Smuggler Archive

Thread: JtL Idea for Smugglers (One of the many things I would like to see)

Geevo
Wed Dec 01, 2004 6:07 pm
#1






Profession benefit: The ability to land at any Starship Terminal (Any faction, any squadron to any designated location. For example, Imperial Pilot lands at the abandoned Rebel Base on Dantooine).


Requirements:


Master Smuggler Required for most locations

Same Faction: Run Tier 2 missions (like they are now but no squadron limitation)...and also requires Underworld II (Fast Talker)


1-off Faction (eg. Neutral to either, or rebel/imperial to neutral): Run Tier3 missions ... pick any Jabba Tier 3 mission that would need to be completed, adn make the Smuggler, and get the mission from the Mos Eisley Cantina or the Tatooine Space Station (I would personally prefer the Cantina).


For Neutrals that wanted to land at Dantooine, make them run missions out of the Dantooine Space Station (Tier 3) ... copy any Rebel Tier 3. For Neutrals that wanted to land at the Emperors Retreat, make them run missions out of the Naboo Space Station (Tier 3) ... copy any Imperial Tier 3.


2-off Faction (eg. Rebel to Imperial or Imperial to Rebel): Ace Pilot & Tier 4 missions ... pick any Jabba Tier 4 mission that would need to be completed, and make the Smuggler have to see Jabba (after gaining access to land at Jabba's)


In addition, add Nym's (requires Underworld IV: Connections) to a location that only Smugglers can land (although very close to the standard starport ... this would provide a more clandestine atmosphere to enter/exit the planet if needed. It would also provide a second port to enter the planet for any faction raids if they were brought in by Smugglers.


With this new ability, it would increase our ability to Smuggle players:


-To help with the Themeparks

-To raid (opposing factions)

-To visit Jabba (what Smuggler doesn't want to visit Jabba?)

-To visit Nym


Call it changing the transponder, or Smuggling, or something ... but I think this would be cool (and should be easy for the Devs to do).


They could even go beyond this and give us the ability to have an improved IFF that if used prior to any combat makes it easier to travel in dangerous areas & [hopefully] allow us to run missions for opposing factions. (eg. Rebels/Imperials runNeutral missions ... but not opposite factions (eg. Rebels can't shoot Rebels).


I thinkmost of the coding exists for these ideas, so it should be easy ... although I am not a programmer ... (eg. Talus station works for Ground SmugglersandNon-Smugglers that simply work for the Smuggler Alliance). This would also benefit the Neutrals because they have less of a reputation ... for the factioned Smugglers ... we have done 'bad' things... so it should be harder.

Edits: added same faction requires Underworld II rather than Master Smuggler, and Nym's Requires Underworld IV rather than Master Smuggler...the rest still requires Master Smuggler.

Message Edited by Geevo on 12-02-2004 10:55 AM



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
cpz
Wed Dec 01, 2004 6:59 pm
#2






Geevo wrote:

In addition, add Nym's to a location that only Smugglers can land (although very close to the standard starport ... this would provide a more clandestine atmosphere to enter/exit the planet if needed. It would also provide a second port to enter the planet for any faction raids if they were brought in by Smugglers.






Come to think of it, that's a very good idea.



Starports only accessible by Smugglers, perhaps with locations increasing with Underworld.



  • it lends itself to 'smuggling' by way of grouped travellers

  • it gives multi-person ships an actual purpose





oooooooooooooooooo
Colonel Narayan Darkfly (RIP)
Master Smuggler
Eclipse

The Awful Truth [now santized for family friendly fun]: One Two Three Four Five Six
TacRunner
Wed Dec 01, 2004 7:50 pm
#3

I think you have great ideas and I would second them - they prob be refined to work but I like the ideas


It would put the Smuggle back in Smuggler


Great Post - 5 *'s





T'R Diego
Master Commando- CORSEC Ace

If you give a man fire, he will be warm for a day. If you light a man on fire, he will be warm for the rest of his life.
DigiDante
Wed Dec 01, 2004 7:55 pm
#4

Aye! I like the idea of smuggler specific locations also.

As my understanding is now the themeparks where we can land are only for specific missions... keep that the same but allow smugglers to land there at any given time. That'd be great...



Selusa Secundus - Elder Smuggler - September 2003.
Sheeana Secundus - Respec Jedi - Elder Carbineer @ heart.
Raylonis Del'Rathin - Elder Chef, Dancer - Retired / Canceled July 2005.
Leader of the fallen Guild, Veil of Silence.

Without the past, the future would never happen.
Believes in a better future for SWG.
Everytime a Rollback or Additional server thread is spawned SOE murders a kitten. Please... think of the kittens and stop this erradication.
Ternque01
Wed Dec 01, 2004 8:06 pm
#5

Yea, the idea of smugglers being the only people to drop players off at certain locations is a great idea.

