Smuggler Archive
Thread: Detailed Proposal: The Maw, the Pit, and the Kessel Run!
Blackjack2062
Sat Mar 26, 2005 2:41 am
#54
Just as long as we all can't do the kessel run as fast and as close as Han Solo.
gassygunslinger
Sun Mar 27, 2005 12:25 am
#56
I really like this whole idea! But as to the glitterstim, why not make it, instead of a double buff (which would kind of throw things off balance) just give you instant buffs, but won't allow you to get ones over it? They could be longer lasting and such, and could be "popped" anywhere for conveniance (except for the fact that you have a horrific hangover afterwards). But I think that an "anywhere buff"would still be worth a LOT.
NateKronohs
Sat May 14, 2005 1:57 pm
#57
wow I only jsut found this post through the In Development forum in the post asking for content ideas...
I've read the Han Solo trilogy twice and I agree it was damn good! This idea is great and all and I'm gonna post a further idea for smugglers in that content thread.
I'm all in favour of the player having to be a master smuggler, because a crime lord such as Jabba isnt going to trust just any guy with a ship to pick up a shipment of the most valuable spice in the galaxy. he's gonna want someone he can trust to get the goods delivered promptly.
I also agree that in order to maintain the rarity of the spice that heavier penalties should apply for skimming. I really like the idea of spoilage as well, particularly with glitterstim. To reference The Paradise Snare,glitterstim is activated or destroyed when exposed to light, so it does make a lot of sense to have a spoilage factor.
as for the effects of glitterstim, it gives the user heightened mental abilities. again to reference that book, the spice was used to read the mind of one of the aliens running the production factories. to reference a lesser-quality book, the first of Kevin J. Anderson's Jedi Academy trilogy (exact name escapes me atm), the guy running the glitterstim mining operations on Kessel also did something similar to Han.
In game, if there could be interaction mechanics with NPCs that could incorporate this use of the spice, it would make for increased content. alternatively, it could also grant increased chances of crafting successes etc. the main thing is that it's not generally used for combat purposes. just another thought on keeping it rare
the obstacle course Kessel Run draft is really cool! Kudos! I also think you shoudl be able to land at the Smuggler's Run, that was cool... other players could also go but only if flying in the smuggler's ship and, of course, grouped with him/her. gives more possibilities for missions as well and therefore more kool content 
I posted my additional smuggler ideas here:
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=176172
Message Edited by NateKronohs on 05-14-2005 02:41 PM
CapnKate
Sat May 14, 2005 3:49 pm
#58
As long as we're bumping, I'll say I'm all for this, as I was even when i was lurking instead of posting back when this first got posted.
A couple thoughts occur:
It all makes sense. We sneak into Kessel to pick up spice, because we're not supposed to be there. Then we sneak back out, because we've got precious spice.
Perhaps, to make things a little more interesting, we could have some "special" components just for runs like these. These would be built by Smugglers, but require parts from SWs(so that we don't take anything from them). Sensor jammers, for instance. These would facilitte us "sneaking" our ships in and out of a dangerous area. remember, that Kessel is heavy security, due to the sheer amount of money involved in glitterstim.
I see the middle of the mission like this:
To circumvent the patrols that are keeping me, a Smuggler, away from Kessel, I'm on the tried-and-true Kessel Run: using the Maw and Nebula for cover to get past the security. Once inside that cordon, I use my sensor jammer/signalmask/false transponder(maybe I need to find a valid ID code before I leave if I chose a transponder!) to avoid alerting anyone to the fact I'm somewhere I'm not supposed to be. It is not *required* that I have this equipment, but it's very smart. It also doesn't guarantee that I'm not...
DETECTED. Crap. I got too close to that sensor station for my sensor equipment to keep me stealthy. Well, i'm in, and my contact's right here. I can dock, get the spice, and shoot my way out-- my contact for pickup will just tell them that a pirate got in and boarded them. I'll have to be fast about docking, and I certainly can't waste time on repairs with security forces coming my way(if I wasn't detected, I am of course safe to make repairs and take my time). Got the spice, now it's time to boost for the exit corridor back through the Nebula with THE MAN hot on my heels. Or at least the Drug Baron's cronies on them. Fire up the quads, Chewie.
Otherwise, I'd say it's all the same as above, and i love it. It would all be so incredibly Smugglerish. And i don't thnk it would be all that hard to implement.
A couple thoughts occur:
It all makes sense. We sneak into Kessel to pick up spice, because we're not supposed to be there. Then we sneak back out, because we've got precious spice.
