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Star Wars Galaxies: Smuggling. What is happening?

| 21 Jun 2004 23:04

Now here's the thing I used to be a smuggler in my early day's.
Anyway things are on the road for a revamp. It's been put back many a time but, this time there seems to be a real consensus to get it right. GreenMarine is now working towards the revamp. To show commitment Green seems to be patroling the boards thoroughly.

However, one piece of advice. Posting long rants on why you think a system will not work is fine, but if that's all you post it isn't really that useful. You should also post suggestions on alternatives.

For example, I'm reading a lot of threads about the impact that increasing the illegality of sliced goods will have on the market. While I don't necessarily agree with these arguments, they would be more convincing with a solution. You could say "for that reason, we should also be able to craft special powerups for armor or weapons that reduces the visible illegality of that weapon for 1 scan" or whatever. It's just an example of a random possible solution to the problem...not only does it allow some players to have a chance to slip through scans, but they have to use an item you supply to do it.

It's okay to disagree and have a debate about the proposals, but its important to keep a cool head and look for better alternatives.

There you go, What do you want from smugglers? Be constructive here's the thread. This thread has had many responses from the man himself so if you can make a good argument, well....

This is something that is being worked towards in such a positive way, if you can do something many can't, ie.. be critical without whining :) Do it. Use creative influences. Go forth take responsibility and try to make the game better by giving ideas.

Side Note: You may have noticed my new icon for newsing, alltogether now with the Imperial march duh duh duh, duh-de-duh, duh-de-duh.
*cough cough* ok i'll leave now. Thanks to the staff.

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