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Nexus Day
Lustrevik Trade and Travel Bureau
663
|
Posted - 2013.06.23 16:14:00 -
[91] - 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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Adunh Slavy
1034
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Posted - 2013.06.23 17:08:00 -
[92] - Quote
Bum Shadow wrote: There is no help for you mate, regardless of whether you agree with me or not ;)
And when you consider the game as a whole, instead of your little corner of it, maybe you'll wake up. |
Bum Shadow
Es and Whizz Hedonistic Imperative
44
|
Posted - 2013.06.23 21:25:00 -
[93] - Quote
By approaching every aspect of the game as the whole, what you end up with its lots of poor content. Every time they release an expac. It doesn't update every aspect of the game. You focus modular on separate aspects of the game. Naturally these can mutually influence each-other and are better for doing so.
You could for sure (and i hope this happens) expand on the smuggling with other items, new ones perhaps or reclassifying current items. But for drugs? Think about how they are perceived in real life. In legal terms at least. It doesn't make sense that they appear in the market and to remove them and add some slight tweaks really impacts that focus of the game. Now granted it doesn't make it more popular. And to get a serious development change it needs to be a big thing.
I'm talking smaller scale, something that might actually be achievable and make a noticeable change with minimal effort. Don't get me wrong I'd love for CCP to go the whole hogg and make something mind blowing but its unrealistic to expect/ask for a miracle every time.
I feel my suggestions above make sense and are achievable and can be built upon over time.
As for someones POS module suggestion. I think that really boils down to POS changes themselves than smuggling in particular. Something cool to consider particularly when CCP starting looking for solid POS changes/feedback.
Also, I don't feel every feature in the game needs to be a primary feature. Sure everyone should have a chance at it, but niche aspects of game play are not a bad thing. Its not a failing of design when something is a niche (well not always :P) In my mind, smuggling is a niche business just as it is in reality. If smuggling was mainstream it would be... hauling...
And finally (mostly this was a reply to Adunh) I was tired yesterday when i snapped back. I apologize, its easy to misinterpret tone though written word. |
Nexus Day
Lustrevik Trade and Travel Bureau
677
|
Posted - 2013.07.05 22:08:00 -
[94] - 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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Caleb Ayrania
TarNec Invisible Exchequer
184
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Posted - 2013.07.06 02:16:00 -
[95] - Quote
CCP Fear wrote:There have been multiple designs made for smuggling. It's something we are very fascinated by and keep talking about again and again. We just haven't been able to set on a good design yet.
It obviously needs a lot of content to be viable and some introduction of heavily used items (preferably consumed) which are illegal and require you to smuggle it and sell it on some black market. I think that would be a basic premise.
But currently, there are no short-term plans to introduce smuggling as a profession.
Keep bringing it up and propose ideas as that can spark our enthusiasm and get it back in the foreground.
There is a rather obvious oppertunity right now with DUST514 picking up speed, to use smuggling as an introduction to the integration of the two games.
Rebalance the booster, and make them game crossing. So boosters used by EVE pilots are made or supplied from DUST, and vice versa.
Make the illegal flag cause inability to dock with customs officers station, but on an escalating degree. So you get a temporary bad standing with the faction, and the more times you get scanned, the more stations you loose access to. Based on security status ofc, so the higher security rated systems are lost first. The temp hit to standing would be higher if your discovered in higher sec systems, and the discovered system is always closed to you.
Make it possible to put illegal goods in contracts, but remove all boosters and related specific raw materials from scc market.
Add a warning that can be dismissed on trading these items.
Boosters to skill training speed would be really useful to even out the gap between old and new players. Make a tiered system for the boosting like with the new tag system.
Preferably the boosters for DUST players should be produced on planets and only low and null sec can produce.
Something like this might help integrate DUST and EVE, and also give a very concrete incentive to venture into low and null, if only occasionally and to get access to these rather unique benefits.
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Ash Katara
The Damned and the Doomed
15
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Posted - 2013.07.06 23:28:00 -
[96] - Quote
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. |
Caleb Ayrania
TarNec Invisible Exchequer
228
|
Posted - 2013.08.18 20:23:00 -
[97] - Quote
A little more detailed concept to consider as a Smuggling mechanic.
Contraband Thingy
Contraband and smuggling could be altered so that all contraband items are recategorised into three categories, A, B and C.
These legality classes would be defined by threshold limit for detection, aka GÇ£personal useGÇ¥ limits, and modifier for the length of time of the global criminal flag *see further in for details.
NPC detection could be increased so that there is a chance of detection if contraband is either put into a contract, or received in a contract in addition to upon entry to a system.
