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Thread Statistics | Show CCP posts - 1 post(s) |

Nexus Day
Lustrevik Trade and Travel Bureau
644
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Posted - 2013.06.18 03:20:00 -
[1] - Quote
C'mon CCP! I'll keep posting about this until smuggling gets some love. I have proposed modules and game mechanics in the past, this time I will just beg.
Puh-leeese!
Smuggling skill, smuggling low slot module, Customs impounding cargo and ships, making it so you have to smuggle faction items to rival factions...the possibilities are endless and would really round out the game.
We have Red Leader, give us Han Solo! This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
652
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Posted - 2013.06.18 23:53:00 -
[2] - Quote
When I joined EvE I thought for sure smuggling would be part of the game. I played a smuggler in Traveller and the thought of sneaking contraband about the galaxy made me excited to play.
If you look through the past posts regarding the subject some of the ideas and mechanics make a lot of sense. And it would just be NPC's that would chase you around, getting flagged to PC's would add to the fun.
Given CCP's shift to themes it would be great to see this idea back on the list. My guess is invention is next on the list, but it would be nice to see some new content developed instead of variations of old content. This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
655
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Posted - 2013.06.19 16:29:00 -
[3] - Quote
FoxFire Ayderan wrote:I thought this thread was going to be about smuggling prostitutes.  It could be! This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
655
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Posted - 2013.06.19 16:37:00 -
[4] - Quote
0racle wrote:Uh, aren't covert ops transport ships unable to be scanned? That's smuggling right there. Hop to it.
You could probably introduce high paying smuggling missions from the pirate factions that bring you into high sec. By adding a skill to help vs scanning and low slot items to do the same, you get a boost to invention, industry, etc. Having a chance of getting caught with your hold full of contraband adds to the excitement. Having other players along with customs being able to flag you adds that extra layer of connectivity.
Missions would be nice and the content would create itself (take X Y number of jumps to Z). But imagine if the only way you could get an Amarr faction item into Minmatar space (or vice versa) would be to smuggle it. Damn that would be sweet. This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
655
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Posted - 2013.06.19 23:51:00 -
[5] - Quote
As mentioned the boosters transported into hi sec. Additionally mission items such as slaves to Minmatar etc would be consumed by the mission. But other items could be made illegal too.
Faction ammo is consumable and making enemy faction items illegal would require they be smuggled. You want some sweet Minmatar projectile ammo for your Mach but you live in Amarr space, best pay a smuggler to get you some. Same could apply to nonconsumables.
Slight color change in transport contracts and a warning is all you need to notify someone that a contract is a smuggling contract.
Past posts have explored the mechanics of detection and results of detection. Many discuss mostly low slot items that can be used to create smuggling holds to help avoid detection. Rigs (which are semi-consumable) could also be created.
I would definitely create a smuggling character. In addition I would love to create a bounty hunter out to catch smugglers. Detecting and flagging smugglers, payoffs to not flag smugglers, blowing them up and having the option of picking up their illegal cargo or summoning the authorities for a reward....I can go on and on and probably will.
Thank you CCP for noticing this thread! This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
659
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Posted - 2013.06.21 04:29:00 -
[6] - Quote
FoxFire Ayderan wrote: Smuggling should certainly be very profittable. But that profit should also come with a high degree of risk.
Risk from all quarters, both player (catching smugglers can have numerous benefits) and NPC (such as, if not direct assault by faction or empire, then at least by faction standing and/or security status loss, if caught. Perhaps even NPC placed bounties).
Then there is the risk of failing the faction/agent you are smuggling for (there should be consequences there to, like status loss, underworld-bounties placed, loss of collateral, or even specialized NPC pirates that will specifically try to hunt you down and take you out - Hey the underworld is dangerous, you don't want to fail the boss - Even if "you get boarded sometimes").
Now if only they had a way to have you frozen in carbonite....
Going back to one of my original ideas of faction items being illegal in space occupied by a warring faction (including lo sec). Imagine the cost of Caldari missles or launchers in gallente space. The amount of profit to be made smuggling those items, not just boosters, would be staggering. NOTE: For ammo a certain amount would be allowed for "personnel use", kind of like ********* is being treated stateside.
If you make boosters similiar to implants but consumable....I think hi sec, lo sec and null sec people would be using them. Make their manufacture only legal in null sec or WHs.....WH drug labs, me likey.
This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
659
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Posted - 2013.06.21 04:46:00 -
[7] - Quote
Gorgoth24 wrote: To a lesser extent PvP can be exerted through the licenses and forcing them to get "stuck" on gates/flagged as suspect by customs (as already discussed). And interactions with customs officials and faction have already been discussed to some extent. Any ideas for specifics?
