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Nexus Day
Lustrevik Trade and Travel Bureau
644
|
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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Solutio Letum
Terpene Conglomerate
134
|
Posted - 2013.06.18 03:22:00 -
[2] - Quote
no one has any idea what you are talking about, why not bump your other thread instead of this nonsense |

Luc Chastot
Gentleman's Corp
396
|
Posted - 2013.06.18 05:39:00 -
[3] - Quote
Solutio Letum wrote:no one has any idea what you are talking about, why not bump your other thread instead of this nonsense Was that character bought on the bazaar? I'd think anyone who's played EVE prior to 2011 would know what the OP is talking about. He wants CCP to follow up on its promise of making smuggling a real profession. Make it idiot-proof and someone will make a better idiot. |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
1376
|
Posted - 2013.06.18 10:54:00 -
[4] - Quote
I want to smuggle love. CCP, let me smuggle love! |

Destination SkillQueue
Are We There Yet
5224
|
Posted - 2013.06.18 10:59:00 -
[5] - Quote
Luc Chastot wrote:Solutio Letum wrote:no one has any idea what you are talking about, why not bump your other thread instead of this nonsense Was that character bought on the bazaar? I'd think anyone who's played EVE prior to 2011 would know what the OP is talking about. He wants CCP to follow up on its promise of making smuggling a real profession. Yeah, just like they did with hacking. Maybe add some kind of minigame to it, hmm? |

Adunh Slavy
976
|
Posted - 2013.06.18 15:29:00 -
[6] - Quote
All smuggling needs is to, flag the smuggler suspect and faction police chase the snuggler around. Get rid of the insta web and warp scram ability of customs agents, maybe instead give the customs agents a "can't cloak gun".
Yeah frigs are hard to catch, but so what? |

Bakuhz
The Nightingales of Hades Holdings The Nightingales of Hades
60
|
Posted - 2013.06.18 21:23:00 -
[7] - Quote
CCP has promised to revamp and look into smuggling especially as min matar would be good at it by lore. i think soundwave said something about it in 2010 or 2011
the insta scramming bullshit yes get rid of that flag em when the customs scann it down. and find contraband.
let regular navy chase them with a though but functional mechanic frigates and destroyers will be kings of smuggling. still squishy the flag makes it possible for capsuleers to engage aswell and try to confiscate and slip it to the market themselves.
also make it that the cloaky trucks are not being able to scan down your hull right away but like a 35% chance you can get away of it. maybe a skillbook that can enhance the smuggle chances. bribing customs officials option.
we can go on. http://tnoh.eve-kill.net/?a=pilot_detail&plt_id=576554
We are stil looking for Manticore Pilot's can you fly one and are interested to do more with covert operations Contact me for more info |

Alvatore DiMarco
Capricious Endeavours Ltd
407
|
Posted - 2013.06.18 21:31:00 -
[8] - Quote
Danika Princip wrote:I want to smuggle love. CCP, let me smuggle love!
There is no love in the cold, dark depths of space. The uncaring stars look on as we, demigods and the successors to humanity, litter the cosmos with the smoldering wreckage of each others' hopes and dreams. Everything we turn our gaze upon will submit to our whims and wills or face obliteration. There is no love in the cold, dark depths of space.
Maybe it's because CCP won't allow you to smuggle any in for us. |

Nexus Day
Lustrevik Trade and Travel Bureau
652
|
Posted - 2013.06.18 23:53:00 -
[9] - 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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FoxFire Ayderan
80
|
Posted - 2013.06.19 03:40:00 -
[10] - Quote
I thought this thread was going to be about smuggling prostitutes.
 |

Alvatore DiMarco
Capricious Endeavours Ltd
413
|
Posted - 2013.06.19 05:52:00 -
[11] - Quote
There used to be a makeshift smuggling profession, back when Orcas had unscannable holds that even the police couldn't look inside. CCP changed all that and now here we are. |

Luc Chastot
Gentleman's Corp
401
|
Posted - 2013.06.19 05:54:00 -
[12] - Quote
Destination SkillQueue wrote:Luc Chastot wrote:Solutio Letum wrote:no one has any idea what you are talking about, why not bump your other thread instead of this nonsense Was that character bought on the bazaar? I'd think anyone who's played EVE prior to 2011 would know what the OP is talking about. He wants CCP to follow up on its promise of making smuggling a real profession. Yeah, just like they did with hacking. Maybe add some kind of minigame to it, hmm? What does that have to do with what I'm saying? Make it idiot-proof and someone will make a better idiot. |

Alvatore DiMarco
Capricious Endeavours Ltd
413
|
Posted - 2013.06.19 06:21:00 -
[13] - Quote
I'll decipher it for you.
"He wants CCP to follow up on its promise of making smuggling a real profession." <-- The part being replied to by ...
.... this. --> "Yeah, just like they did with hacking. Maybe add some kind of minigame to it, hmm?" <-- Read this whole sentence with dripping saracasm. |
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CCP Fear
C C P C C P Alliance
193

|
Posted - 2013.06.19 09:44:00 -
[14] - Quote
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. |
|

Alvatore DiMarco
Capricious Endeavours Ltd
417
|
Posted - 2013.06.19 09:46:00 -
[15] - Quote
Back in the days when Orcas could smuggle, people used to smuggle standard/improved/strong boosters into highsec. They're illegal, they're consumed and there's a steady demand for them (or at least there was). It's a starting point. |

Schmata Bastanold
Keep It Burning Stupid
829
|
Posted - 2013.06.19 10:09:00 -
[16] - Quote
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? I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Alvatore DiMarco
Capricious Endeavours Ltd
417
|
Posted - 2013.06.19 10:15:00 -
[17] - Quote
I'm actually given to understand that there is a team of devs untwisting the legacy code, for which CCP Veritas is the leader and thus speaks on their behalf.
POSes are part of that code problem, and it was mentioned that what they'll probably have to do is gradually implement entirely new POS code alongside the existing stuff, let them run side-by-side for a bit and then gradually remove the old code until only the new is left. Something like that almost certainly takes time too, but I'm no codemonkey so I can only speculate. |

Schmata Bastanold
Keep It Burning Stupid
829
|
Posted - 2013.06.19 10:30:00 -
[18] - Quote
While I agree that fixing years of spaghetti code is neither easy nor fast I think it would be nice to have at least some progress indicated in form of devblog or sticky here like it was in case of tiercide stages or like it was when they were preparing Eve for Crime Watch 2.0.
Because right now it is really like players ask about drones UI, response is "we are talking, we have ideas, nothing is currently done". Players ask about smuggling, response is "we are talking, we have ideas, nothing is currently done". Players ask about keybind for frakkin scan button, guess what response is.
So what is actually done beside tiercide? I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Swidgen
Republic University Minmatar Republic
78
|
Posted - 2013.06.19 11:41:00 -
[19] - Quote
Schmata Bastanold wrote:So what is actually done beside tiercide? Not a whole lot. If you take out tiercide (Fozzie and Rise have been doing an excellent job with that btw) then the last 4 "expansions", i.e. everything since Incarna, in total amount to one good expansion's worth of improvements and content.
IMO this is the result of fewer full time devs working on EVE than there used to be. Dust development has left EVE gasping for air when it comes to dev manhours. The sad thing is when Dust's days are over there's no guarantee that the number of EVE devs will increase. In fact, the opposite may be true. |

Goti fase
Fase Industries New Eden Research.
13
|
Posted - 2013.06.19 12:33:00 -
[20] - Quote
Low slot module - Cargo Bay Shielding. Reduces cargo bay size by 10% and introduces a reduction in the chance of being caught, maybe 25% possibility of being caught with one module fitted, stacking penalties apply.
Mid slot module - Cargo Chameleon. Makes illicit cargo appear as something else on scans, but causes suspicion from official police scans due to the nature of a ship fitted with a Cargo Chameleon. Leads to a reduced reaction time from police.
Mule - An item that from casual examination appears to be a missile. However on closer examination the missile has been gutted of most internal equipment to allow for the transport of goods whether illicit or not. |

0racle
Galactic Rangers R O G U E
31
|
Posted - 2013.06.19 13:29:00 -
[21] - Quote
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. |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
161
|
Posted - 2013.06.19 13:45:00 -
[22] - 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. You get hit with fines and standing losses as soon as you warp to 0 and jump through any gate in highsec, covops doesnt help in this situation. |

