Smuggler Archive
Thread: We've got law enforcement... but only if you're in a Faction!
SmugglinZane wrote:
So I've been pessimistic, I admit it. Some of you have tried to think of ways this could turn out in our favor and then BAM
we get hit with this.
Maybe I've got tunnel vision because I don't like certain aspects of the new changes, but can anyone tell me what exactly this does for us except to extend the "Crackdown" to planetary authorities without actually having players be held accountable for anything? Stay neutral all you get is a lame fine. Why can't they just have these authorities aggro when you fail? Why can't they see beyond Rebel vs. Imp? I really want to know.
I'd really like to know what the optimists think about this, because I only see it as making Smuggler an even more faction based profession, more than any other one at that. Can anyone explain the logic in that to me?
Think about it.
Neutral crafters getting scanned for contraband. What to do?
Hire a... a... a Smuggler?
Message Edited by DarkSmyth on 02-08-2005 09:20 PM
SpinningCloud wrote:
THis is utter BS.
The scans are NOT at any choke points like starports so why in the world would you think ANYONE would hire a smuggler?
Put them at the starports and THEN things change and having a smuggler makes a difference.
Are ANY of you really going to tag along with other players as they run mundane errands? Are ANY players really going to pay you to do that?
This is NOTHING substantial over what was. Until there are IMPORTANT points that are routinely scanned then NONE of this makes any difference.
What else would a Smuggler do? Hmmm... Smuggle?
SpinningCloud wrote:THis is utter BS.The scans are NOT at any choke points like starports so why in the world would you think ANYONE would hire a smuggler?Put them at the starports and THEN things change and having a smuggler makes a difference.Are ANY of you really going to tag along with other players as they run mundane errands? Are ANY players really going to pay you to do that?This is NOTHING substantial over what was. Until there are IMPORTANT points that are routinely scanned then NONE of this makes any difference.
Why crackdown scans can't be at starports was explained already, a while back, by the Devs.
The scans are all trough the town, so the chance of encountering one between wheverer you are going/come from and the starport are great. Greater the highest in rank in your faction you are.
Still some questions that need answers, granted, but it is a step toward something you always wanted SpinningCloud: Smuggling. Of peoples, not of stuff, but one thing at the time: it is GCW changes after all , not our revamp.
LaughingWolf wrote:
SpinningCloud wrote:
THis is utter BS.
The scans are NOT at any choke points like starports so why in the world would you think ANYONE would hire a smuggler?
Put them at the starports and THEN things change and having a smuggler makes a difference.
Are ANY of you really going to tag along with other players as they run mundane errands? Are ANY players really going to pay you to do that?
This is NOTHING substantial over what was. Until there are IMPORTANT points that are routinely scanned then NONE of this makes any difference.
Why crackdown scans can't be at starports was explained already, a while back, by the Devs.
The scans are all trough the town, so the chance of encountering one between wheverer you are going/come from and the starport are great. Greater the highest in rank in your faction you are.
Still some questions that need answers, granted, but it is a step toward something you always wanted SpinningCloud: Smuggling. Of peoples, not of stuff, but one thing at the time: it is GCW changes after all , not our revamp.
I do concede this point, but if they took the time to really revamp the system they could. There were many bright ideas suggested in the past that would circumvent the problems they brought up. I (and yes I'm still being pessimistic, it's the mood I'm in) don't really expect to see it in the non combat profession expansion.
dlc3007 wrote:
I think it is clear at this point that the game isn't going to be changed to provide 100% of everything that would make life ideal for smugglers.
"Damn them! Damn them to hell!!"
Ok, now that we got the Charleston Heston out of our system, can we get on with life?
Are the new changes perfect from the perspective of smugglers? No. Are they everything that we ever hoped they could be? No. Is it better than what was? Yeah, it is. Can we work with it? Yeah. Maybe we shouldn't knee-jerk bash the devs when things are only better rather than ideal.
Sorry man, but fighting the fight now is more effective than fighting the fight later. As someone pointed out, this is in development and if some of us want changes, we need to get them made now. I love new additions, but I also think new additions should be more all encompassing than they are restrictive.
As for voicing our opinions now, I hope that the correspondents get hold of some of this and pass it on (I've got faith in ya Wes). That thread was into the 20s last I checked and I'm not sure how much more they're going to examine. I hate to keep saying this, but.... I know a lot of people like these changes, I think they should have, and very easily could have, gone a little further with it. I'm not arguing against them, I'm arguing for a little bit more, and I really hope that some of you that are so happy will lend a hand in getting everyone the benefit of some of this.