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Kelgen Thann
Kelgen Thann

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Posted - 2005.03.19 15:41:00 - [1]

Edited by: Kelgen Thann on 19/03/2005 15:49:24
Edited by: Kelgen Thann on 19/03/2005 15:47:35

Skills and Ship Bonuses.

2 skills I would put on this ship brings me to the old Game Wing Comander Privateer, and the TV series Fire Fly
A Ship Skill, and a smuggling skill (very small cargo space converted per level say 1% per level) the ship needs to be a smuggler ship to smuggle well, you can only hide so much dope under your bed or in the cookie jar in a "modern" sleak ship.

maybe even a skill to talk your way out of paying a fine or Bribing a Customs agent to make the process less painful if your LUCKY enough to get a agent with a weak set of morals. the point is to have several degrees of being caught and avoiding detection

Ship Bonuses:
5% more cargo space availible for secret compartment conversion.
5% Greater chance of fooling Custom agents scanns

Those are my two prime Ideas.

Secondary:
10% bonus to custom agents scanning delay - If the ship is fast delaying the scanning will allow a person to know if they have to warp out or if they can make it to the gate

I would also have it so in a smugling ship you can tell how long you have till your cargo is caught. You shouldn't be able to stay at a gate with contraband for long, you should be in and out and on the run. Smuggling has to ALWAYS have risk. You shouldn't be able to buy a ship, buy mods and train a skill and be immune to the chance of being caught. You should alwyas have the risk of getting caught. you will also have to use speed mods, not just cargo expanders. your ship must be fast, light, agil, or filled with interfeerence moduals that generate fields that mess with sensors. NOT UBER I cna haull a million slaves easily

or else where is the fun in that :)


Now for a description of the smuggling ship let it show that ONLY parts of the smuggling ships cargo space is able to be used for smuggling. "These ships have nooks and crannies which a skilled pilot/mechanic can utilize to create seceret compartments. "a skilled engeneer can localize the magnetic interfence generated by the ships POOR design to make certain comodities dissapear to the poorly used scanner."


Basically a Smuggling ship should be an archaic design, old and poorly designed with poorly engeneered systems that can all be used to smuggle. A smuggler shouldn't have "THE latest design in smuggling technology, clean, sleak, fast, agil and looks as sexy as a supermodel wearing only sand on the beach"

Having an old ragged, ship that fits your purpose perfectly is what smuggling should be. You operate under the radar, at high risk to make large margins on a small amount of cargo.
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 15:41:00 - [2]

Edited by: Kelgen Thann on 19/03/2005 15:49:24
Edited by: Kelgen Thann on 19/03/2005 15:47:35

Skills and Ship Bonuses.

2 skills I would put on this ship brings me to the old Game Wing Comander Privateer, and the TV series Fire Fly
A Ship Skill, and a smuggling skill (very small cargo space converted per level say 1% per level) the ship needs to be a smuggler ship to smuggle well, you can only hide so much dope under your bed or in the cookie jar in a "modern" sleak ship.

maybe even a skill to talk your way out of paying a fine or Bribing a Customs agent to make the process less painful if your LUCKY enough to get a agent with a weak set of morals. the point is to have several degrees of being caught and avoiding detection

Ship Bonuses:
5% more cargo space availible for secret compartment conversion.
5% Greater chance of fooling Custom agents scanns

Those are my two prime Ideas.

Secondary:
10% bonus to custom agents scanning delay - If the ship is fast delaying the scanning will allow a person to know if they have to warp out or if they can make it to the gate

I would also have it so in a smugling ship you can tell how long you have till your cargo is caught. You shouldn't be able to stay at a gate with contraband for long, you should be in and out and on the run. Smuggling has to ALWAYS have risk. You shouldn't be able to buy a ship, buy mods and train a skill and be immune to the chance of being caught. You should alwyas have the risk of getting caught. you will also have to use speed mods, not just cargo expanders. your ship must be fast, light, agil, or filled with interfeerence moduals that generate fields that mess with sensors. NOT UBER I cna haull a million slaves easily

or else where is the fun in that :)


Now for a description of the smuggling ship let it show that ONLY parts of the smuggling ships cargo space is able to be used for smuggling. "These ships have nooks and crannies which a skilled pilot/mechanic can utilize to create seceret compartments. "a skilled engeneer can localize the magnetic interfence generated by the ships POOR design to make certain comodities dissapear to the poorly used scanner."


Basically a Smuggling ship should be an archaic design, old and poorly designed with poorly engeneered systems that can all be used to smuggle. A smuggler shouldn't have "THE latest design in smuggling technology, clean, sleak, fast, agil and looks as sexy as a supermodel wearing only sand on the beach"

Having an old ragged, ship that fits your purpose perfectly is what smuggling should be. You operate under the radar, at high risk to make large margins on a small amount of cargo.
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 15:41:00 - [3]

Edited by: Kelgen Thann on 19/03/2005 15:49:24
Edited by: Kelgen Thann on 19/03/2005 15:47:35

Skills and Ship Bonuses.