Upon detection by customs officials, the following would occur;
- A suspect flag would be applied to the individual. The duration of this flag would be determined by:
Which class of contraband was being carried at the time of detection
Security level of the system in which the detection occurred
Total value of the contraband detected
- A temporary bounty would be applied for the duration of the suspect flag
Bounty payout would only be made to individuals involved in shooting the suspect who have faction standing of 5 or higher towards the faction which has placed the bounty.
The bounty is based on the value of the contraband detected, and payout would be full, as opposed to the 20% of value under usual conditions.
- NPC contraband would always have 50% of its value destroyed, and the bounty would be for valuation prior to destruction. This is to avoid GÇ£printing iskGÇ¥.
- Within the mechanics for NPC smuggling, upon destruction of contraband, the nearest appropriate NPC station would spawn a buy order for the destroyed quantity, at 10% above global average
- When an npc order spawned by above system is filled a new random stock of the same type and 10% more volume spawns at appropriate station type, at between 2-10% below global average.
- To stabilize the value The npc contraband could be introduced to the appropriate LP store. Example would be Slaves in selected Amarr LP stores, or as a mission reward, or drop in missions fitting the type of contraband. Drugs in drug factories in mission etc.
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Demica Diaz
The Scope Gallente Federation
44
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Posted - 2013.08.18 20:47:00 -
[98] - Quote
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. |
Zappity
Red Federation RvB - RED Federation
285
|
Posted - 2013.08.18 20:59:00 -
[99] - Quote
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. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |
Nexus Day
Lustrevik Trade and Travel Bureau
744
|
Posted - 2013.08.21 16:42:00 -
[100] - 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
|
Posted - 2013.08.21 16:47:00 -
[101] - 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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RoAnnon
Strategic Acquisitions Group Tactical Research Lab
259
|
Posted - 2013.08.21 16:52:00 -
[102] - Quote
Danika Princip wrote:I want to smuggle love. CCP, let me smuggle love!
Smuggle or Snuggle? :)
Make Smuggling a profession!! Smuggling missions and stuff.. yeah!
+1
So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter. |
Whitehound
1894
|
Posted - 2013.08.21 17:01:00 -
[103] - Quote
Try smuggling yourself through null-sec. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |
Mole Guy
Xoth Inc Pandorum Invictus
326
|
Posted - 2013.08.21 20:25:00 -
[104] - Quote
smuggling missions would rawk! i havent read this whole thread, but here is an idea.
there should be a new rig that would give you the ability to run a secret cargo expander. the expander gives xxx of storage. it is not detectable, nor scannable. so if you had it on a mastadon which carries 20k normally, with 1 of these expanders, you would have 20k normal and 2k (only 10% increase) hidden cargo. if you put 2.1k, you get 100% chance of being detected and the "feds" go through your ship and confiscate everything. it doesnt matter what you run in it, whether it be bp's you bought in jita or drugs to high sec again...
it could also be made into a smuggling skill and the smuggling rig skill. each give you a certain % to not be scanned. some folks with high scanning *might* be able to pick them up on a skill vs skill thing and local navies would have a set 75% or something of detecting hidden cargo and fine you for it if its illegal. block aide runners cant be scanned, but i think the navies can still bust em..which isnt right.
then, we could actually have smuggler agents. one would be tasked to run drugs or whatever into high sec, or even into npc low or null sec. this would bring block aide runners into the game BIG time. a whole carrier could be devoted to doing this. of course, smuggler agent would be very few and far in between. there would be maybe 3-4 per faction/empire. a minie agent could ask you to go to amarr space and get some military plans they just stole from an amarrian general and bring them back to minie space for a counter offensive. of manufacturing runs where they ask you to smuggle in stolen blue prints from sansha militants or whatever which would result in you gaining a bpc as a mission reward.
A LOT could go into this and it would be a riot. you might have to have escourt to get through into enemy space (lev 5 group missions).. it would be fun. it sure would beat just grabbing a bunch of holoreels and bringin them to amarr. once you get the stolen death star plans (avatar), all of the empire (ammarian) would be after you. every jump would be an escape..an adventure. warp stabs, flying cloaky, persuit ships chasing you through amarr and beyond trying to get them back. you could be scrammed and asked to give them up, or just KOS. it would depend on if they were Retribution blue prints or avatar bpc's. the higher the pay, the more the risk, the more fun it should be. on top of that, you become flagged once u are detected by the navy so it would bring in pvpers to take you out. this could break into faction warfare stuff EASILY...i really could see some bad ass missions around getting plans out or taking drugs in. ESPECIALLY if we have to go deep into npc null sec like deep into blood raiders territory. |
Nexus Day
Lustrevik Trade and Travel Bureau
781
|
Posted - 2013.10.24 00:31:00 -
[105] - 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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Altered Ego
Deep Core Mining Inc. Caldari State
26
|
Posted - 2013.10.24 03:40:00 -
[106] - Quote
I like the idea of a small-time/big-time smuggling markets, with fairly low risk of crossing a local gate but a very high risk of crossing a regional gate. The penalty for getting caught should be a standings loss so eventually the Minmatar will get sick of you running slaves and shoot you on sight .. or ... just flag you and rely on capsuleers to hunt you down.