0racle
Galactic Rangers R O G U E
31
|
Posted - 2013.06.19 13:59:00 -
[23] - Quote
Kirimeena D'Zbrkesbris wrote: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. You get hit with fines and standing losses as soon as you warp to 0 and jump through any gate in highsec, covops doesnt help in this situation.
And I assume these fines and standing losses are brought about when they scan you. Simply make it so the "unscannable" status of blockade runners applies to NPCs also. Problem solved. |

Vincent Athena
V.I.C.E. Aegis Solaris
1975
|
Posted - 2013.06.19 15:37:00 -
[24] - Quote
I remember the smuggling profession was going to be part of Incarna. The reasoning being you had to buy and sell items "off the grid", that is not via either the contracts system or the normal station market. You would meet in person in establishments run by players. Then in space players would be the enforcers. Of the new items to be smuggled, Quafe Zero was a prototype.
But due to statue shooting we lost the development of Incarna, and thus the smuggling profession got canned too. http://vincentoneve.wordpress.com/ |

Nexus Day
Lustrevik Trade and Travel Bureau
655
|
Posted - 2013.06.19 16:29:00 -
[25] - 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.
|

joelinux
ANZAC ALLIANCE Against ALL Authorities
464
|
Posted - 2013.06.19 16:35:00 -
[26] - Quote
Alvatore DiMarco wrote:Danika Princip wrote:I want to smuggle love. CCP, let me smuggle love! There is no love in the cold, dark depths of space. The uncaring stars look on as we, demigods and the successors to humanity, litter the cosmos with the smoldering wreckage of each others' hopes and dreams. Everything we turn our gaze upon will submit to our whims and wills or face obliteration. There is no love in the cold, dark depths of space. Maybe it's because CCP won't allow you to smuggle any in for us.
Yes there is. After you get someone in a gate camp, then crack the egg, it leaves behind a "companion". You can feel free to love that all you want. And no customs agent will ever care. |

Nexus Day
Lustrevik Trade and Travel Bureau
655
|
Posted - 2013.06.19 16:37:00 -
[27] - 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.
|

Berluth Luthian
Meltdown.
80
|
Posted - 2013.06.19 18:38:00 -
[28] - Quote
Nexus Day wrote: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.
Not only this, but it could open up alternative market hubs. If say, you'd be fined 50% of the market value of all enemy empire faction items and 150% of all pirate faction items in .9 to 1.0 space, Hek, being a .5 system would probably really balloon as a hub. |

Xercodo
Xovoni Astronautical Manufacturing and Engineering
2425
|
Posted - 2013.06.19 20:15:00 -
[29] - Quote
I have a old forum post somewhere long ago about how smuggling, combat boosters, and WiS could all be tied together into an epic immersive experience. The Drake is a Lie |

FoxFire Ayderan
82
|
Posted - 2013.06.19 21:45:00 -
[30] - 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.
I vote for the smuggling of Soilent Green (or something equivalent). Not sure what its use would be. But it's gotta be something nearly everyone would agree is totally disgusting and would therefore want to outlaw its use and transport.
|

Gorgoth24
Sickology
10
|
Posted - 2013.06.19 22:48:00 -
[31] - Quote
+1 to this idea as a whole, however it's implemented. More professions = More interested players
Why not expand the booster system?
As it stands it's underused and limited. Think of an alchemy-style system where, in the production process, different side effects were inherent in the products. The materials could be of different grades, or could use chance-based enhancements like codebreakers are for invention, to produce different grade products. The production process is mini-game friendly like mapping a brain or trying to get two substances to interact without side effects.
What about a drug that boosted your social interaction, causing you to gain more LP per mission? Or increased the ability of your mind to sort through wreckage, increasing the number of components salvaged?
The alchemy could be linked to a black market station service or new player owned structure or POS module that could make production only possible in low/null and consumption obviously more towards high sec.
If you want an item to be used pervasively in high sec (where smuggling would happen) make it relevant to making more isk and there will be demand. |

Nexus Day
Lustrevik Trade and Travel Bureau
655
|
Posted - 2013.06.19 23:51:00 -
[32] - 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.
|

FoxFire Ayderan
82
|
Posted - 2013.06.20 00:46:00 -
[33] - Quote
If you're going to be smugling slaves, even for a PvE mission, then other players should be able to try to scan you down, and if they determine with a 90% degree of confidence that you are carrying slaves, then your ship becomes fair game for attack. (The slaves would always survive as ejected cargo).
Now on rare occassions, you will scan someone down with a 90% degree of confidence that they are carrying slaves when in fact they are not carrying slaves!!
That person's ship will become legally attackable to you, even though they are not actually carrying slaves. Now.... should you attack and destroy a ship which you believe to be carrying slaves, and it turns out that they were NOT carrying slaves, then you are penalized the full cost of that pilot's loss, automatically payed out to that pilot. (If you don't have enough ISK, then it becomes a debt that will be paid back as you earn ISK. Perhaps CONCORD can make up the difference to the aggrieved pilot and the perpetrator pays it back to CONCORD.)
That penalty would include the cost of implants if you pod them, though perhaps, if your safety is set, you will not be able to pod a pilot who you mistakenly thought was carrying slaves. You can legally pod a pilot who was actually carrying slaves.
This would introduce some extra degree of risk to attacking a pilot who you believe to be smuggling. On rare occassions you will be wrong, and will be penalized for blowing up someone's ship when they were innocent. |

FoxFire Ayderan
82
|
Posted - 2013.06.20 01:09:00 -
[34] - Quote
So... you can imagine a scenario where you've scanned a ship down, they become attackable to you. You web them, open up a convo, and let them know you scanned them down and determined they are carrying slaves.
You inform them that they can either eject those slaves or you will blow their ship up, and maybe even their pod.
They could proclaim that your scan is wrong and plead with you to let them go. (By-the-way, subsequent scans of the ship from the same pilot will yield the exact same results regardless).
Or they could eject the slaves, take a serious hit from the agent/corp who gave them the mission (possibly losing collateral as well), and you get to scoop those slaves up. They now become 'Liberated Slaves' and you can turn those in for a reward. Even without a convo, if the pilot ejects the slaves, he is no longer legally attackable, but you can collect the freed-slaves for a reward.
Of course if your scan is wrong (with less than 100% confidence but greater than 90% confidence in what they are smuggling), you will hope that they do a good job of convincing you that they truly are innocent and are not smuggling anything, due to the penalty for being wrong.
|

Powers Sa
659
|
Posted - 2013.06.20 01:28:00 -
[35] - 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. I just want more spacedrugs in highsec. Make it happen. Vote Nullsec for CSM8 Mynnna || Kesper North || Kaleb Rysode || Malc00nis || Artctura || Unforgiven Storm |

Berluth Luthian
Meltdown.
82
|
Posted - 2013.06.20 15:05:00 -
[36] - Quote
So this thread got me brainstorming...What are the things that define the smuggling experience (already in Eve or in RL).
-One man's smuggler is another man's dealer of arms to freedom fighters (the morality of their mission is relative). -Knowing the turf, knowing the sightlines, the maps, who can be paid off, how to smooth talk etc, is key. -Knowing your markets, and the territory of your competitors -Being ready to back up your friends in a fight -Having interesting and unique ways to avoid detection/suspicion -Having a love/hate relationship to authority (smugglers are the biggest cynics/ conspiratorialists when it comes to authority)
This, in addition to what I think are drastically needed changes to the LP stores led me to what I think could be some fun and thematic changes to a lot of space, gameplay, etc revolving around smuggling. I have some proposals that would iterate on smuggling first involving a change to the supply and demand of goods, then the logistics and gameplay of the smuggler's life.
Supply and Demand First to make smuggling a vital profession, you have to have people trading with ALOT of what other players want. Right now there isn't a ton of demand in contraband goods. There are some trade goods, and some boosters that are illegal and that's about it. I suggest increasing the demand for 'illegal' goods through:
1) Making faction modules/goods/ammunition 'illegal' to the extent that it is disliked by the local faction. This increases the demand for local smugglers. Customs officers, would attempt to confiscate discovered cargo if determined illegal, but fines would be in proportion to the legality (how criminal the cargo) and strictness (.5 space < 1.0 space). The legality of cargo would be determined by faction standings from here. This would be a dramatic change as a lot of faction ammunition, or navy ships would immediately become contraband. However, I will get to the ability to mediate this shortly. You could even say, no selling locally illegal cargo in stations owned by the local empire faction.
2) Also, reducing the LP costs on a lot of faction modules and possible buffing some of them. Make their use a lot more ubiqiutous. They would be VERY accessible in their local region, and be much less so in markets with strict patrolls or reduced smuggler rings.
Logistics What would be vitally necessary to make access to markets work is some new ways that smugglers can get around, pay to get around, or find crafy ways around customs security.
1.) Have NPC convoys (the NPC haulers that travel to and from local highsec stations) occaisionally drop faction hauling licenses. These licenses would allow the transport of any contraband goods in that faction's space. THey would be non-consumable and good until destroyed. They would make any customs officers disregard the cargo of your ship if in the hold while scanned. Drop rates of these licenses would only come from the local NPC haulers (which are often guarded by station guns) so their rarity would be high. They could alternatively be purchased from logistics/distribution oriented corp LP stores.
2.) Have lowsec pirate faction ships occaisionally drop forged faction licenses. (Angels drop Minmatar, blood raiders/Sansha drop CONCORD/Ammatar/Khanid, and Amarr etc). These licenses are consumable (1 at a time), because if in cargo while scanned, a custom's officer will still let you pass, but suggest that you 'get the license checked' or 'recheck with your issuer' or something. They would be cheaper versions of regular licenses, but if you had a stack of them, you'd eventually run out. Think of them like 'customs fuel'. THere is a chance that they are spent each jump through highsec. Players would do the math to try to figure out if its cheaper to stack forged documents or get the real thing.
3.) The final option instead of (or in addition to) licenses are active lowslot 'smuggler's hold' modules that each have a +75% chance to conceal any of their goods from scans. This would apply to cargo scanners and customs officers giving yet another defense to haulers from ganks. Additionally, they could allow 'stealth jettisoning' into short timer cans that donot offend customs officers, preventing confiscation, if coordinating with a gang. Stacking these modules would greatly increase success, but not allow afk hauling with contraband. |