Previous thread the idea was presented as:
Customs Detection Chance= ((Sec status of system x 100%) +(Random % Based on level of Official)) - (Player Skill x 10%) - (Equipment Mods)- (Rig Mods)
Consequences of detection by NPCs dependent on sec status with Customs for that faction: 5 to 10: Asked to eject cargo and pay fine. If you refuse you are flagged as suspect and sec status loss. -5 to 5: Asked to eject from ship and ship impounded unless heavy fine paid. Impounded then ship will be transported to nearest station and remain there until fine paid. Sec status loss. If you refuse flagged as suspect and heavier sec status loss. -10 to -5: if detected asked to forfeit ship. Sec status loss. If you refuse then flagged as criminal, very heavy sec status loss.
Sec status can be repaired by flagging smuggler players and by running Customs missions. Intercept convoy here or stop illegal manufacturing there (with the option of taking the drops and smuggling them).
If detected by another player the player has the option to flag. Also opens auto dialog box allowing players to negotiate.
Just some ideas. This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
659
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Posted - 2013.06.21 23:51:00 -
[8] - Quote
Interesting thought of fines based on amount. My thinking was more along the lines of how contraband is treated now, there is a limit and once you cross it then you meet the requirements of committing an offense.
Not that I wouldn't want missioners, which I sometimes am, to have to think about what they are doing. This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
663
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Posted - 2013.06.23 16:14:00 -
[9] - Quote
Bum Shadow wrote:The market isnt the only tool to make something visible. People don't buy supers on the market. Researched BPOs?
Also, again as i said before, remove it from HIGH SEC markets. This way Lowsec markets will form for drugs (much like the capital ship trade)
it does make sense for smuggling. If you want the item in highsec, you'll have to arrange for someone to smuggle it in. As for lowsec/null anything goes so its fine to put them on market there.
There is no help for you mate, regardless of whether you agree with me or not ;) What you say makes sense, but keep in mind there is Empire control in lo sec. Part of the concept is that certain items will be legal in some faction space but not in others (ex. slaves, faction equipment, etc.).
But what you propose could add a neat little wrinkle, POS manufacture of contraband. Being able to construct a drug lab in lo or null and have that structure be attackable/reportable/flaggable would be an interesting twist. Having the lab be mostly undetectable (if some dummy parks his ship outside of it you could still detect the ship) except when offloading at which point it is scannable for X amount of time, now that would be interesting. This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
677
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Posted - 2013.07.05 22:08:00 -
[10] - Quote
Ne-Ne-Ne-Necro!!!!!!!
New idea to add to the discussion, ship types. Racial variants of industrial smuggling ships. Cross between a destroyer and the lower tier industrials (think Thrasher meets Wreathe). Bonuses to smuggling and smuggling cargo capacity based on Smuggling skill level. Equal slots to allow some offense, defense and escape ability along with cargo capacity.
Add in the counter, an interceptor type ship with bonuses to scanning. Good speed and bonuses to web or scram. Decent armament but lower defense.
Will post more smuggling ideas as they come to me. This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
744
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Posted - 2013.08.21 16:42:00 -
[11] - Quote
Zappity wrote:A strong smuggling profession by requires that the stuff has to be produced in null/low (preferably low because it needs the love) and in high demand in highsec.
1. Remove learning implants from the game. They need to go anyway to encourage PvP.
2. Introduce Learning Boosters that last a week/fortnight/month (or whatever balance you choose).
3. Learning Boosters can only be produced in lowsec. Or, a critical component is only found/produced in lowsec and is also contraband.
4. Allow contracts to include contraband but stick a whopping warning on it and a popup for publics. They can be sold on the market so why can't I contract a smuggler? Or maybe create a new contract type (Public Courier, Contraband).
Benefits:
- Exorcise the curse of learning implants. Seriously, these things are a horrible mechanic that either make the pilot risk averse or not want to PvP because of training time loss.
- Increase activity and traffic in lowsec.
