Smuggler Archive
Thread: A constructive Plan C
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IndySWG
Sun Jun 26, 2005 1:26 pm
#27
PikechickLei wrote:
Maybe rather than a faction point hit (or in conjunction with) there could be some form of scaled, meaningful credit penalty when you get caught. Like the more modified the weapon is, the greater the fine the authority figure slaps on you.
Another great option ... there are so many ways to do this that are painless to he masses I can't belive the DEVs aren't doing it.
(And I can't beleive they expect us to believe that adding loot to the enchanting process makes contraband riskly ... it does not - it's no more risky than normal weapons which also have loot components. If this 'plan b' is meant to accomplish what 'plan a' was suppossed to ... it's already failed.)
Dellenty
Sun Jun 26, 2005 5:12 pm
#28
yes this is a good one,
I would like to see jamming of the weapon also, maybe a 0.01% chance of a sliced weap jamming every 5000 shots, makes the player unequip weapon.
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I would like to see jamming of the weapon also, maybe a 0.01% chance of a sliced weap jamming every 5000 shots, makes the player unequip weapon.
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gassygunslinger
Tue Jun 28, 2005 5:18 pm
#29
I imagine a system kind of like KOTOR
/duck
/dodge rotten food
No really! In KOTOR 2 you could take loot, then break them apart into (how original) "Parts". Then, you choose a component/weapon to make. Lower level ones took like 3 parts, while super conductor gun parts took like 300 to make! This same system could be applied here! ITS FROM ANOTHER STAR WARS GAME EVEN!!! Just replace "super conductor gun parts" with "slicing component", "KOTOR 2" with "SWG", and your good to go!
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