Smuggler Archive
Thread: Smugglers Guide to the Galaxy Chapter 16, Tinkering
Chapter 16 - Tinkering
Been cought by the Empire carrying something something you shouldn't have been in your cargo hold? Then you didn't read lesson 1, Modify modify modify! There are many levels of tinkering a smuggler can take too on his vessel. These are:
- Smuggler Compartments - A smuggler can install a smuggling compartment on his (or another player's) POB vessel. A Smuggling Compartment increases the vessel's item capacity from 75 to 150. The Smuggling Compartment itself would appear somewhere on each vessel as a container, generaly hidden away. For instance, a smuggling compartment on a YT may be under a floor pannel. On a VT-49 or Nova Courier it may be behind a bulkhead panel. However, a player may only own one POB vessel with a smuggler compartment.
- Smuggler's Surprise - "That YT only has two turrets" says your oponent, seconds before he's surprised by a blast froma 3rd mounted blaster operated by the gunner! Smugglers would be able to install a forward-firing weapon onto their POB vessels. The weapon would be useable by the gunner.
- Hot-Wireing Turrets - Snipping a wire here, welding a pannel there, the Smuggler would be able to lock the turrets of his ship into a forward-firing position that can be activated by the pilot. However, such a modification can only be done while the ship is landed and will result in the turrets not being mountable in space until the smuggler has landed and change the configuration back.
- Long-Range Communications Dish - A dish welded onto the outside of the ship that allows the smuggler an increased range in communications. All YT-1300's would lose the dish so that default un-modded YT-1300's do not have a dish (this was actually a modification made by Han and isnt standard configuration). The dish would give co-pilot of the vessel special space commands that mimick Squadron Leader specials such as increased speed for the group. All POB vessels would gain the option have a dish added, however different models of vessel may have a different-looking dish. There may even be variations of different dish available for each vessel.
Vehicle Hod-Rodding
Any good Smuggler owns a fast vehicle with plenty of boot space to carry his illegal goods and out-run patrols and any master Smuggler knows how to achieve such modifications himself. Here's the sorts of things Smugglers are doing to their beloved speeder:
- Cargo Hold - A boot section added to a multi-passenger vehicle. The hold will only be of small size and therefore only capable of storing 10 items and will only be accessable while the vehicle is called. However, this extra storage slot wont be scanned by authorities during patrol scans and therefore can aid a smuggler (and anyone else) in smuggling illegal goods around the galaxy.
- Booster Turbine - A Booster Turbine is effectively an extra engine welded onto the vehicle's chasis. However, its raw power is so grate that in using it, it will greatly reduce the lifespan of the vehicle. When modded, a special booster will appear on your vehicle much in the same way that adding a booster on a spacecraft adds a visible item. When using the booster, it will slowly drain the health of your vehicle until the vehicle reaches 10% health and the booster will be disabled. When a vehicle is repaired to full condition, the booster will be re-activated.
- Increased topspeed - By tinkering with the engines, a Smuggler will be able to increase the overal topspeed of the vehicle by up to 10%. This modification will be lost each time the vehicle is repaired. This change may have some kind of visual effect on the vehicle. For instance, normal engines may be replaced with engines without a hardcased shell (bare-boned).
- Increased Acceleration - Tightening the acceleration cable is a well known trick in the Smuggler's world and allows an increase in acceleration time by 10%. This also improves the vehicle's handling up slopes. However, when the vehicle is repaired at a garage it will lose this modification. This change may also have some kind of visual effect on the vehicle such as extra fins on the side for greater airodynamic and downforce.
Vampiric_Hoshi wrote:Smugglers Guide to the Galaxy
Chapter 16 - TinkeringAlthough the mighty Lord Vador may frown upon officers of his Imperial Navy messing with his equipment, the very first lesson a Smuggler must learn in bettering his oponents is modify modify modify! You simply arnt the Galaxie's fastest swoop racer without first taking apart your Swoops Graviton Matrix and manipulating its Flux Cuplour to generate 3 times the energy of your mum's new megatron oven.But like everything in the Smuggler's world, tinkering comes in many different forms. The two covoured in this chapter include "Ship Tinkering" and "Vehicle Hod-Rodding". Learn these simple techniques and you'll soon be challenging the mightiest of Smugglers daring that Kessel Run!Ship Tinkering
Been cought by the Empire carrying something something you shouldn't have been in your cargo hold? Then you didn't read lesson 1, Modify modify modify! There are many levels of tinkering a smuggler can take too on his vessel. These are:
- Smuggler Compartments - A smuggler can install a smuggling compartment on his (or another player's) POB vessel. A Smuggling Compartment increases the vessel's item capacity from 75 to 150. The Smuggling Compartment itself would appear somewhere on each vessel as a container, generaly hidden away. For instance, a smuggling compartment on a YT may be under a floor pannel. On a VT-49 or Nova Courier it may be behind a bulkhead panel. However, a player may only own one POB vessel with a smuggler compartment.
- Smuggler's Surprise - "That YT only has two turrets" says your oponent, seconds before he's surprised by a blast from a 3rd mounted blaster operated by the gunner! Smugglers would be able to install a forward-firing weapon onto their POB vessels. The weapon would be useable by the gunner.
- Hot-Wireing Turrets - Snipping a wire here, welding a pannel there, the Smuggler would be able to lock the turrets of his ship into a forward-firing position that can be activated by the pilot. However, such a modification can only be done while the ship is landed and will result in the turrets not being mountable in space until the smuggler has landed and change the configuration back.