Berluth Luthian
Meltdown.
82
|
Posted - 2013.06.20 15:05:00 -
[37] - Quote
Gameplay Even with increased demand coming from high risk markets for goods, and greater supplies of cargo needed to be transported, the gameplay would essentially amount to glorified hauling if this was all there was. So what I'd suggest are changes to customs and convoy NPCs. (This would be an iteration mostly on highsec PvE and PvP gameplay).
1) Customs NPCs- Make these NPCs destructible with longer limited aggression spread. Basically make it so a small well coordinated gang could kill customs NPCs along a route. Shooting Customs NPCs gives a suspect flag. This would raise the risk of attacking officers on gates. After 20 seconds or so other NPCs would get aggro on you, and if you returned fire on local police you WOULD get criminal status. This could increase small gang fights on gates in highsec. Killing all customs officers at gates would mean free access to the system for smugglers, until customs rats respawn (<5 minutes).
2) Convoy NPCs- Currently, you can kill convoy hauler NPCs with only a standings penalty, if you are at a station that does not match the hauler's race. Haulers drop between 500k and 1 million isk loot and warp from station to station in groups. If the local faction NPCs carried the local faction licenses and you could flag convoy killers/engagers as suspect, then you would start to get lots of small gang fights off of stations for people who are hunting lucrative licenses.
So in summary: + To highsec pve driving up the demand for LP stor faction mods + To highsec pvp revolving around stations and gates + To new careers with in-depth metas for protection, detection, coordination, planning etc. + To lowsec pvp/economy for ratters getting license loot drops + Interesting new topographical changes to markets as many goods will become very difficult to get easily. |

Adunh Slavy
1000
|
Posted - 2013.06.20 15:22:00 -
[38] - Quote
Berluth Luthian wrote: 1) Making faction modules/goods/ammunition 'illegal' to the extent that it is disliked by the local faction.
This part ... maybe not. There are lots of players who min/max, like to play with faction toys. Players buy rat ships, etc.
Where I think the illegality can come in is the need for some illegal items to be traded in at the LP stores. The Minmitar like to free slaves right? So, turn in 100 slaves for X whatevers from republic fleet. The ISK sink remains since slaves, the majority of them, would come from NPC sellers.
What I would not do, at first anyway, is change the LP store so that slaves are 100% required to cash in at the LP shop. So you could pay 100 slaves or 87,000 ISK ... assuming memory serves correctly and slaves are about 870 ISK from Amarr NPCs.
Your idea "faction hauling licenses" is quite a good idea. |

Berluth Luthian
Meltdown.
82
|
Posted - 2013.06.20 15:41:00 -
[39] - Quote
Adunh Slavy wrote:Berluth Luthian wrote: 1) Making faction modules/goods/ammunition 'illegal' to the extent that it is disliked by the local faction.
This part ... maybe not. There are lots of players who min/max, like to play with faction toys. Players buy rat ships, etc. Where I think the illegality can come in is the need for some illegal items to be traded in at the LP stores. The Minmitar like to free slaves right? So, turn in 100 slaves for X whatevers from republic fleet. The ISK sink remains since slaves, the majority of them, would come from NPC sellers. What I would not do, at first anyway, is change the LP store so that slaves are 100% required to cash in at the LP shop. So you could pay 100 slaves or 87,000 ISK ... assuming memory serves correctly and slaves are about 870 ISK from Amarr NPCs. Your idea "faction hauling licenses" is quite a good idea.
That's one thing I was going to add too. To get those official licenses I was thinking you would need rat tags.
In terms of min/maxing with faction mods. Letting faction modules shoot t2 ammo (if you had the t2 skills) would help this some (and if the skill's damage mod only applied to the t2 turret the balance would still be there). Almost all faction modules/ammo have some sort of equivalent that isn't 'objectionable' to local factions.
The current LP distribution doesn't account for this, but I would hope it grows some, making some space shift to be more lucrative. You could grow the LP access to stores if you opened up 'faction conflict/warfare' as I've suggested in other posts.
Example.
Republic Fleet modules (turrets/shields/ammo) would be minor contraband in Caldari space. Fines wouldn't be too high, and cargo running would be fairly easy anyway. Prices for it would be higher than Rens/Dodixie/Hek, but much lower than Amarr. Alternatively, there are Caldari Navy shield boosters and warp disruptors vice the RF ones. There is Angel ammo which would be legal in Caldari/Amarr space. Likewise, Caldari missiles would be higher in Rens/but Guristas missiles would be easier to come by. |

Berluth Luthian
Meltdown.
82
|
Posted - 2013.06.20 16:17:00 -
[40] - Quote
Adunh Slavy wrote:
Where I think the illegality can come in is the need for some illegal items to be traded in at the LP stores. The Minmitar like to free slaves right? So, turn in 100 slaves for X whatevers from republic fleet. The ISK sink remains since slaves, the majority of them, would come from NPC sellers.
Thing is you could really tweak the loot drops on the convoys to accommodate this as well. For example, Small Arms are illegal in Amarr space, but there are a number of systems in Amarr space with some Minmatar and Gallente trade stations. If these haulers were killed they could have a chance to drop this illegal contraband, which could then be turned in at the local LP stores. Finding and killing a hauler spawn could have roughly the same reward as level 3 or 4 missions depending on their difficulty and what kind of space you are in.
|

Oldgrimeyass
Demonic. Dominatus Atrum Mortis
0
|
Posted - 2013.06.20 16:55:00 -
[41] - Quote
Id say the best way to make smuggling a profession would be to make more things illegal throughout the 4 empires. Or have the empires customs enforce taxes on incoming materials and things to sell that are coming from outside their space. This would cause a Freighter pilot from Amarr to pay X % money of his goods upon entering Caldari space to sell the stuff at Jita but only if they are caught and Scrammed by the customs ships *Pretty much a freighter would end up paying every time* . Id almost say that Customs will only stop in systems with a Certain Sec status to be determined. Your smugglers intent is to avoid paying the taxes in space will be fast ships or cloak ships fitted with warp core stabs and what not in order to run away from these customs agents and make it to the Hubs to sell the goods. And by not paying the Tax for Importing goods they are able to make enough of a profit to be Viable.
This is just an idea no set numbers but just saying if there was import taxes for things coming through the eve universe or more illegal things then smuggling would become an easier profession to create
The customs would be doing the stops in trade hubs is what im thinking not each system along the way. This is just a basic idea that still needs some work
Also have certain Skills in the Trade tree that reduce the amount you pay on the taxes |