- Create an actual profession by allowing formal, accountable contracts. Nice twist. And I agree with you about replacing implants with boosters to add a dynamic, more consumable element. This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
745
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Posted - 2013.08.21 16:47:00 -
[12] - Quote
Demica Diaz wrote:Ash Katara wrote:In another thread dealing with changes to how Concord and system security work, I proposed the idea that Concord patrols systems, meaning that they would have a limited number of active groups bouncing around the system in predictable patterns. There would never be enough patrol groups to maintain a constant presence at any one gate or station. This would open up one possible way to move illegal goods around, by learning these patrol patterns or using the D-Scan to track their movements and perhaps a scout, it would become possible to completely avoid the long arm of the law and smuggle goods around. I would rather give players to work with Concord and hunt down smugglers, instead of NPCs doing the job. For example, player scans cargo of smugglers ship and notices illegal stuff, he contacts Concord and gets "OK" to shoot down the ship. Or if you have illegal stuff in cargo you are attackable by anyone without Concord destroying attacker. But trick is if you have illegal stuff in cargo you are not flashy, not flagged by anything, you are just neutral as "normal" players. Except when fired upon you get killed and killer wont get Concorded. That will bring up some PvP and also new profession to hunt down smugglers. Best of all its all players running the show not some NPC. I think EVE future should be by players for players and NPCs have less and less role. I agree and disagree. There needs to be a healthy level of NPC interaction to accommodate different play styles. Note, much of the talk is about NPCs having the ability to flag and in some ways enforce but not kill. But I definitely see your point. This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
781
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Posted - 2013.10.24 00:31:00 -
[13] - Quote
I have noticed that once a month or more a new thread opens up about smuggling. I think it is about time smuggling get a sticky and planned for a future expansion. How about it CCP? What other new professions are getting this type of support? Most ideas are just variations on a theme, not a new profession like smuggling could and needs to be! This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
785
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Posted - 2013.10.25 00:37:00 -
[14] - Quote
Phoenix Jones wrote:Yea there needs to be more in order to smuggle. Currently it's just a handful of drugs. Agreed. I will bring up the idea to make rival faction items illegal for transport in rival factions. Imagine if the only way you could get Caldari missles in Amarr was to have them smuggled in. And not just charges, any item available through FW with the exception of implants. But you could make black market implants too.
The PvE and the PvP activities suggested in this thread are pretty substantial. Along with the ship mods and equipment, new pirate haulers, etc. Having a reason to introduce Pirate industrials is reason enough alone to do this. This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
785
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Posted - 2013.10.25 00:46:00 -
[15] - Quote
Antoine Arnoux wrote:Why not something as simple as if a player cargo scans a ship moving contraband (and detects that contraband), the smuggler is flagged with a limited engagement timer that allows the scanner to attack. If the scanner destroys the smuggler's ship he or she gets a small number of CONCORD LP in proportion to the value of the destroyed cargo, similar to the way FW LP are awarded for kills. I agree there would need to be more items to smuggle to make this interesting.
Agreed. Similar ideas are presented throughout this thread because the mechanic makes sense. Really excited about the number of cool mechanics and gameplay mechanisms being suggested.
How about CCP? Are we getting warmer or are we still missing something? This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
785
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Posted - 2013.10.25 23:20:00 -
[16] - Quote
Interesting point about the rival station in an enemy factions system. Another reason why it doesn't feel like the sides are at war. Why aren't there NPC space battles going on that players can join in on, incursion style. But yes I would remove the offending stations.
How about this for an angle. In retaliation for capsuleers setting up their own stations the Empire factions agree to place an embargo on T2 construction components, ship mods and equipment. The Empire navies do not use T2, they use faction so the act would be punitive against capsuleers. Make them illegal to be put on the market at Empire stations and those POS' in hi sec become pivotal.
One question, if smuggling was made a profession would Red Frog get involved? Anyone in touch with them to get them to weigh in? This thread has so much content it may be 'Thread of the Year' and it is only January.
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Nexus Day
Lustrevik Trade and Travel Bureau
787
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Posted - 2013.10.28 02:09:00 -
[17] - Quote
Karma Codolle wrote:Just flat out NO.
Smuggling is one of the few things in EvE that take genuine ingenuity and team work to pull off. It doesn't need to be dumbed down so every dip that can train a skill can do it.
It's an underground career path, like espionage and others it shouldn't have skills to make it simpler. There are already enough ways to get in and out of hisec with drugs while avoiding customs. Figure it out!
The only smuggling love i'd like to see is possibly new contraband items introduced.
But making it easier to smuggle? No please don't dumb it down CCP. Leave some things in game that require creative thinking skills please. We should have to figure out creative ways to deal with our NPC overlords, not skills and modules to bypass them... Interesting perspective. And how much player interaction does it involve? Can you be hunted by other players for smuggling? Or are you just avoiding NPCs.
I think if you read through the whole thread you might find that many of the ideas do not involve duping NPCs. There are systems proposed to add more player interaction to smuggling, not less. This thread has so much content it may be 'Thread of the Year' and it is only January.
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