- Long-Range Communications Dish - A dish welded onto the outside of the ship that allows the smuggler an increased range in communications. All YT-1300's would lose the dish so that default un-modded YT-1300's do not have a dish (this was actually a modification made by Han and isnt standard configuration). The dish would give co-pilot of the vessel special space commands that mimick Squadron Leader specials such as increased speed for the group. All POB vessels would gain the option have a dish added, however different models of vessel may have a different-looking dish. There may even be variations of different dish available for each vessel.
Vehicle Hod-Rodding
Any good Smuggler owns a fast vehicle with plenty of boot space to carry his illegal goods and out-run patrols and any master Smuggler knows how to achieve such modifications himself. Here's the sorts of things Smugglers are doing to their beloved speeder:
- Cargo Hold - A boot section added to a multi-passenger vehicle. The hold will only be of small size and therefore only capable of storing 10 items and will only be accessable while the vehicle is called. However, this extra storage slot wont be scanned by authorities during patrol scans and therefore can aid a smuggler (and anyone else) in smuggling illegal goods around the galaxy.
- Booster Turbine - A Booster Turbine is effectively an extra engine welded onto the vehicle's chasis. However, its raw power is so grate that in using it, it will greatly reduce the lifespan of the vehicle. When modded, a special booster will appear on your vehicle much in the same way that adding a booster on a spacecraft adds a visible item. When using the booster, it will slowly drain the health of your vehicle until the vehicle reaches 10% health and the booster will be disabled. When a vehicle is repaired to full condition, the booster will be re-activated.
- Increased topspeed - By tinkering with the engines, a Smuggler will be able to increase the overal topspeed of the vehicle by up to 10%. This modification will be lost each time the vehicle is repaired. This change may have some kind of visual effect on the vehicle. For instance, normal engines may be replaced with engines without a hardcased shell (bare-boned).
- Increased Acceleration - Tightening the acceleration cable is a well known trick in the Smuggler's world and allows an increase in acceleration time by 10%. This also improves the vehicle's handling up slopes. However, when the vehicle is repaired at a garage it will lose this modification. This change may also have some kind of visual effect on the vehicle such as extra fins on the side for greater airodynamic and downforce.
Ermm forward firing turret controlled by the turretteer? kinda pointless having it forward firing, I'd say allow for 2 forward firing guns, one for pilot and/or co-pilot. They'd have to be stuck to forward position. It'd be cool that you could slice a ship so it takes up a certain amount of lots, so you can have it store up to a large house No of items
Balzan wrote:
Vampiric_Hoshi wrote:
Smugglers Guide to the Galaxy
Chapter 16 - Tinkering
Although the mighty Lord Vador may frown upon officers of his Imperial Navy messing with his equipment, the very first lesson a Smuggler must learn in bettering his oponents is modify modify modify! You simply arnt the Galaxie's fastest swoop racer without first taking apart your Swoops Graviton Matrix and manipulating its Flux Cuplour to generate 3 times the energy of your mum's new megatron oven.
But like everything in the Smuggler's world, tinkering comes in many different forms. The two covoured in this chapter include "Ship Tinkering" and "Vehicle Hod-Rodding". Learn these simple techniques and you'll soon be challenging the mightiest of Smugglers daring that Kessel Run!
Ship Tinkering
Been cought by the Empire carrying something something you shouldn't have been in your cargo hold? Then you didn't read lesson 1, Modify modify modify! There are many levels of tinkering a smuggler can take too on his vessel. These are:
- Smuggler Compartments - A smuggler can install a smuggling compartment on his (or another player's) POB vessel. A Smuggling Compartment increases the vessel's item capacity from 75 to 150. The Smuggling Compartment itself would appear somewhere on each vessel as a container, generaly hidden away. For instance, a smuggling compartment on a YT may be under a floor pannel. On a VT-49 or Nova Courier it may be behind a bulkhead panel. However, a player may only own one POB vessel with a smuggler compartment.
- Hot-Wireing Turrets - Snipping a wire here, welding a pannel there, the Smuggler would be able to lock the turrets of his ship into a forward-firing position that can be activated by the pilot. However, such a modification can only be done while the ship is landed and will result in the turrets not being mountable in space until the smuggler has landed and change the configuration back.
Vehicle Hod-Rodding
Any good Smuggler owns a fast vehicle with plenty of boot space to carry his illegal goods and out-run patrols and any master Smuggler knows how to achieve such modifications himself. Here's the sorts of things Smugglers are doing to their beloved speeder:
- Cargo Hold - A boot section added to a multi-passenger vehicle. The hold will only be of small size and therefore only capable of storing 10 items and will only be accessable while the vehicle is called. However, this extra storage slot wont be scanned by authorities during patrol scans and therefore can aid a smuggler (and anyone else) in smuggling illegal goods around the galaxy.
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Any Devs readin' this better take notes...
Vampiric_Hoshi wrote:
"Ermm forward firing turret controlled by the turretteer? kinda pointless having it forward firing"
When the turrets are linked to forward firing, they cease being "turrets" and just become standard weapons controllable by the pilot. In essence it means you can turn your POB vessel into a standard 1-person craft with the added bonus of being able to carry others aboard.
If I could fire my own turrets in my VT-49 I would very rarely use my fighter. In my opinion, the more I'm able to use my main ship the better this game would be. My character is a smuggler.. he doesnt wanna be flying around in some TIE fighter unless he's officialy flying for the Empire
Vehicle combat FTW!!!!
maxtheusher wrote:
The turret thing got argued about a LOT when JTL was in beta, since according to someone there's an EU source that features Han locking his turrets forward and using them in that method.