Berluth Luthian
Meltdown.
82
|
Posted - 2013.06.20 17:10:00 -
[42] - Quote
Oldgrimeyass wrote:Id say the best way to make smuggling a profession would be to make more things illegal throughout the 4 empires. Or have the empires customs enforce taxes on incoming materials and things to sell that are coming from outside their space. This would cause a Freighter pilot from Amarr to pay X % money of his goods upon entering Caldari space to sell the stuff at Jita but only if they are caught and Scrammed by the customs ships *Pretty much a freighter would end up paying every time* . Id almost say that Customs will only stop in systems with a Certain Sec status to be determined. Your smugglers intent is to avoid paying the taxes in space will be fast ships or cloak ships fitted with warp core stabs and what not in order to run away from these customs agents and make it to the Hubs to sell the goods. And by not paying the Tax for Importing goods they are able to make enough of a profit to be Viable.
This is just an idea no set numbers but just saying if there was import taxes for things coming through the eve universe or more illegal things then smuggling would become an easier profession to create
The customs would be doing the stops in trade hubs is what im thinking not each system along the way. This is just a basic idea that still needs some work
Also have certain Skills in the Trade tree that reduce the amount you pay on the taxes
Did you not read my post? I just suggested more illegal goods, but IMO a more elegant implementation of it than 'paying every time' or import taxes. Those things sounds less fun. |

Oldgrimeyass
Demonic. Dominatus Atrum Mortis
0
|
Posted - 2013.06.20 17:17:00 -
[43] - Quote
Its less fun for the freighter pilots who passively move through space. The smuggler would be the person to use to avoid having to pay the taxes. And i know you mentioned more illegal stuff that's why I did not go much into it |

Adunh Slavy
1004
|
Posted - 2013.06.20 17:17:00 -
[44] - Quote
Oldgrimeyass wrote: ... import taxes ...
The history of smuggling is the history of taxation and government enforced monopoly more than it is the history of something being "illegal". Might be a useful perspective for CCP, and could make things like faction standing have more worth and be used as an increased mechanism for creating an uneven economic landscape.
However it still does not address the mechanics of the situation, but could certainly provide some more depth. |

Berluth Luthian
Meltdown.
82
|
Posted - 2013.06.20 17:24:00 -
[45] - Quote
Oldgrimeyass wrote:Its less fun for the freighter pilots who passively move through space. The smuggler would be the person to use to avoid having to pay the taxes. And i know you mentioned more illegal stuff that's why I did not go much into it
That's the point of my licenses. Freighter pilots could just store a license and slowboat their comfy little behinds from gate to gate without a care like they normally do. Licenses are a tax by another name. I was just suggesting other ways to go about getting them. Import taxes would nearly guarantee extra overhead on tons of items without really requireing extra gameplay. |

Berluth Luthian
Meltdown.
82
|
Posted - 2013.06.20 17:28:00 -
[46] - Quote
Adunh Slavy wrote:Oldgrimeyass wrote: ... import taxes ...
The history of smuggling is the history of taxation and government enforced monopoly more than it is the history of something being "illegal". Might be a useful perspective for CCP, and could make things like faction standing have more worth and be used as an increased mechanism for creating an uneven economic landscape. However it still does not address the mechanics of the situation, but could certainly provide some more depth.
I was looking for words besides illegal. But that was one of my beginning points, that one person's smuggler, is another person's life-saving-medical-savior. I would guess that most stuff hauled via freighters are not illegal anyway. A day's worth of sales of faction missiles can fit in a t1 hauler, freighter pilots shouldn't be concerned with 'restricted cargo'. |

Adunh Slavy
1005
|
Posted - 2013.06.20 17:45:00 -
[47] - Quote
Berluth Luthian wrote: I was looking for words besides illegal. But that was one of my beginning points, that one person's smuggler, is another person's life-saving-medical-savior. I would guess that most stuff hauled via freighters are not illegal anyway. A day's worth of sales of faction missiles can fit in a t1 hauler, freighter pilots shouldn't be concerned with 'restricted cargo'.
Got ya. Tarrifed, excised, taxed, tolled, levied ... perhaps.
Not sure how well it will go over though with regards to faction items. Might go over well though with regards to things like boosters.
Lots of players wander all over high sec, from War decers to cosmos runners and incursion folks with faction things and ammo and what not. I suspect many of them would not be happy for being taxed on what amounts to "day to day" items. I do understand your perspective and do see it would add some depth, just not sure it is depth in the right area.
Grandma wanting to take some candy home for the kiddies vrs Pablo Escabar's 'Girl friend' with a balloon full of coke up her whoohaa.
Not sure we want them to be quite the same thing. |

Berluth Luthian
Meltdown.
82
|
Posted - 2013.06.20 18:24:00 -
[48] - Quote
Adunh Slavy wrote:Berluth Luthian wrote: I was looking for words besides illegal. But that was one of my beginning points, that one person's smuggler, is another person's life-saving-medical-savior. I would guess that most stuff hauled via freighters are not illegal anyway. A day's worth of sales of faction missiles can fit in a t1 hauler, freighter pilots shouldn't be concerned with 'restricted cargo'.
Got ya. Tarrifed, excised, taxed, tolled, levied ... perhaps. Not sure how well it will go over though with regards to faction items. Might go over well though with regards to things like boosters. Lots of players wander all over high sec, from War decers to cosmos runners and incursion folks with faction things and ammo and what not. I suspect many of them would not be happy for being taxed on what amounts to "day to day" items. I do understand your perspective and do see it would add some depth, just not sure it is depth in the right area. Grandma wanting to take some candy home for the kiddies vrs Pablo Escabar's 'Girl friend' with a balloon full of coke up her whoohaa. Not sure we want them to be quite the same thing.
I see it more as a 'buy local' kind of thing. Flying around with modules you are worried about would just require getting the right license in order to be safe. If you are flying around in a tricked-out 2 billion isk incursion battleship, you probably wont bat an eye if you have to have 20 million isk for each of the 3 licenses you will need to fly you ship safely across gallente, amarr, and Khanid space.
Especially if we got CREST up and running, it wouldn't be very difficult at all for haulers and hauling markets to get even more efficient. The capital hubs are kind of nice, but there is a lot of lowsec that they don't really serve, but this could additionally bring a lot of people to NPC pirate nullsec too because their LP would be in much higher demand.
Please give me a realistic example of your perceived inconvenience and I bet I can give a response as to why at least, I don't see it as being as inconvenient as you might think. |

Gorgoth24
Sickology
13
|
Posted - 2013.06.20 18:26:00 -
[49] - Quote
Holy text wall, Batman
1) Making faction ammo illegal in non-race space is a BAD idea. An OUTRAGEOUSLY bad idea.
Faction ammo is a standard ammo of PvP. Almost every ship I fly, and everyone I know flies, in PvP uses some form of faction ammo.
However, PIRATE faction ammo is not a standard ammo of PvP and is currently underused because it is outrageously expensive even though it is superior. If it were to be reduced in price and then made illegal, that would make more sense without completely ******* the market up.
2) Messing too much with the nature of Navy LP is a BAD IDEA.
T1 -> Navy Faction -> T2 -> Pirate Faction is the cost scheme of ships in EVE, and a precarious one at that. If navy faction ships costed more then T2 ships, or so similar it doesn't matter, I don't see anyone flying them. Making this LP too cheap, or saturating the market with goods, would similarly destroy the budding new profession of FW Plex Runners. And, as much as I hate those triple WCS, risk-free carebears ruining my PvP-designed system, they still bring a lot of targets to lowsec.
3) Importing things from lowsec to highsec that pertain to PvP is also a bad idea. It would be less of a profession and more of a niche alt perma-occupation for wealthy war dec'ers. If you want things produced in low sec and imported to high sec en masse, you make it pertain to the making of isk. (Because, let's face it, most of the people in highsec are in highsec to make some isk)
NOW FOR CONSTRUCTIVE THINGS:
Why has no one made the distinction between regular and regional gates? Countries don't stop and check you routinely on every highway, they stop and check you at the border. Smuggling should be done through regional gates, but once it's into that region they should have free reign. Because if you have the best ship evarrr but you can't jump to the next system (for that elusive WT or an out of system mission) it defeats the point both in PvP and PvE.
I also like your licencing idea. Failed smuggling shouldn't end in the loss of your expensive cargo altogether, just the unfortunate extra overheard of bribing the gate guards. +1 on that point |