2 skills I would put on this ship brings me to the old Game Wing Comander Privateer, and the TV series Fire Fly
A Ship Skill, and a smuggling skill (very small cargo space converted per level say 1% per level) the ship needs to be a smuggler ship to smuggle well, you can only hide so much dope under your bed or in the cookie jar in a "modern" sleak ship.

maybe even a skill to talk your way out of paying a fine or Bribing a Customs agent to make the process less painful if your LUCKY enough to get a agent with a weak set of morals. the point is to have several degrees of being caught and avoiding detection

Ship Bonuses:
5% more cargo space availible for secret compartment conversion.
5% Greater chance of fooling Custom agents scanns

Those are my two prime Ideas.

Secondary:
10% bonus to custom agents scanning delay - If the ship is fast delaying the scanning will allow a person to know if they have to warp out or if they can make it to the gate

I would also have it so in a smugling ship you can tell how long you have till your cargo is caught. You shouldn't be able to stay at a gate with contraband for long, you should be in and out and on the run. Smuggling has to ALWAYS have risk. You shouldn't be able to buy a ship, buy mods and train a skill and be immune to the chance of being caught. You should alwyas have the risk of getting caught. you will also have to use speed mods, not just cargo expanders. your ship must be fast, light, agil, or filled with interfeerence moduals that generate fields that mess with sensors. NOT UBER I cna haull a million slaves easily

or else where is the fun in that :)


Now for a description of the smuggling ship let it show that ONLY parts of the smuggling ships cargo space is able to be used for smuggling. "These ships have nooks and crannies which a skilled pilot/mechanic can utilize to create seceret compartments. "a skilled engeneer can localize the magnetic interfence generated by the ships POOR design to make certain comodities dissapear to the poorly used scanner."


Basically a Smuggling ship should be an archaic design, old and poorly designed with poorly engeneered systems that can all be used to smuggle. A smuggler shouldn't have "THE latest design in smuggling technology, clean, sleak, fast, agil and looks as sexy as a supermodel wearing only sand on the beach"

Having an old ragged, ship that fits your purpose perfectly is what smuggling should be. You operate under the radar, at high risk to make large margins on a small amount of cargo.
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 15:41:00 - [4]

Edited by: Kelgen Thann on 19/03/2005 15:49:24
Edited by: Kelgen Thann on 19/03/2005 15:47:35

Skills and Ship Bonuses.

2 skills I would put on this ship brings me to the old Game Wing Comander Privateer, and the TV series Fire Fly
A Ship Skill, and a smuggling skill (very small cargo space converted per level say 1% per level) the ship needs to be a smuggler ship to smuggle well, you can only hide so much dope under your bed or in the cookie jar in a "modern" sleak ship.

maybe even a skill to talk your way out of paying a fine or Bribing a Customs agent to make the process less painful if your LUCKY enough to get a agent with a weak set of morals. the point is to have several degrees of being caught and avoiding detection

Ship Bonuses:
5% more cargo space availible for secret compartment conversion.
5% Greater chance of fooling Custom agents scanns

Those are my two prime Ideas.

Secondary:
10% bonus to custom agents scanning delay - If the ship is fast delaying the scanning will allow a person to know if they have to warp out or if they can make it to the gate

I would also have it so in a smugling ship you can tell how long you have till your cargo is caught. You shouldn't be able to stay at a gate with contraband for long, you should be in and out and on the run. Smuggling has to ALWAYS have risk. You shouldn't be able to buy a ship, buy mods and train a skill and be immune to the chance of being caught. You should alwyas have the risk of getting caught. you will also have to use speed mods, not just cargo expanders. your ship must be fast, light, agil, or filled with interfeerence moduals that generate fields that mess with sensors. NOT UBER I cna haull a million slaves easily

or else where is the fun in that :)


Now for a description of the smuggling ship let it show that ONLY parts of the smuggling ships cargo space is able to be used for smuggling. "These ships have nooks and crannies which a skilled pilot/mechanic can utilize to create seceret compartments. "a skilled engeneer can localize the magnetic interfence generated by the ships POOR design to make certain comodities dissapear to the poorly used scanner."


Basically a Smuggling ship should be an archaic design, old and poorly designed with poorly engeneered systems that can all be used to smuggle. A smuggler shouldn't have "THE latest design in smuggling technology, clean, sleak, fast, agil and looks as sexy as a supermodel wearing only sand on the beach"

Having an old ragged, ship that fits your purpose perfectly is what smuggling should be. You operate under the radar, at high risk to make large margins on a small amount of cargo.
Kelgen Thann
Kelgen Thann

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 16:05:00 - [5]

Definately Smuggling ships should be old outdated models of the cargo ships.

If there was some new fancy large smuggling vessel designed by the pirate factions, you bet the customs agents will harass that ship and strip it bare.

If you were flying an old model that is VERY common in the Civilian normal citizen of the EVE universe and there are millions of these pieces of Unrealized Valuable ships in service, it will make smuggling possible. Your ship is ignored to some degree and can slip under the radar so to speak.

