Smuggler Archive
Thread: An idea for slicing a ship (sort of)
You are flying around in space joyriding and suddenly you bite off more then you can chew. A smuggler pilot, smuggler co-pilot, or smuggler engineer can use a smuggler only space command to instantly jetisen the ship into hyperspace. It would be like the last ditch in space, no navigation coordinates are made, instead the ship just randomly chooses a space sector and propells you there without waiting.
The bad side is, there is a chance the place you are going could be worse then your prior predicament. This ability could be used in two different ways: The smuggler could have an astromech ability given to him in the smuggler trees, or he can just slice the engine in a POB ship and it does it instantly.
What do you guys think?
Antonnio wrote:
I like it, I would also like to see the ability to allow smugglers to tinker with the engine and send the ship instantly into hyperspace.
You are flying around in space joyriding and suddenly you bite off more then you can chew. A smuggler pilot, smuggler co-pilot, or smuggler engineer can use a smuggler only space command to instantly jetisen the ship into hyperspace. It would be like the last ditch in space, no navigation coordinates are made, instead the ship just randomly chooses a space sector and propells you there without waiting.
The bad side is, there is a chance the place you are going could be worse then your prior predicament. This ability could be used in two different ways: The smuggler could have an astromech ability given to him in the smuggler trees, or he can just slice the engine in a POB ship and it does it instantly.
What do you guys think?
Good addition, I think
Blackfoot wrote:Nah, the instant hyperspace thing wouldn't work."Traveling through hyperspace ain't like dusting crops, boy. Without precise calculations, we'd fly right through a star, or bounce too close to a supernova, and that would end your trip real quick, wouldn't it?" — Han Solo
That is exactly what I am trying to get at. You randomly hit to hyperpace and run your chances. There is a chance where you end up could not be as positive as where you where. You could fly right through a supernova and end up disabled... and have to repair your ship or evacuate, or you can end up in an asteroid field, or end up right in the middle of a mob. Just a thought, never said it would be implemented, If it came down to running major risks... I would do it.
DarthHommie wrote:
Well say your cruising around with some buds in Decimator/Yt/whatever, and all of a sudden, you stray a bit too close to, say, an opposing factions tier five fighters. before you know it sheilds are gone, engines are gone,etc. Almost about to blow up.
Now lets say that you have a smuggler on board. The smuggler knowsships. he walks aft towards the engine room or terminal or whatever. The smuggler uses his jack-of-all trade skills(would be in the slicing tree of course)to do a temporary fix which starts up the engines or whatever you are effecting repairs on. You are able to limp off to a space station for permenant repairs.
Ideas? Comments? Flames?
I would prefer Smugglers have the ability to "modify" - actually I think 'slice' would be the proper term - components that have been RE'd, or at least be able to make some sort of repeatable (or permanent) improvement to components. Han had made a "few improvements" to his YT-1300 and it was the fastest thing in the galaxy. In ESB, the Falcon handles like a fighter. I think a Smuggler should be able to significantly improve a POB ship.
I'm not advocating improvements of that magnitude, but I would like to see:
Ablative Armor: The Smuggler improves the armor so that it absorbs the energy from a ship's guns, which then converts the energy and recharges the shields a small amount. This won't prevent the armor from taking damage, nor stop a fighter from punching all the way through eventually. Just make it a little harder to get through.
Shield Deflection: "Chewie! Angle the deflectors!" Pretty simple this one. A Smuggler can alter the shields so that an energy strike (not missles) is deflected away with minimal loss to shield protection.
I would like to see Smugglers be able to "convert" one of the missle hard points to a gun emplacement (and in the case of the YT-1300 *ADD* one in) so they can fire forward.
AI: This one will no doubt upset some people, and make others happy. But I think a Smuggler should be able to adapt the ship's Droid Interface to all the pilot to run the flight computer commands, instead of needing a co-pilot. And *drumroll* I would like to see Smugglers able to convert a combat droid into a targeting computer that can be loaded into the gun bays. Set their accuracy to the level of a NPC ship, able able to attack a ship the *pilot* has targeted. (This idea would take a whole *load* of coding, so I consider it a dream and never expect it to be a reality)
By the way I'm not a Smuggler, I just think they deserve to have some cool ships.
I will restate myself though, we really need to be able to reload missiles and countermeasures inside our POB Ships.
Antonnio wrote:
Nice ideas, I would also like to fire from a forward cockpit position. I heard before having an NPC Co-pilot that responded according to your commands and did actions... that would be awsome too.
I will restate myself though, we really need to be able to reload missiles and countermeasures inside our POB Ships.
I like all these ideas, and really the POB ships like the yt need something to make them desirable, I would actually fly mine more if i was able to actually have a forward fireing gun but, as is it sits and i fly my krayt because although I have friends willing to man the guns and a 2nd account for the ops chair as no one wants to sit there to wait for the right time to push a button that MIGHT happen once in an encounter IF that often, its simply more effective to go out to space in seperate fighters i mean really the fighters/enemys never come at you in any kinda direct fashion particullary if your tring to get behind them or stay there so on the yt one gun is always in a position to not be able to see the target at all this makes for a boreing ride for the guy in the turret that has no LOS and therefore undesireable.
we have tried many times many ways includeing fling stright away from the target hopeing it would chase this more often then not leads to no sheilds in the back and you cant hit the shut/boost sheilds fast enough to account for it in pve and in pvp its useless you just go in circles if faceing off against a decent pilot and any 2 shots and your done, I like the idea of the skill but come on now if the falcon had only been able to take 2 shots hans part of the movie would have been " chewie angle the........" end of han solo.
I know the game is not the movies but 2 shots to a yt with lvl 10 sheilds and armor with near the highest stats allowed if not at the highest is a bit stupid.