Tailor Archive
Thread: With the imperial crackdown coming we need smuggling clothing.
Page 1 of 1
Srednii
Mon Jan 26, 2004 3:11 pm
#1
I've been hearing about the imperial crackdown how they're implementing with npc's doing stuff if you have sliced weapons/armor or spice or other illiegal goods on you (I think, havn't really looked into it much) and it got me to thinking.
What we need is smuggling clothing. Shoes/boots with a hidden compartment that will hold 2 items, a backpack with a false bottom to hold some stuff, a coat with hidden pockets to hold 5 or 10 items. Stuff like that.
All hidden from the searching imperials so you could still carry around spice and whatnot. Now I know a small shoe comparment wouldn't be able to hold much realistically, but neither could our backpacks hold 5 million units of resource, or 50 guns, or 50 chest plates of armor if the laws of physics held sway.
A backpack with a hidden compartment could have a smaller real storage if they're worried about people carrying too much. Say 30 peices in the normal backpack, and then in a second opening on the radial menu another 20 storage that doesn't get searched by imperials.
These clothes could require components like storage modules from DE's, or something. Maby they could be smuggler only, or useable by all, I dunno
.
If they ever gave us experimentation back then they could make higher quality smuggling clothing could fool higher level troopers. A novice smuggling shoe might fool that basic trooper doing random searches, but to get by the Imperial Colonel guarding that high security complex might require a high quality Master made smuggling shoe.
SueDenim
Wed Jan 28, 2004 12:25 pm
#4
I think probably the best way to implement this would be as a collaboration of some sort between tailors and smugglers. A rough-and-ready way would be to allow smugglers to make certain "tissues" that would work like BE tissues, but would really be "smuggler-designed holdout compartments" or somesuch.
For example, it might be an optional Cargo Pocket component. We put the "tissue" in the Cargo Pocket, then build a pack or bandolier with that Cargo Pocket, and it comes out with hidden storage that has an effectiveness based on the smuggler's skill (or maybe even some combination of the smuggler's skill and the tailor's.)
For example, it might be an optional Cargo Pocket component. We put the "tissue" in the Cargo Pocket, then build a pack or bandolier with that Cargo Pocket, and it comes out with hidden storage that has an effectiveness based on the smuggler's skill (or maybe even some combination of the smuggler's skill and the tailor's.)
Page 1 of 1