Berluth Luthian
Meltdown.
82
|
Posted - 2013.06.20 18:57:00 -
[50] - Quote
Gorgoth24 wrote:1) Making faction ammo illegal in non-race space is a BAD idea. An OUTRAGEOUSLY bad idea.
Faction ammo is a standard ammo of PvP. Almost every ship I fly, and everyone I know flies, in PvP uses some form of faction ammo.
However, PIRATE faction ammo is not a standard ammo of PvP and is currently underused because it is outrageously expensive even though it is superior. If it were to be reduced in price and then made illegal, that would make more sense without completely ******* the market up.
I'm not saying making it illegal in non-race space. I'm saying making it 'restricted' in 'enemy' highsec space based on my earlier chart. So first of all, if you are pvping in highsec space, either you are gankging (in which case you just need to get into the system, and someone else in your gang will only have to bring the restricted goods (with a license that makes it safe). You could also be in a war-dec conflict, you just make sure that you have the appropriate licenses...Which if you have missioners in your corp killing rats by the hundreds, you will likely be sure that your corp is well stocked with forged licenses for any surrounding factions. These would really only matter for the jumps from one region to the next, it wouldn't be as expensive if you are in the same region all the time. Otherwise, if you are a serious pvper you are in lowsec or nullsec. There are no customs folks there.
Gorgoth24 wrote: 2) Messing too much with the nature of Navy LP is a BAD IDEA....exporting pvp stuff to highesec....blah... I have suggested in other places that I think faction modules should be reduced in price, but that comes with the expectation that their demand is pretty elastic, that their use would significantly go up if they were cheaper. Right now most LP is redeemed for ammo, datacores, hulls, and implants, modules not so much.
This is a highsec to highsec kind of issue. Tribal Liberation Stations are only in Minmatar space so nothing would change about the location of where FW LP production takes place. What WOULD change is that if you want to double the size of where your LP goods could be sold (to include enemy space), you'd have to make some minor investment in either a hauling alt with t1 hauler skills and some licenses. I am in TLF, and I see a lot of FW toons selling stuff in Hek and Rens and letting other people ship it to Jita and Amarr. I'm not sure where you are getting the lowsec production idea...
I was also thinking about the regular and regional gates thing. That is why I suggested Customs NPC mechanics changes. I was going to study them to see if there is a correlation between gate size and system security right now, but if you could know something like...
... "Okay gang, along our route, we are jumping into a .6 regional gate, and .9 and 1.0 inter-constellation gates. At max we should see 3 Navy Customs Battleships and 3 customs frigates. The police response time is 20 seconds while assaulting customs officers who've stopped you so we need the dps to burn down the one or two battleships that COULD possible have our hauler locked down." ...
I think that'd be exciting, basically requiring pirate convoys in highsec for hauling cargo that you want to keep safe.
Like I've said before, itd probably make the most sense if hulls you are in aren't restricted, and maybe even mounted modules. Cargo would be the main thing. |

Gorgoth24
Sickology
14
|
Posted - 2013.06.20 19:28:00 -
[51] - Quote
After mulling over this topic, I think I've come up with my own smuggling ideas. This system would focus on interactivity and charisma-based skills
OVERVIEW: Reason for smuggling: New drugs have been found that make it easier to gain lp/get salvage/mine more quickly/etc. that have caused a huge demand for drugs in high sec.
Let's say I'm a smuggler who is leaving station in lowsec with a cargohold full of illegal goods
Gate into high sec (regional): 50/50 chance (at max skills, chances are also changed by how much illegal stuff I'm bringing in) I trip the stargate's internal sensors when I try and jump through the gate. If I do trip them, I have to hack the gate through the hacking interface in order to get through the gate.
Gates to my destination (not regional, also changed by illegality): 25% chance at max skills a customs officer notices some strange readings in my cargohold and starts a conversation with me to investigate (new minigame)
New Minigame: The customs officer talks to me and I'm given a series of choices in responses (like in Deus Ex). My skills will color these responses Green (for most likely a good response) and red (most likely to **** him off). I'm prompted a few times, following a dialogue with this customs officer, and if I make him happy he lets me jump through the gate. If I **** him off a little bit, I may have to bribe him a small fee. If I **** him off a bunch I can show him my cargo licence (mentioned in previous posts, consumable item) to ward him off. If I **** him off a whole lot (only in the most dire of situations) he flags me as attackable to bounty hunters (players with special licences in their holds that allow them to help out the custom's officials) and attacks me. (strong NPC that stops your jump and scrams you, but doesn't do a whole lot of damage to you, could be beneficial to have an escort along in case things don't go your way)
Illegality of your cargohold: The more estimated isk worth of illegal items in your cargohold/higher m3 of illegal items changes the chances of being detected. So, if you're solo, you can handle small amounts of illegal cargo on your own in a small ship and try your luck getting past the gate without needing a hack and hoping your cargo won't be detected. But, if you have an enormous amount of drugs to move, the chances would be extremely low you'd get by without a hack, and it would be obvious to the guards. So what do you do? You can either make tons of small trips, setup lots of black market courier contracts, or make one huge one with lots of buddies! Imagine a convoy of player ships fighting against increasingly difficult NPCs every jump, repping their freighter, trying to make it to their destination!
Now does that sound like a Han Solo -eque system to you? Having to hack your way into high sec, talk your way past the guards, and even fight your way out with a buddy if things don't go your way?
Positives of this idea: Another use of the current hacking system All skills for smuggling are Charisma-based, finally making it something other then the bastard child of attributes Interactivity means that this wouldn't be simply be an alt profession of loading up your stuff and having random rolls decide whether you succeed or not Having a buddy along lets your fight your way out if things go bad
Emergent Gameplay: If you get stuck on a gate, someone could show up to that gate and shoot you! If you produce lots of drugs but can't move them yourself, you could set up black market courier contracts (collateral being +10% of the estimated value of the items and automatically set) and have dedicated smugglers move your products for you! Bounty Hunters would get yet another use by sending spies into drug-producing corps and forming up fleets, all with these special Bounty Hunter licences, to hit their convoys!
What do you guys think? |

Gorgoth24
Sickology
14
|
Posted - 2013.06.20 19:33:00 -
[52] - Quote
@ Berluth Luthian
I see both your points and I understand what you're saying. I personally think you misunderstand the nature of lowsec pvp a bit. Almost all ships and modules used are imported from high sec on alts, so you wouldn't be avoiding the customs officials much. You'd also end up making smuggling an alt profession.
Other then that, I agree with your responses. I just thought those things needed to be considered. |

Adunh Slavy
1013
|
Posted - 2013.06.20 19:50:00 -
[53] - Quote
Berluth Luthian wrote: Please give me a realistic example of your perceived inconvenience and I bet I can give a response as to why at least, I don't see it as being as inconvenient as you might think.
I think Gorgoth did a pretty good job. It is just going to get a lot of resistance from the community and it will be very unpopular.
Now this second thing about licenses. If every NPC convoy ship dropped a few, and they could be sold on the market, and they were consumed, one per infraction event (event being caught, regardless of how much or how many) then it might not be too big a hassle. The availability of these things would need to be very good and they shouldn't cost an arm and a leg, but should be high enough to induce people to spend the time chasing around NPC convoys and screwing up their standings with various NPC corps. |

Gorgoth24
Sickology
14
|
Posted - 2013.06.20 19:52:00 -
[54] - Quote
Adunh Slavy wrote:
I think Gorgoth did a pretty good job. It is just going to get a lot of resistance from the community and it will be very unpopular.
:( Damn, I thought I'd laid the golden egg |

Oldgrimeyass
Demonic. Dominatus Atrum Mortis
0
|
Posted - 2013.06.20 19:59:00 -
[55] - Quote
I still think the best route would be setting up some sort of Import taxes in the empire space and work from there to make smuggling into a profession. Smugglers bring the stuff in to avoid the taxes imposed on the goods. And or legality of it. This would make diplomacy/trade skills important to freighter pilots to lower their tax rates when they deal with customs. While the Smuggler does what they can to avoid the taxes. Difference between the 2 is that the freighter is going to be able to haul more goods than the smuggler but have to pay customs for the importation |

Berluth Luthian
Meltdown.
82
|
Posted - 2013.06.20 20:04:00 -
[56] - Quote
In terms of license supply, they could A) be bought from that faction's LP store at a high price, B) be bought off the market from convoy drops, C) gotten from much cheaper and ubiquitous 'forged' versions from rats (1% of regular cost) or D) bought in stacks of forged copies from pirate LP stores.
If you are a bigger more regular hauler, the regular licenses dont get 'used' so they'd be a one time thing, likely justifying their cost. |