People wanting to go to that special place on Lok, or Jabba's Palace in a flash would definitly want us. This could be accomodated for players who don't have JTL also.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Geevo
Wed Dec 01, 2004 11:44 pm
#6






Ternque01 wrote:

Yea, the idea of smugglers being the only people to drop players off at certain locations is a great idea.

People wanting to go to that special place on Lok, or Jabba's Palace in a flash would definitly want us. This could be accomodated for players who don't have JTL also.







But we wouldn't take anythinig away from anyone. The Smuggler Alliance pilots will still be able to land at Jabba's (after all, they are our 'escorts' right?) ... they work for smugglers, we are Smugglers .


Oh that would be so cool if non-JtL could be transported. I would just pass out from the shock if we were allowed that (don't let them use any stations...just sit/stand in the ships).


"You must purchase JtL to equip a turret"


"You must purchase JtL to use the Operations Station"


lol..."You must purchase JtL to look out the window" j/k (I think the more people see space...the more inclined they will be to purchase it)





Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Geevo
Thu Dec 02, 2004 11:55 am
#7

made some edits ... so what do you guys think. Good? Bad? Needs Improvement?



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Aartemis
Fri Dec 03, 2004 1:06 am
#8

Why not incorporate the City Shuttle ports as the means to add these new landing locations? Based on the underworld level of the Smuggler, you gain access to take off or land in Player Cities.


If the Smuggler successfully slices the shuttle terminal (add in the clamp/fan certifaction requirement), he/she is tapped into the Galactic Starport network where the smuggler gets clearance to launch as if he were at an actual Starport. I know there is no starport but it could be like landing outside of town.


From space, the Smuggler would use his fast talking skills, as you have mentioned,to negotiate a landing at a player city. To incorporate JTL more, only allow the Smuggler to choose player city landing locations from space. (no city to city TRAVEL jumps).


It seems an easy way to add more landing/take off areas since the Cities are alreay there, and gives player cities a boost by allowing direct travel via a Smuggler.







Aartemis D'Turton, Master Shipwright/Master Smuggler/Smugglers Alliance Pilot. "When it absolutely, positively needs to avoid imperial eyes".
Si'metra D'Turton, Master Weaponsmith/Master Droid Engineer/Master Artisan
maxtheusher
Fri Dec 03, 2004 1:11 am
#9

I suggested soemthing in another post that could be integrated into this.

Sets of Codes, which in this case could be used to get around certain restrictions. I can reiterate the whole thing in here, but only if someone asks



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Aartemis
Fri Dec 03, 2004 1:20 am
#10






maxtheusher wrote:
I suggested soemthing in another post that could be integrated into this.

Sets of Codes, which in this case could be used to get around certain restrictions. I can reiterate the whole thing in here, but only if someone asks





Ohhh Mini-games. Those are always fun. They already have the number pads from some of the dungeons.



Aartemis D'Turton, Master Shipwright/Master Smuggler/Smugglers Alliance Pilot. "When it absolutely, positively needs to avoid imperial eyes".
Si'metra D'Turton, Master Weaponsmith/Master Droid Engineer/Master Artisan
Geevo
Fri Dec 03, 2004 1:56 am
#11







maxtheusher wrote:
I suggested soemthing in another post that could be integrated into this.

Sets of Codes, which in this case could be used to get around certain restrictions. I can reiterate the whole thing in here, but only if someone asks





go ahead



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Geevo
Fri Dec 03, 2004 1:58 am
#12






Aartemis wrote:

Why not incorporate the City Shuttle ports as the means to add these new landing locations? Based on the underworld level of the Smuggler, you gain access to take off or land in Player Cities.


If the Smuggler successfully slices the shuttle terminal (add in the clamp/fan certifaction requirement), he/she is tapped into the Galactic Starport network where the smuggler gets clearance to launch as if he were at an actual Starport. I know there is no starport but it could be like landing outside of town.


From space, the Smuggler would use his fast talking skills, as you have mentioned,to negotiate a landing at a player city. To incorporate JTL more, only allow the Smuggler to choose player city landing locations from space. (no city to city TRAVEL jumps).


It seems an easy way to add more landing/take off areas since the Cities are alreay there, and gives player cities a boost by allowing direct travel via a Smuggler.











Although shuttle ports would be nice, there are basically three reasons I did not incorporate them:


1) My YKL shouldn't fit on a shuttleport
2) The Devs do not seem to want Shuttle Ports used in that fashion
3) If the Devs allow Player-City Starports in the future (which I think/hope they will), then it would clearly be a waste




Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
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