Smuggler Archive
Thread: Smuggler Missions!!!! Well...what I think they should be.
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RabidBothan00
Fri Aug 20, 2004 7:47 pm
#1
Smuggling missions.
An example of what I don't want to see:
You need to pick up a few crates of sliced weapons/armor or spice(unusable) from some NPC. Youthen have to deliver them to another NPC. Whoopdy freaking doo!! Smuggling!!! kinda....no.
An example of a quality (IMHO) smuggling mission:
You need to pick up a few crates of sliced weapons/armor or spice(unusable) from some NPC. Youthen have to deliver them to another NPC. The catch is that the NPC is in a specific building in a city w/ an imperial presence(especially those w/ the crackdown in effect). When you get near the building, you see that a couple Stormtroopers (or maybe even competing NPC smugglers) are hanging outside near the entrance of the building. Now they scan you if you get near & if found w/ the contraband, you get it taken away & fail. A way you can prevent being caught is w/ a "Smuggler craftable diversion devise thingy"(something like an explosive)that will draw all (attackable) NPCs in a 50m radius (or something close to that)near its center to investigate. Meanwhile, you run in the building, drop off the crate & run like a mother out of the building before the NPCs return. As an alternative, if you have friends(which i hope you do), they could attack & either act as a diversion or kill the NPCs. Also, for the smuggler to drop off his crates, he would have tobe w/o aTEF, so the Smuggler could go all commando on the "guarding" NPCs. If the smuggler is imperial w/ stormtroopers around the dropoff point, he could get some rebels to off them w/o losing fp. Underhanded smugglerness to the extreme.
For Master Smugglers:
Smuggling missions that if failed or aborted would result ina bounty hunter npc hunting the smuggler down a couple r/l days later. Like a Jabba hunting Solo type of thing. Getting IG-88 on my a55 for screwing up a mission would be sweet.
Smuggling xp: Smuggling experience points would be given once the smuggler gets 50m from the dropoff NPC to go toward the "Contraband Moving" tree, like how Bounty Hunters gain Investigation xp.
Forthe diversion devise thingy. Make it craftableafter gaining the first tier of the "Contraband Moving" tree. Missions prior to gainingthe firsttier would not have any guarding NPCs, so crafting the diversion devices would not be an issue. Make stormtroopers who investigate the diversion devise, stop to attack any approaching overt players(thus making it unusable for reasons involving bases). Any NPCs investigating the diversion devise will not be able to search the smuggler for contraband, even if he/she is in plain sight, until a certain amount of time has past (25-30 seconds). Once this happens, the NPCs can search for contraband & head back to their original positions. The devise could also be of use for simple moving of sliced weapons/armor & spice, in imperial crackdown cities.
A smuggling mission of this type would not stretch the capabilities of SWG as most of these dynamics are already in the game. It would greatly enhance the "Smuggler Experience" we smugglers are looking for. Even though it would be cool to have smuggling missions involving JTL, ground-based missions are definately needed.
Hartz
Fri Aug 20, 2004 7:50 pm
#2
Check out the sticky threads man, it's already being done
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=98219
WesBelden
Fri Aug 20, 2004 7:55 pm
#3
RabidBothan00
Fri Aug 20, 2004 8:40 pm
#4
Hmmmph!
Yeeeeea, but I hadn't read anything about some diversion device thing nor a bounty hunter npc. Oh well, posting this gave me something to write/think aboutfor half an hour. Anyway, this is kind of taking what I've read, adding a bit & simplifying some aspects to make it more feasible. Its not very complex, but I think it would add a lot to the smuggler profession & there are a bunch of possibilities for different things to happen, especially when someone has to bypass any "guarding" NPCs. This is just what I would really like to see happen, in regards to missions & any real smuggling tree. The key is its simplicity & that may be why this would be a good way for the devs to appease us w/o trying to "rip the whole thing apart & start over."
Any more comments/ideas on this invaluable post would be appreciated. 
NeverTellMeOdds
Fri Aug 20, 2004 9:27 pm
#5
Hey thats a cute idea, too bad it will never happen becuase SOE sucks at life...
RabidBothan00
Sat Aug 21, 2004 10:44 am
#6
Sadly, you are probably right. But if the devs run out of other professions to revamp, they untangle this mess of a GCW, & make this The Best MMORPG Ever, they might take a look at smugglers & maybe implement something half-a55, so we don't complain about not having smuggler missions anymore. Then again they may just ask, "Who theh3ll are you & how did you get in here?"
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