Commander Ted
Caldari Provisions Caldari State
736
|
Posted - 2013.06.20 20:07:00 -
[57] - Quote
While being a trader who is a criminal may not be something that is planned, why not be a trader evading criminals?
I think the link in my signature is something that could partly fulfill what players want from smuggling.
My idea would create an uneven economic landscape, the ability for players to influence the outcome, and a obstacle to be evaded when transporting materials. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Gorgoth24
Sickology
16
|
Posted - 2013.06.20 20:09:00 -
[58] - Quote
Oldgrimeyass wrote:I still think the best route would be setting up some sort of Import taxes in the empire space and work from there to make smuggling into a profession. Smugglers bring the stuff in to avoid the taxes imposed on the goods. And or legality of it. This would make diplomacy/trade skills important to freighter pilots to lower their tax rates when they deal with customs. While the Smuggler does what they can to avoid the taxes. Difference between the 2 is that the freighter is going to be able to haul more goods than the smuggler but have to pay customs for the importation
I think you're missing a huge component here. Making smuggling a profession that way means little interactivity, risk, emergent gameplay, or group play which is something CCP has spoken about avoiding many, many times. Introducing smuggling by making an increased overhead on freighter pilots won't affect them, just create a small bump in prices. And the idea of smuggling will still be an alt occupation, making the "profession" consigned to oblivion. |

Bum Shadow
Es and Whizz Hedonistic Imperative
43
|
Posted - 2013.06.20 20:12:00 -
[59] - 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.
As a drug smuggler, I'd want drugs removed from highsec station listings (if they are illegal, why can we sell them on the public markets in highsec?!?!)
Dust would open up a fairly decent additional market for boosters too.
Smuggling is already fairly decent in PvP sense.
But for black markets to form, or to allow drug deals to be done more player to player (with a dealer) which is how we operate you really need to pull illegal narcotics off the highsec markets.
Our corp has posted several times over the years with good ideas on highsec smuggling. But its such a niche area. To be honest it doesnt work if everyone is doing it and its a massive primary feature. The entire alure and appeal of smuggling and drugs is its niche, unknown and rare. |

Gorgoth24
Sickology
16
|
Posted - 2013.06.20 20:12:00 -
[60] - Quote
Commander Ted wrote:While being a trader who is a criminal may not be something that is planned, why not be a trader evading criminals?
I think the link in my signature is something that could partly fulfill what players want from smuggling.
My idea would create an uneven economic landscape, the ability for players to influence the outcome, and a obstacle to be evaded when transporting materials.
1) You're killling my Han Solo fantasies here.
2) This still wouldn't avoid smuggling being an alt profession. Zero activity, emergent gameplay, grouplay, etc. here. You're just creating a bigger pipeline for smartbombing BSs. |

Commander Ted
Caldari Provisions Caldari State
736
|
Posted - 2013.06.20 20:16:00 -
[61] - Quote
Gorgoth24 wrote:
1) You're killling my Han Solo fantasies here.
2) This still wouldn't avoid smuggling being an alt profession. Zero activity, emergent gameplay, grouplay, etc. here. You're just creating a bigger pipeline for smartbombing BSs.
While you would not be a smuggler I think your other analysis is completely and utterly wrong in every assumption.
Smartbomb camps are easily evaded in any ship, and if there were a limited number of choke point gate camps would be completely avoidable.
Secondly there are multiple avenues of group play, Scouting through cargo ships, using a cloaked ship to do it solo, hiring other people to move your freight, pvp battles for control of gate camps, and using wormholes to move your goods.
The new price gaps that would form because everything isn't coming from Jita would be a massive opportunity for profit and it could easily be a full time profession, especially if my idea made the four empires equal in their market share. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Berluth Luthian
Meltdown.
82
|
Posted - 2013.06.20 20:17:00 -
[62] - Quote
Gorgoth24 wrote: Re: Oldgrimey... I think you're missing a huge component here. Making smuggling a profession that way means little interactivity, risk, emergent gameplay, or group play which is something CCP has spoken about avoiding many, many times. Introducing smuggling by making an increased overhead on freighter pilots won't affect them, just create a small bump in prices. And the idea of smuggling will still be an alt occupation, making the "profession" consigned to oblivion.
I agree here. I was trying to figure out a way to make smuggling as interesting iteration on hauling as I could come up with.
Having to sort of 'hold your breath' every time you jump through highsec, or travel in convoys to take out customs agents, and/or risk your gang being flagged suspect for defending the hauler, allowing them to engage other pilots...Having to get involved in other 'underworld' sorts of pursuits (assasinating other competitors, dropping haulers for their goods, pre-clearing smuggling routes, bribing officials, etc) would all be interesting things rather than getting a new transaction in your journal every system you jump through.
If you just want to haul crap, don't carry contraband. Regular afk haulers lives' mostly wouldn't change from this. |

Oldgrimeyass
Demonic. Dominatus Atrum Mortis
0
|
Posted - 2013.06.20 20:17:00 -
[63] - Quote
Gorgoth24 wrote:Oldgrimeyass wrote:I still think the best route would be setting up some sort of Import taxes in the empire space and work from there to make smuggling into a profession. Smugglers bring the stuff in to avoid the taxes imposed on the goods. And or legality of it. This would make diplomacy/trade skills important to freighter pilots to lower their tax rates when they deal with customs. While the Smuggler does what they can to avoid the taxes. Difference between the 2 is that the freighter is going to be able to haul more goods than the smuggler but have to pay customs for the importation I think you're missing a huge component here. Making smuggling a profession that way means little interactivity, risk, emergent gameplay, or group play which is something CCP has spoken about avoiding many, many times. Introducing smuggling by making an increased overhead on freighter pilots won't affect them, just create a small bump in prices. And the idea of smuggling will still be an alt occupation, making the "profession" consigned to oblivion.
Im not missing the point. I am trying to build on ideas that can be combined with other peoples ideas as well. The licenses or tags from places is a good idea I think. It could be something like forged documents even. Right now in game there is no reason for any pilots to have to smuggle anything except for the boosters. I just threw my two cents out there on an idea that would give a reason to actually want to be a smuggler. Or in turn somebody wanting to use a smuggler through contracts to haul their stuff somewhere.
Just know that making the taxes in the game does not make the profession it just gives there more of a reason for it in my eyes. |

Gorgoth24
Sickology
16
|
Posted - 2013.06.20 20:19:00 -
[64] - Quote
Bum Shadow wrote:
As a drug smuggler, I'd want drugs removed from highsec station listings (if they are illegal, why can we sell them on the public markets in highsec?!?!)
Dust would open up a fairly decent additional market for boosters too.
Smuggling is already fairly decent in PvP sense.
But for black markets to form, or to allow drug deals to be done more player to player (with a dealer) which is how we operate you really need to pull illegal narcotics off the highsec markets.
Our corp has posted several times over the years with good ideas on highsec smuggling. But its such a niche area. To be honest it doesnt work if everyone is doing it and its a massive primary feature. The entire alure and appeal of smuggling and drugs is its niche, unknown and rare.
Think about it like this. If the consumption of drugs becomes relative to highsec isk-making, the consumption of those drugs goes way up. When it becomes a necessary thing to get ahead, both the demand drugs and for smuggling is there. And if you make a system where small quantities are friendly to solo play and large quantities are unfriendly to solo play, but friendly to group play like my proposal describes above, it becomes a system worthy of being called its own profession.
The idea behind making smuggling a profession isn't to make it more niche, but to make it more ubiquitous.
|

Bum Shadow
Es and Whizz Hedonistic Imperative
43
|
Posted - 2013.06.20 20:19:00 -
[65] - Quote
Vincent Athena wrote:I remember the smuggling profession was going to be part of Incarna. The reasoning being you had to buy and sell items "off the grid", that is not via either the contracts system or the normal station market. You would meet in person in establishments run by players. Then in space players would be the enforcers. Of the new items to be smuggled, Quafe Zero was a prototype.
But due to statue shooting we lost the development of Incarna, and thus the smuggling profession got canned too.
This is exactly how most combat boosters are traded now.
Player to play, negotiating and delivering.
A cool thing to add to highsec would be if your faction or corp standings (when hgih enough) might let you "bribe" or "sweet talk" a customs agent if caught.
IE, i jump into amarr space with drugs but i'v got 7.0 standings. They scan and catch me on the gate (easy to avoid tbh) and due to my high standing I can chose to "bribe" the guard for a small price. But with a chance to fail and be attacked. Higher standing = better success rate.
Just spitballing here. |

Gorgoth24
Sickology
16
|
Posted - 2013.06.20 20:25:00 -
[66] - Quote
Commander Ted wrote: While you would not be a smuggler I think your other analysis is completely and utterly wrong in every assumption.
Smartbomb camps are easily evaded in any ship, and if there were a limited number of choke point gate camps would be completely avoidable.
Secondly there are multiple avenues of group play, Scouting through cargo ships, using a cloaked ship to do it solo, hiring other people to move your freight, pvp battles for control of gate camps, and using wormholes to move your goods.
The new price gaps that would form because everything isn't coming from Jita would be a massive opportunity for profit and it could easily be a full time profession, especially if my idea made the four empires equal in their market share.
We obviously disagree rather extremely here. I would submit that a smartbombing BS isn't easily avoided, you just have to wait for it to go away. Jump in a buzzard to scout? Smartbombed, and there goes a shiny ship. Try and go through it solo in your hauler? Smartbombed, and there goes a shiny ship. Try and kill the smartbombing BS? Cloaks/warps off. No kill. I know some of the guys, like Dirty Looks, who smartbomb for a living. And even if they lose a ship or two, the smartbombing pays for itself.
It's besides the point though. This thread is about smuggling, not dividing up the empires |