But crashing gates is what small time smugglers do .. there has been talk from CCP about player owned gates .. maybe a big time smuggling operation would set up a clandestine jump gate network to bypass the dangerous gates that the faction cops patrol. |
Quintessen
Messengers of Judah Socius Inter Nos
216
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Posted - 2013.10.24 04:17:00 -
[107] - Quote
Ok, I've seen a lot of good ideas here. I'd like to take those and add some of my own:
1) Two new flags on items... taxable and illegal. Taxable items get taxed when changing regions. Illegal items cause a fine and forfeiture of the goods. The taxes and fines would need to be fairly high to make people want to avoid them. 2) Players can attack players who have illegal items in their hold with no reaction from CONCORD. There may be something here about jettisoning cargo. 3) Ships can fit a rig that adds a special smuggler's cargo hold. These cargo holds make it less likely that you will be detected with cargo scans (potentially skill based, distance based and/or chance based). Smuggler's holds show up as Expanded Cargo Holds on ship scanners. The benefit of making it a rig is that freighters get left out making it about smuggling small amounts of illegal goods rather than giant freighters and one-time costs. 4) Players can flag other players as having illegal goods/taxable goods. This flag lasts a certain amount of time. If the pilot then goes through a gate they will be fined and the player who flagged them will get a cut of the fine. 5) In each region there is a moving black market hub. If you scan it down you gain access to trade contraband on the market for X period of time (say 30 days). After found, a timer starts and the site de-spawns (basically the black market guys warping off). Finding it again extends restarts your access timer. 6) New charisma-based skills can be added to reduce fines when caught with illegal goods. 7) Ammo/charge bays should be introduced on ships. Items in ammo bays and drone bays do not get taxed because they are for personal use, but that opens up taxation on other items including ammo and charges.
Just some thoughts.
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Sahriah BloodStone
Takmahl Dynamics
16
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Posted - 2013.10.24 05:14:00 -
[108] - Quote
So..i just read this entire thread with the word snuggling instead of smuggling until my fiancee informed me otherwise..It still sounded like a good idea |
Yummy Chocolate
Brutor Tribe Minmatar Republic
1768
|
Posted - 2013.10.24 07:01:00 -
[109] - Quote
Sahriah BloodStone wrote:So..i just read this entire thread with the word snuggling instead of smuggling until my fiancee informed me otherwise..It still sounded like a good idea this character will smuggle snuggle love to you any day |
Altered Ego
Deep Core Mining Inc. Caldari State
28
|
Posted - 2013.10.24 21:21:00 -
[110] - Quote
Yummy Chocolate wrote:Sahriah BloodStone wrote:So..i just read this entire thread with the word snuggling instead of smuggling until my fiancee informed me otherwise..It still sounded like a good idea this character will smuggle snuggle love to you any day
-1 concord snuggle tax! |
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Altered Ego
Deep Core Mining Inc. Caldari State
28
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Posted - 2013.10.24 21:43:00 -
[111] - Quote
Quintessen wrote: 5) In each region there is a moving black market hub. If you scan it down you gain access to trade contraband on the market for X period of time (say 30 days). After found, a timer starts and the site de-spawns (basically the black market guys warping off). Finding it again extends restarts your access timer.
Some pretty good ideas. I think there is a better alternative to a moving market hub.
For years there has been a lot of people asking for a trading module deployed independently or from a pos. This module would set up a market where there otherwise wasn't one (w-space/empty systems, esp. in nullsec) or set up an alternate market where access is impossible (restricted outposts or opposing FW space).
Having these modules would help those people as well as smugglers; anyone could set up a pos with a market anchored outside of it, say in jita or amarr or W-space. But a black marketeer could sell what ever he wanted to ... but he had better be prepared to defend it against the competition! |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
601
|
Posted - 2013.10.24 22:47:00 -
[112] - Quote
CCP Fear wrote:There have been multiple designs made for smuggling. It's something we are very fascinated by and keep talking about again and again. We just haven't been able to set on a good design yet.
It obviously needs a lot of content to be viable and some introduction of heavily used items (preferably consumed) which are illegal and require you to smuggle it and sell it on some black market. I think that would be a basic premise.
