Smuggler Archive
Thread: Detailed Proposal: The Maw, the Pit, and the Kessel Run!
NickHeel wrote:
I just wanted to bump this cause I probably ain't gonna be playing SWG tonight but would be available on the forums...might start a decent conversation.
So, comments? Questions? GreenMarine!? OMG WHERE!? Oh, sorry, thought I saw him...turns out it was the empty spot that's always been there lol
Jereth,I'm kind of up lateand I wanted to reply and clear some things up because it really seems like you disagree with my ideas.
First of all, in my opinion you don't need to be Master/Ace Pilot. But, it would make sense that if you're making a run to Kessel to pick up a load of spice that you didn't go in a TIE fighter, there's simply no place to store it. I understand the arguement that "well, how can I store 100 crates of the stuff on my person and in a single backpack!?". That's what I'm trying to stay away from and give it the feel of piloting the larger 'freigher' type ship which also would add handling challenges versus an A-Wing or TIE. Even if you're only Novice Pilot but you're a Master Smuggler, you could tag along with someone who is a master and ride there like Wes explained.
As far as limiting the content from so many people...well, I simply don't agree. There needs to be some content at the Master box of all the "iconic" professions such as Smuggler, Jedi, Bounty Hunters, and ect. I wasn't too happy that Jedi bounties are placed at Investigation 3. I agree with the theory that mastering a profession should provide more content, skills, and fun factor than dabbling. Otherwise, what's the point of grabbing master if you could simply pick up this and that and be just as good as a master, it'd simply be a waste. I mean, if this wouldn't be considered the cream of the NPC smuggling content (if you put at Underworld 3 or something), then I don't know what would.
Finishing up, I did explain that I would love a ground type quest be put in for a different spice such as Ryll, Carsunum, and maybe Andris. So I'm not leaving anyone out in the cold as far as "you have to buy JTL to have smuggler content". That certainly isn't the case I don't agree with it. We, as smugglers, were described as a very "space based" profession when we were pushed back after JTL.
GreenMarine even posted this, and I quote, "There will be elements of smuggler missions involving space zones & space gameplay, but I can't discuss many space details. The player may have to pick up or deliver goods in space. Players without JTL will not be required to go to space. This is an "after space ships" feature."
I hope I've clarified some things, and I'm sorry if you don't like the idea. I just think, like Wes said, it should be gated to Master Smugglers. Only your toughest, best, most experienced smugglers were sent to Kessel to pick up cargo (mostly Glitterstim) because of the dangerous nature of the mission. Thanks, for reading ![]()
Message Edited by Road-Kill21 on 11-21-2004 10:20 AM
It's well thought-out, with lots of input and refinement.
Come on devs, implement this!
I also think that you shouldn't have to be a master smuggler to access the run.
You should have to be at least 2222 or something along those lines.
HeYoU wrote:
Holy CRAP this is an awesome idea!
It's well thought-out, with lots of input and refinement.
Come on devs, implement this!
I also think that you shouldn't have to be a master smuggler to access the run.
You should have to be at least 2222 or something along those lines.
"One of the greates smuggler ideas ever!"
HAHA...you added it to your sig!?
/humble ![]()