Bum Shadow
Es and Whizz Hedonistic Imperative
43
|
Posted - 2013.06.20 20:29:00 -
[67] - Quote
fly the opposite direction to the battleship smartbombing.... tried that? works a charm.
your problem is you're jumping gate to gate without bouncing safes etc. The smartbomb ships are aligned perfectly to apply maximum damage to you as you come out of warp. |

Berluth Luthian
Meltdown.
82
|
Posted - 2013.06.20 20:33:00 -
[68] - Quote
Gorgoth24 wrote:Commander Ted wrote: While you would not be a smuggler I think your other analysis is completely and utterly wrong in every assumption.
Smartbomb camps are easily evaded in any ship, and if there were a limited number of choke point gate camps would be completely avoidable.
Secondly there are multiple avenues of group play, Scouting through cargo ships, using a cloaked ship to do it solo, hiring other people to move your freight, pvp battles for control of gate camps, and using wormholes to move your goods.
The new price gaps that would form because everything isn't coming from Jita would be a massive opportunity for profit and it could easily be a full time profession, especially if my idea made the four empires equal in their market share.
We obviously disagree rather extremely here. I would submit that a smartbombing BS isn't easily avoided, you just have to wait for it to go away. Jump in a buzzard to scout? Smartbombed, and there goes a shiny ship. Try and go through it solo in your hauler? Smartbombed, and there goes a shiny ship. Try and kill the smartbombing BS? Cloaks/warps off. No kill. I know some of the guys, like Dirty Looks, who smartbomb for a living. And even if they lose a ship or two, the smartbombing pays for itself. It's besides the point though. This thread is about smuggling, not dividing up the empires
Well his point is about creating markets for arbitrage, which is indirectly what smugglers are about. We are all trying to do the same thing which is, "create a market for the services of agile/cloaky/crafty/dedicated/protected gangs of people who get precious cargo through dangerous territory"
Commander Ted is saying "make dangerous territory with lowsec bottlenecks
I'm saying "make more precious demanded cargo, and make it restricted and enforced by NPCs in highsec, with the possibility of pvp emergence on gates and off stations.
Gorgoth is suggesting a new service of smuggling through gate-hacking minigames and new demand for better/new drug/booster applications. |

Gorgoth24
Sickology
16
|
Posted - 2013.06.20 20:33:00 -
[69] - Quote
Bum Shadow wrote: This is exactly how most combat boosters are traded now.
Player to play, negotiating and delivering.
A cool thing to add to highsec would be if your faction or corp standings (when hgih enough) might let you "bribe" or "sweet talk" a customs agent if caught.
IE, i jump into amarr space with drugs but i'v got 7.0 standings. They scan and catch me on the gate (easy to avoid tbh) and due to my high standing I can chose to "bribe" the guard for a small price. But with a chance to fail and be attacked. Higher standing = better success rate.
Just spitballing here.
Yeah, the way they're traded now is cool. Lots of contacts and shady deals that all go on behind the regular gameplay. Used to be part of a corp that ran a big operation. The problem is that that could never be a pillar profession the way it is. The idea of the thread that we seem to be running with so far is to make a Han Solo -esque profession that would rival missioning/mining/exploring in the amount of players it could handle and its appeal. Trying to do that with the current booster system would flood the market in one way or another and ruin the profession.
|

Gorgoth24
Sickology
16
|
Posted - 2013.06.20 20:37:00 -
[70] - Quote
Berluth Luthian wrote: Commander Ted is saying "make dangerous territory with lowsec bottlenecks
I'm saying "make more precious demanded cargo, and make it restricted and enforced by NPCs in highsec, with the possibility of pvp emergence on gates and off stations.
Gorgoth is suggesting a new service of smuggling through gate-hacking minigames and new demand for better/new drug/booster applications.
This is very true. But I'm trying to focus on a system that could rival Missioning/Mining/Exploration as a true "Profession" instead of just creating markets for shady people. |

Gorgoth24
Sickology
16
|
Posted - 2013.06.20 20:41:00 -
[71] - Quote
Bum Shadow wrote:fly the opposite direction to the battleship smartbombing.... tried that? works a charm.
your problem is you're jumping gate to gate without bouncing safes etc. The smartbomb ships are aligned perfectly to apply maximum damage to you as you come out of warp.
Actually the smartbombing I'm talking about is when you jump into systems. A situation where safes won't help you much. And I'm talking about in the general hauling ships like cloaky haulers and frigs that can't take the brunt of a full rack of BS smartbombs. Which means flying away wouldn't help much either.
This is, of course, with the exception of the huge spawn radius of regional gates |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3796
|
Posted - 2013.06.20 21:33:00 -
[72] - Quote
Gorgoth24 wrote:Why has no one made the distinction between regular and regional gates? Countries don't stop and check you routinely on every highway, they stop and check you at the border.
Not just regional borders, but borders between hisec/lowsec too.
I wonder if CCP is holding back because they want a feature to be awesome from the first time it's released? What's stopping customs officers simply tagging people as suspects today?
"Hey, you know those blue pills you're carrying? Yeah, not good. I'll feed you to the sharks now, have a nice day!"
Today: smuggle the things in, only tradeable through the station trade window (not the market)
Tomorrow: smuggle the things in, trade either through the trade window or over the table at someone's dingy bar.
The feature doesn't have to be perfect the day it comes out, just useful and meaningful. All of this "smuggling" and "illegal" nonsense ends once you're in lowsec of course. I wonder how much the trade in boosters would increase if mission runners were encouraged to use boosters to complete missions faster?  Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3796
|
Posted - 2013.06.20 21:35:00 -
[73] - Quote
Gorgoth24 wrote:This is very true. But I'm trying to focus on a system that could rival Missioning/Mining/Exploration as a true "Profession" instead of just creating markets for shady people.
The hardest part here is encouraging hisec dwellers to use boosters. The materials are already out there, and booster production is already being done. The rest is just adding some flavour to the smuggling profession.
Then new items can be introduced, or old items can be labelled as contraband. What if players could build implants, but doing so required trading in illegally obtained human parts? That's another popular item for smugglers to be hauling. Day 0 advice for new players: Day 0 Advice for New Players |

Adunh Slavy
1017
|
Posted - 2013.06.20 21:45:00 -
[74] - Quote
Berluth Luthian wrote:In terms of license supply, they could A) be bought from that faction's LP store at a high price, B) be bought off the market from convoy drops, C) gotten from much cheaper and ubiquitous 'forged' versions from rats (1% of regular cost) or D) bought in stacks of forged copies from pirate LP stores.
I'd say no to LP stores. Missioning already has too many things tied to it. There is a division of labor problem in Eve, best to not add to it. Shooting up convoys would consume time while at the same time not add to the ISK supply. |

Adunh Slavy
1017
|
Posted - 2013.06.20 21:47:00 -
[75] - Quote
Gorgoth24 wrote:Adunh Slavy wrote:
I think Gorgoth did a pretty good job. It is just going to get a lot of resistance from the community and it will be very unpopular.
:( Damn, I thought I'd laid the golden egg
I think you perhaps misunderstood? It was asked why making faction mods/ammo taxed would be bad. |

Gorgoth24
Sickology
18
|
Posted - 2013.06.20 21:55:00 -
[76] - Quote
Adunh Slavy wrote:
I think you perhaps misunderstood? It was asked why making faction mods/ammo taxed would be bad.
It seems I did. It wouldn't encourage interactivity, group play, emergent gameplay, etc. that fit my idea, and the idea CCP seems to be going with, of a "Profession". While the idea is novel, I think the true effects in EVE would be a bump in faction mods/ammo price without a real increased use of the smuggling profession. Also, I think that the transportation of goods as it stands is mostly done by alts, and not as a primary profession like missioning/mining/exploration, and I do not think that idea solves that problem. |