Perhaps, to make things a little more interesting, we could have some "special" components just for runs like these. These would be built by Smugglers, but require parts from SWs(so that we don't take anything from them). Sensor jammers, for instance. These would facilitte us "sneaking" our ships in and out of a dangerous area. remember, that Kessel is heavy security, due to the sheer amount of money involved in glitterstim.
I see the middle of the mission like this:
To circumvent the patrols that are keeping me, a Smuggler, away from Kessel, I'm on the tried-and-true Kessel Run: using the Maw and Nebula for cover to get past the security. Once inside that cordon, I use my sensor jammer/signalmask/false transponder(maybe I need to find a valid ID code before I leave if I chose a transponder!) to avoid alerting anyone to the fact I'm somewhere I'm not supposed to be. It is not *required* that I have this equipment, but it's very smart. It also doesn't guarantee that I'm not...
DETECTED. Crap. I got too close to that sensor station for my sensor equipment to keep me stealthy. Well, i'm in, and my contact's right here. I can dock, get the spice, and shoot my way out-- my contact for pickup will just tell them that a pirate got in and boarded them. I'll have to be fast about docking, and I certainly can't waste time on repairs with security forces coming my way(if I wasn't detected, I am of course safe to make repairs and take my time). Got the spice, now it's time to boost for the exit corridor back through the Nebula with THE MAN hot on my heels. Or at least the Drug Baron's cronies on them. Fire up the quads, Chewie.
Otherwise, I'd say it's all the same as above, and i love it. It would all be so incredibly Smugglerish. And i don't thnk it would be all that hard to implement.
gassygunslinger
Sun May 15, 2005 1:22 pm
#59
The way I see it, is if they can go ahead and make a "closed-off" world with Kashyyyk (one with invisible boundries and such) why can't they make a closed coarse space area? Imagine a space version of Ryatt trail! Maybe instead of cliffs and such as invisible boundies, have asteroid movements as "insta-kill" zones, where you have to find the path through yourself. Being in space, it would be alot easier, and we already know that SOE can do this kind of stuff for the ground, why not space?
Sengis
Sun May 15, 2005 1:27 pm
#60
I refer you to the smuggler forums
idiot me thought i was on farstar, lol
Far too clever a post ofr farstar sorry
Message Edited by Sengis on 05-15-2005 09:29 PM
NickHeel
Tue May 24, 2005 7:21 am
#61
gassygunslinger wrote:
The way I see it, is if they can go ahead and make a "closed-off" world with Kashyyyk (one with invisible boundries and such) why can't they make a closed coarse space area? Imagine a space version of Ryatt trail! Maybe instead of cliffs and such as invisible boundies, have asteroid movements as "insta-kill" zones, where you have to find the path through yourself. Being in space, it would be alot easier, and we already know that SOE can do this kind of stuff for the ground, why not space?
Exactamundo! And another shameless bump by me. I just felt like bumping this and maybe like...starting a discussion. I'm bored today.
CapnKate
Tue May 24, 2005 7:31 am
#62
I'll second the bored. Server's down. 
But I think I posted my thoughts already.
But I think I posted my thoughts already.
ner0sputnik
Mon Jun 27, 2005 11:30 am
#63
I would LOVE this! This would be so much fun to do and redo until you've got the best score on the server. Then all of the other hotshots try to beat your run. Maybe a badge of some sort in your profile that says, "Mastered the Kessel Run" for those who have taken the high score. (Only available after a certain time since otherwise the first guy through who died 15 times and took 10 hours to finish it would get it.)
As for what the ground players would get? Well, I think I've got an idea for ground smuggling missions. There's a certain npc (like Skywalker or a Moff that had to use an escape pod and is now in a Rebel city or something) that needs to be smuggled to Yavin. It's up to you to keep him from getting ID'd while going through spaceports. You have to use public transportation to get him to where he needs to go... but there would have to be a certain range of events. Like one shuttleport. One spaceport. Another shuttleport, then transport him in a speeder to a secret location where his buddies are waiting to have him taken to a safe area.
aboynamedsue
Mon Jun 27, 2005 1:16 pm
#64
Great post and I really really really hope something like this gets implemented. As for the time, the hour or so it takes to do these mission could be considered 10 hours of game world time. I think it takes roughly 4 hours or so to go from day to night or night to day on the ground. So in context, that works out fine. Also, I would like to see other cargo for this mission besides the glitterstim. Maybe the top end slicing components. Just to add a little variety.