Smuggler Archive

Thread: Smuggler Mission Structure Proposal

Pootian
Fri Aug 12, 2005 2:53 pm
#1

/good idea bump



"All your base are belong to us!"~ Old Phalanx Proverb
Pootian
Sat Aug 13, 2005 12:29 am
#2

Smuggler Mission Ideas:

1. Smuggler missions should be done like the pilot missions. You get a contact and run specific missions from him to gain experience. Once a memeber of a specific crime syndicate your able to use their mission terminals to choose from 3 different types of smuggler missions.

Mission Types

2. Spice running: You will have to craft a certain number of spices then run them to a buyer. Sometimes the deal will go smooth, sometimes you have a chance of getting ambushed. The ambush can come from imperials, rebels, or just thugs. If you dump your spice cargo, get killed, or otherwise lose the spice, then you will gain visibility.

3. Slicing: You will be given a waypoint and a city. Go to the location and slice the terminal, box, or other similar item. Incorporate a mini-game similar to the ones used in blowing up bases. If you botch the slice you will gain visibility.

4. Smuggling: Gunrunning, delivering supplies/information to imperials or rebels, or transporting important people (npcs, maybe even players like jedi, take them off the terms for a short while??). This type of mission would require you to fly. Higher up missions would require you to be a master pilot. Again if you fail this mission you would gain visibility.

Bounty Hunters and Smugglers

5. If you botch too many missions (like 5-10 depending on cash value) you will wind up on the Bounty Hunter terminals. This is where the true test of your smuggler skills will come. Last ditch, low blow, concussion shot, and feign death should all be used to evade the BH. These skills make a seemingly innocuous smuggler deadly.

Anyway I would like to hear what my fellow smugglers think about these ideas.



"All your base are belong to us!"~ Old Phalanx Proverb
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