Smuggler Archive
Thread: Smuggler ideas from a non-Smuggler
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nakedandfearless
Mon Feb 21, 2005 11:08 pm
#1
Never got the chance to play a smuggler, but I like to read about you guys.
With the new changes to the game coming I thought of some cool things that would make a smuggler useful.
1. Able to pass through all scans. Meaning the new GCW change coming inre: whatever faction controls the city, you get scanned and attacked. But as a Smuggler, you wouldn't.
2. Make some more illegal items in game.For example,radioactive fuel/materials that crafters need. Only Smugglers can movesuch "illegal" itemsto a different planet. To move large quantities, you'll need your own transport, so maybe getting chased through space would be a little fun. I personally like this one, it adds content to the profession. You make money moving special/rare resources to whatever planet it needs to be delivered to, and sneak it past scans at the spaceports. Large quantities need to be transported (JTL required) and you have a chance that a blockade awaits you, fight them, out-run them in your bucket of bolts.
3. For you PvPers, I believe you have to be "Special Forces" to be able to get inside an opposing factions' base. What if Smugglers can get into ANY base regaurdless if you're on-leave, a combatant, or special forces? That's not even the fun part.
Once inside you can set a bomb on a timer that disables turrets for a short period of time and or cause the base to evacuate and all of the npcs inside come out of the base.
Just some simple suggestions that seen to add some fun content.
Discuss....
DigiDante
Mon Feb 21, 2005 11:12 pm
#2
When it comes to evading we already have like a 90% chance to evade scans.
This SHOULD still hold true to the new scan teams being introduced.
This SHOULD still hold true to the new scan teams being introduced.
nakedandfearless
Mon Feb 21, 2005 11:17 pm
#3
Ah, didn't know that. What do you think about the other stuff? I mean those rich crafters would have to pay up the cash to get what they need, ya know? Think something like this can be done? It seems pretty simple to me imo.
DigiDante
Mon Feb 21, 2005 11:24 pm
#4
Idea number three I see never occuring, even though I enjoy the idea. We as smugglers do get to use bomb droids, but setting bombs is unlikely to cause a npc floodout. That would in return clear out a base allowing a base taking team to do the job alot quicker... plenty of room for exploiting in my opinion.
Idea number two I could see never happening due to the fact that I doubt the devs would ever let us smuggle other peoples items for them. It would make the game to cumbersome and even though we are meant to be sneaky and low-life type people, the option for us to totally screw over someone is there. And yes it would be the persons fault for trusting said con artist, but we would get much heat from the community and I do not see such an idea working out.
I always enjoy hearing new ideas though.... keep em running.
Idea number two I could see never happening due to the fact that I doubt the devs would ever let us smuggle other peoples items for them. It would make the game to cumbersome and even though we are meant to be sneaky and low-life type people, the option for us to totally screw over someone is there. And yes it would be the persons fault for trusting said con artist, but we would get much heat from the community and I do not see such an idea working out.
I always enjoy hearing new ideas though.... keep em running.
Message Edited by DigiDante on 02-22-2005 12:36 AM
nakedandfearless
Mon Feb 21, 2005 11:31 pm
#5
Hmm, very good points. Too bad for exploiters and con artist, they ruin the game. Maybe somebody may come along and tweek these ideas but under suitable guildlines that you seem to have made come to light.
ValiantHalibut
Tue Feb 22, 2005 1:45 pm
#6
Per idea 2, why not just set it up so that whoever created the illegal goods needs to be grouped with the smuggler to get the stuff off planet? A crafter comes up to you and hires you to get his goods somewhere. You agree, the two of you group up and head off.
Or, they could set up an escrow dynamic. A crafter needs to get some goods off world, so he contracts a smuggler. They arrange a price and a time limit and head to a smuggler terminal. This smuggler terminal, located in a cantina or the starport bar or some such, is basically the same as the trade window, however the items are never actually in the smuggler's inventory. The original crafter still has access to the materials, but only on the planet of origin and only if the smuggler's "mission" is cancelled. The smuggler, for his part, heads to the destination planet, finds a smuggler terminal and activates it. At that point the goods are "unlocked" for the crafter at the destination planet.
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