Adunh Slavy
1017
|
Posted - 2013.06.20 22:04:00 -
[77] - Quote
Let's see ... a couple points that are new ... market visibility of illegal items, boosters primarily.
This stuff should absolutely be on the market. It may not make 100% "role play" sense but until there is some fat bastard of an NPC surrounded by body guards in some dank comer of a station for us to walk around in, we're kinda screwed.
"Hey yo, you want some bostahs?" "Yeah, got some?" "You got some money, punk?" "fugetabotit" *pew*pew*pew*
CCP isn't going to spend time on a feature that people will not use, smuggling has to be profitable enough for a lot of players to want to do it. The market interface makes this possible by making things very visible to lots of players.
Boosters should be common enough for everyday use, should be common enough that it is worth the extra few thousand or few hundred ISK when going to save that damsel chick ... again. That's not to say that all boosters are just the meh variety, rarity and risk/reward need to be in that mix too. But to make smuggling boosters more common, and a feature that CCP will spend time on, availability and visibility will need to increase.
Heck get rid of learning implants and replace it with boosters.
Anyway ... this low sec between empires ...
LOL
Not with these travel mechanics. Maybe someday if CCP were to ever be brave enough to have a more realistic and open environment, then perhaps that would work.
Ya can't have ridge runners when there are no ridges. |

Adunh Slavy
1018
|
Posted - 2013.06.20 22:19:00 -
[78] - Quote
Gorgoth24 wrote:Adunh Slavy wrote:
I think you perhaps misunderstood? It was asked why making faction mods/ammo taxed would be bad.
It seems I did. It wouldn't encourage interactivity, group play, emergent gameplay, etc.
Yep, would have to agree with that.
The simplest thing CCP could do is flag players as suspect when they have contraband and remove the insta web and warp jam from customs agents. This even takes care of cloaking, since you can't cloak when targeted, so if customs agents lock and shoot, even if they don't do much damage, the smuggler can't cloak.
Smuggling will be ballsy blockade runners or frigs.
Players can handle the rest.
|

Commander Ted
Caldari Provisions Caldari State
736
|
Posted - 2013.06.21 00:57:00 -
[79] - Quote
Berluth Luthian wrote: Commander Ted is saying "make dangerous territory with lowsec bottlenecks
I'm saying "make more precious demanded cargo, and make it restricted and enforced by NPCs in highsec, with the possibility of pvp emergence on gates and off stations.
Gorgoth is suggesting a new service of smuggling through gate-hacking minigames and new demand for better/new drug/booster applications.
If you read my thread you would know I do not suggest having bottlenecks, I want a very large area. I suggested adding new space to make the new areas as bottleneck free as possible.
My suggestion would be more in line with the sandbox as it would be player directed and service more players than just people interested in smuggling.. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

FoxFire Ayderan
85
|
Posted - 2013.06.21 03:50:00 -
[80] - Quote
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....
|

Gorgoth24
Sickology
21
|
Posted - 2013.06.21 04:04:00 -
[81] - 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....
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?
As for the carbonite read https://forums.eveonline.com/default.aspx?g=posts&t=119995&find=unread The trophies rooms in there had a carbonite option suggestion :D |

Nexus Day
Lustrevik Trade and Travel Bureau
659
|
Posted - 2013.06.21 04:29:00 -
[82] - 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.
|

Nexus Day
Lustrevik Trade and Travel Bureau
659
|
Posted - 2013.06.21 04:46:00 -
[83] - 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.
|

Gorgoth24
Sickology
22
|
Posted - 2013.06.21 05:56:00 -
[84] - Quote
Nexus Day wrote: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.
I think the equation should have something to do with the amount of illegal cargo as well, to encourage many independent smuggles instead of one big one
But I really like the idea of allowing players to try and detect cargo as well. Give people sitting around Jita gate something to do, ya know? |

Berluth Luthian
Meltdown.
83
|
Posted - 2013.06.21 16:43:00 -
[85] - Quote
Gorgoth24 wrote:Nexus Day wrote: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. I think the equation should have something to do with the amount of illegal cargo as well, to encourage many independent smuggles instead of one big one But I really like the idea of allowing players to try and detect cargo as well. Give people sitting around Jita gate something to do, ya know?
I was thinking that this could fix the 'day to day' objection to making faction ammo restricted. But if payloads of illegal goods totalling uner 5 million isk or something wouldn't be fined or confiscated, then you could be safe with just the stuff used for missioning or pvp. |

Gorgoth24
Sickology
26
|
Posted - 2013.06.21 19:37:00 -
[86] - Quote
Berluth Luthian wrote: I was thinking that this could fix the 'day to day' objection to making faction ammo restricted. But if payloads of illegal goods totalling uner 5 million isk or something wouldn't be fined or confiscated, then you could be safe with just the stuff used for missioning or pvp.
Or just make the fines on the "day-to-day" amounts lie 50k isk no standings drop so the people that use that ammo really just scoff at it. |

Nexus Day
Lustrevik Trade and Travel Bureau
659
|
Posted - 2013.06.21 23:51:00 -
[87] - 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.
|

Bum Shadow
Es and Whizz Hedonistic Imperative
43
|
Posted - 2013.06.22 07:19:00 -
[88] - Quote
Adunh Slavy wrote:Let's see ... a couple points that are new ... market visibility of illegal items, boosters primarily.
This stuff should absolutely be on the market. It may not make 100% "role play" sense but until there is some fat bastard of an NPC surrounded by body guards in some dank comer of a station for us to walk around in, we're kinda screwed.
"Hey yo, you want some bostahs?" "Yeah, got some?" "You got some money, punk?" "fugetabotit" *pew*pew*pew*
Why should it be on the market? They are illegal (in highsec anyway, put them on lowsec markets for sure).
If you want drugs you need to speak to a drug dealer. You need to find him from a mate of a mate of a mate who knows this one guy. Just like in real life.
You don't walk into walmart and ask for an ounce of dope. You shouldn't do that in eve either. Illegal Narcotics (standard+ Combat boosters) should be removed from HighSec station markets.
This encourages the PERSONAL level of trade and negotiation. You need to have contacts. There are several well known and high profile drugs sales channels ingame already where you can communicate with a reputable drug dealer and negotiate flavor quantity and location of drugs (and cost of course!)
Removing the highsec listings would help bolster activity in the drug world. But to go along with that, boosters need to be brought more to peoples attention to raise demand/awareness.
This is as a step (one of many) towards bringing in an age where smuggling is a legitimate career choice. This isn't the only fix, it wont make it perfect but it is a step towards it. Not only will people deal in low/null, but with a change to highsec customs too (and a lack of highsec market listings for illegal items) a demand will increase for it to be smuggled into highsec.
I also feel this would be a relatively small, quick and simple addition to smuggling. Its a niche area of the game and I don't expect huge development time put into such a niche. But its nice to once in a rare while get some acknowledgement and a slight change here and there. I feel this could be one of them.
Thats my take on things anyway. As someone who actively deals drugs and smuggles in eve today as mentioned above. |

Adunh Slavy
1032
|
Posted - 2013.06.22 14:14:00 -
[89] - Quote
Bum Shadow wrote: Why should it be on the market?
Because if you want CCP to spend time on something, it needs to be a feature that they feel a lot people will enjoy and use. Using the market interface increase visibility.
If you can't understand that, not much I can do for ya. |

Bum Shadow
Es and Whizz Hedonistic Imperative
44
|
Posted - 2013.06.23 15:13:00 -
[90] - Quote
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 ;) |

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.
|

Adunh Slavy
1034
|
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.
|

Caleb Ayrania
TarNec Invisible Exchequer
184
|
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.
|

Ash Katara
The Damned and the Doomed
15
|
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 GÇŁpersonal useGÇĄ 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 GÇŁprinting iskGÇĄ.
- 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.
|

Demica Diaz
The Scope Gallente Federation
44
|
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.
|

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.
|

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.
|

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
|
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.
|

Sahriah BloodStone
Takmahl Dynamics
16
|
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! |

Altered Ego
Deep Core Mining Inc. Caldari State
28
|
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
|

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.
|

Antoine Arnoux
Center for Advanced Studies Gallente Federation
5
|
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.
|

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.
|

Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
41
|
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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Karma Codolle
Federal Navy Academy Gallente Federation
21
|
Posted - 2013.10.27 05:15:00 -
[121] - Quote
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... |

Nexus Day
Lustrevik Trade and Travel Bureau
787
|
Posted - 2013.10.28 02:09:00 -
[122] - 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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Ravasta Helugo
Republic University Minmatar Republic
273
|
Posted - 2013.10.28 02:24:00 -
[123] - Quote
Danika Princip wrote:I want to smuggle love. CCP, let me smuggle love! I think I've spotted a new gag item for the next CE release.
"Love. Must be smuggled." |
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