jet you to Correlia, Tatooine, Naboo, etc. instead. Making it very difficult to use to munchkin a missions that usually take place on Lok, Yavin, Dathomir, etc. They are sort of pre programmed panic button jumps that are fast because they are easy to calculate and well traveled.



"You said you wanted to be around when I made a mistake, well, this could be it, sweetheart." -Han Solo

F'lahtoo Lentce
Master Smuggler/TKM/Master Pistoleer/Privateer
Tarquinas, Tatooine, Mos Springfield, Steel Legion
"Backing the Play of Whoever WIll Pay."
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