But currently, there are no short-term plans to introduce smuggling as a profession.
Keep bringing it up and propose ideas as that can spark our enthusiasm and get it back in the foreground.
That is easy.. reduce drug booster drawback to a level where they become really interesting. Voil+í.. you have your stuff to smuggle.
Also make that you are not likely to be detected in 0.5 systems, this way there will be places wher eyou can use the stuff in high sec. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Phoenix Jones
Shockwave Innovations Surely You're Joking
194
|
Posted - 2013.10.24 23:48:00 -
[113] - Quote
Yea there needs to be more in order to smuggle. Currently it's just a handful of drugs. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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Nexus Day
Lustrevik Trade and Travel Bureau
785
|
Posted - 2013.10.25 00:37:00 -
[114] - 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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Antoine Arnoux
Center for Advanced Studies Gallente Federation
5
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Posted - 2013.10.25 00:41:00 -
[115] - Quote
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.
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Nexus Day
Lustrevik Trade and Travel Bureau
785
|
Posted - 2013.10.25 00:46:00 -
[116] - 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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Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
41
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Posted - 2013.10.25 07:19:00 -
[117] - Quote
Schmata Bastanold wrote:CCP Fear wrote:...multiple designs made for smuggling... we are very fascinated... keep talking about again and again... currently, there are no short-term plans to introduce smuggling as a profession... I would really love to see at some point what is on any of those mythical to-do lists of yours. Because it seems that none of them contains anything even remotely close to what players would like to see done. I understand legacy code problems, huge system to maintain, processes, meetings, costs, marketing, physical limitations of teams - I have it all on daily basis in my corner of hell - but all devs just seem be doing UI fluff and shifting attributes values to balance things out because everything else is kokblocked by twisted dependencies in ancient code. So how come you have like one dev fixing internals of backend code madness (CCP Veritas if I'm not mistaken) ? When will we have anything serious done like POSes, brain in the box, more player world shaping tools and all those marvelous things devs gasped about at fanfests?
While they are dreaming of it, somebody else has already finished implementing smuggling...
http://goo.gl/62UqMl
People kept talking about it for a very very long time already. It is time for some work eh? |
epicurus ataraxia
Black Ice Klan
73
|
Posted - 2013.10.25 11:02:00 -
[118] - Quote
Tl;dr read all the posts, but smuggling is an opportunity to use the existing mechanics,with some minor changes. Great effort is expended to increase faction standings, make use of this. In it's simplest form exporting goods from a region are taxed according to standings. Gates to and from null, losec and wormholes do not have customs agents. Smugglers can be noobs with low standings or highly skilled characters with standings in one race but sneak back with a full cargo hold from destination where they hold corresponding reduced standings. Reduce choke points between hisec and null but do not remove them.does not dicorage noobs from day one, farm and harvest them not "cut down the saplings then complain no firewood!)
Job done Asteros and Stratios are beautiful. CCP Please Make these ships Truly function as Exploration ships, +10 Virus strength possible with covert ops skill please. |
Solkara Starlock
Circle of Mystery
40
|
Posted - 2013.10.25 11:07:00 -
[119] - Quote
Some very nice suggestions in this thread. Read up on them CCP!
Just my 2cents.
For smuggling to become a real profession, you need a big market of usefullbut illegal things. Just boosters will not suffice. Making faction stuff illegal in other empires is clumsy! Right now there are stations of every empire in the other empires. (eg. Minmatar and Gallente NPC factions operate freely in Amarr space now). Should those stations also become illegal? Not going to happen. Smuggling should be taken place in a seperate black market, away from normal market trading in stations (perhaps something WiS can provide??). Like the regular market in EVE, this market should contain mostly player made items. Boosters, pirate faction ammo, smuggling related mods,... Maybe introduce some NPC smuggling corps that give missions and with their LP's you can buy BPC's and smuggler related skillbooks.
Transporting these items should be risky, also in high sec! Custom agents or star gates could scan you and deny you passage until you either 1) use hacking to 'fix' the records 2) eject cargo and pay a fine 3) try to bribe the custom officer. Failure will result in a criminal flag. That will surely spark some PVP! Of course there should be skills or mods to influence your chances or reduce the losses.
Production of illegal items can take place in low or null sec. or maybe even in high sec. The new deployables come to mind: a mobile illegal production plant that can be shot down or hacked into to steal some of the production.
Whatever it will be, I think it will be implemeted as something additional to the existing features without changing much of the existing situation. |
Nexus Day
Lustrevik Trade and Travel Bureau
785
|
Posted - 2013.10.25 23:20:00 -
[120] - 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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