Watch an episode of Fire Fly Devs!!!!! That show will make a very good Case study.

Also I would tie in a few other skills into smuggling. Smuggling should offer large Returns on small amounts of cargo. so it woudl need to be a more complicated task.

Say to get a ship bonus you need several skills, say a mechanic skill to make hull space messy without penalizing hull integrety or module Hit points, an engeneering skill to manipulate and localize ship interfeerence to hinder scanners, a ship skill to use a ship and gain the ship bonuses, a navigation skill to aid in smuggling, a shield skill to aid in scanner resistance

I would make each skill add a very small smuggling bonus, so you need to train several skills to get a significant strength in smuggling. Makes sense since smuggling would require small adjustments to avoid sending up warning flags in customs agents.

Example: You have a shield that is 50% more resistant to being scanned. C'mon. that's not a red flag??

or 50% of your cargo space can't be scanned, Custom agents know ship specs, another Red flag thrown up
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 16:05:00 - [6]

Definately Smuggling ships should be old outdated models of the cargo ships.

If there was some new fancy large smuggling vessel designed by the pirate factions, you bet the customs agents will harass that ship and strip it bare.

If you were flying an old model that is VERY common in the Civilian normal citizen of the EVE universe and there are millions of these pieces of Unrealized Valuable ships in service, it will make smuggling possible. Your ship is ignored to some degree and can slip under the radar so to speak.

Watch an episode of Fire Fly Devs!!!!! That show will make a very good Case study.

Also I would tie in a few other skills into smuggling. Smuggling should offer large Returns on small amounts of cargo. so it woudl need to be a more complicated task.

Say to get a ship bonus you need several skills, say a mechanic skill to make hull space messy without penalizing hull integrety or module Hit points, an engeneering skill to manipulate and localize ship interfeerence to hinder scanners, a ship skill to use a ship and gain the ship bonuses, a navigation skill to aid in smuggling, a shield skill to aid in scanner resistance

I would make each skill add a very small smuggling bonus, so you need to train several skills to get a significant strength in smuggling. Makes sense since smuggling would require small adjustments to avoid sending up warning flags in customs agents.

Example: You have a shield that is 50% more resistant to being scanned. C'mon. that's not a red flag??

or 50% of your cargo space can't be scanned, Custom agents know ship specs, another Red flag thrown up
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 16:05:00 - [7]

Definately Smuggling ships should be old outdated models of the cargo ships.

If there was some new fancy large smuggling vessel designed by the pirate factions, you bet the customs agents will harass that ship and strip it bare.

If you were flying an old model that is VERY common in the Civilian normal citizen of the EVE universe and there are millions of these pieces of Unrealized Valuable ships in service, it will make smuggling possible. Your ship is ignored to some degree and can slip under the radar so to speak.

Watch an episode of Fire Fly Devs!!!!! That show will make a very good Case study.

Also I would tie in a few other skills into smuggling. Smuggling should offer large Returns on small amounts of cargo. so it woudl need to be a more complicated task.

Say to get a ship bonus you need several skills, say a mechanic skill to make hull space messy without penalizing hull integrety or module Hit points, an engeneering skill to manipulate and localize ship interfeerence to hinder scanners, a ship skill to use a ship and gain the ship bonuses, a navigation skill to aid in smuggling, a shield skill to aid in scanner resistance

I would make each skill add a very small smuggling bonus, so you need to train several skills to get a significant strength in smuggling. Makes sense since smuggling would require small adjustments to avoid sending up warning flags in customs agents.

Example: You have a shield that is 50% more resistant to being scanned. C'mon. that's not a red flag??

or 50% of your cargo space can't be scanned, Custom agents know ship specs, another Red flag thrown up
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 16:05:00 - [8]

Definately Smuggling ships should be old outdated models of the cargo ships.

If there was some new fancy large smuggling vessel designed by the pirate factions, you bet the customs agents will harass that ship and strip it bare.

If you were flying an old model that is VERY common in the Civilian normal citizen of the EVE universe and there are millions of these pieces of Unrealized Valuable ships in service, it will make smuggling possible. Your ship is ignored to some degree and can slip under the radar so to speak.

Watch an episode of Fire Fly Devs!!!!! That show will make a very good Case study.

Also I would tie in a few other skills into smuggling. Smuggling should offer large Returns on small amounts of cargo. so it woudl need to be a more complicated task.

Say to get a ship bonus you need several skills, say a mechanic skill to make hull space messy without penalizing hull integrety or module Hit points, an engeneering skill to manipulate and localize ship interfeerence to hinder scanners, a ship skill to use a ship and gain the ship bonuses, a navigation skill to aid in smuggling, a shield skill to aid in scanner resistance

I would make each skill add a very small smuggling bonus, so you need to train several skills to get a significant strength in smuggling. Makes sense since smuggling would require small adjustments to avoid sending up warning flags in customs agents.

Example: You have a shield that is 50% more resistant to being scanned. C'mon. that's not a red flag??

or 50% of your cargo space can't be scanned, Custom agents know ship specs, another Red flag thrown up
   
 
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