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Masu'di
Es and Whizz Hedonistic Imperative
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Posted - 2007.07.17 15:43:00 -
[1]
Edited by: Masu''di on 17/07/2007 15:46:36 In response to this post
http://oldforums.eveonline.com/?a=topic&threadID=557547&page=1#3
So first will expain the former trade, and perhaps can develop some ideas after.
An explanation of the former narcotics trade from Es and Whizz's experience.
Acquiring the narcotics:
Pirate agent runners used to get these as rewards, so our corporation members used to buy these off the market in either Curse, Venal or Fountain. Different regions agents would hand out different drug types. We would also after time be approached by regular mission runners to sell them directly to us. However, this was changed with a patch when agents no longer handed out commodities.
http://oldforums.eveonline.com/?a=topic&threadID=339049&page=1#26
By this time we had built up large stocks, as it was still technically possible to get hold of narcotics through pirate drops, though in much smaller quantities and possibly not to a long term sustainable level.
Selling the narcotics:
Some empire agents requested very random quantities of drugs, a few were profitable, but never really in line with the pirate implant offers. Customers with pirate implants were our main business, and we usually hoped to get 20-30% of their profit, by delivering the drugs directly to the client and within the time frame of their offer expiring.
We opened a channel a few years ago called Narcotics and along with word of mouth we would get a steady stream of customers coming to us. A price would be negotiated, then a pilot from our corp would pick the drugs up and then travel usually many jumps and mostly through 0.0 and low-sec to the customers pirate station. Due to contracts not working for contraband, we would either leave it in a can for trusted clients, or would wait in station until they were there and do a direct trade.
It was profitable and sociable, and asking a corp mate to fly from Curse to Syndicate with a precious cargo of drugs to meet Mr X, and not get killed or the drugs confiscated was exciting and fun and the customers usually really enjoyed the whole notion of it.
In essence we were brokering drugs from one set of pirate agent runners in one 0.0 region, with one set of pirate agent runners in another. Though its not all in 0.0, over the years I have met a few pilots doing the odd empire offers, gathering small quantities of drugs off friends and people in local who get them from the odd pirate NPC loot drops.
The future:
We have a few ideas ourselves just writing them up still. We need to think how something similar can work with the new loyalty point store, and also perhaps be a little more accessible to the general eve population than it was before.
Customs agents also need a rethink, and they are still relevant to combat boosters. Before warp to 0km, and without instabms, there was always the skill in dodging ships in a covert ops as getting close to the gate. It would be good to have some system that relies on player skill rather than random luck.
Es and Whizz is recruiting |

Ezzr Goode
Drugs 'R' Us
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Posted - 2007.07.17 16:57:00 -
[2]
The more there is to do in the game the better. I think that there should be a reason for buying drugs both in Empire and 0.0 (other than the old LP offers) and skills to allow improved chances of smuggling, etc.
Beside that, I just wanted to post as this old alt... Maybe I should get her to join your Alliance...
Ezzr
We buy drugs. We sell drugs. We party on, dude! |

Draex Feros
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Posted - 2007.07.17 19:33:00 -
[3]
Smuggling is a profession that I have wanted to do ever since I began fooling around with EVE about a year and a half ago.
I would like to see smuggling become a real profession. I'm not speaking of just drugs either, but of small arms and such. It seems illegal weapons trade would be quite legitimate with the ongoing and upcoming conflicts. I'm sure criminal cartels wouldn't mind an illegal weapons trade either. It looks like there are terrorist (EoM) in EVE as well that need weapons.
Develop a legitimate black market.
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Ares Nightshade
Es and Whizz Hedonistic Imperative
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Posted - 2007.07.17 19:43:00 -
[4]
Originally by: Draex Feros
Develop a legitimate black market.
I agree with your post, but this quote just made me smile. If it were legit would it still be a black market?
On the constructive side of things, it seems what we're getting at is that there needs to be some way to create a real demand for contraband tagged goods.
More suggestions on this are welcome.
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Draex Feros
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Posted - 2007.07.17 21:32:00 -
[5]
Originally by: Ares Nightshade
Originally by: Draex Feros
Develop a legitimate black market.
I agree with your post, but this quote just made me smile. If it were legit would it still be a black market?
Hehe, yeah that does sounds kinda funny. What I was thinking at the moment, I think, was an actual black market that exists like the regular market in-game. It is, however, only available to the people that trained the appropriate skills and what else, not sure, need your input on that.
I'm sure you remember the "black market trading" skill. It was more of a smuggling skill, but it can be re-done and brought back to relate to buying and selling on the in-game black market.
I'm just tossing these ideas up.
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Masu'di
Es and Whizz Hedonistic Imperative
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Posted - 2007.07.18 10:30:00 -
[6]
Edited by: Masu''di on 18/07/2007 10:32:14
Originally by: Draex Feros
Originally by: Ares Nightshade
Originally by: Draex Feros
Develop a legitimate black market.
I agree with your post, but this quote just made me smile. If it were legit would it still be a black market?
Hehe, yeah that does sounds kinda funny. What I was thinking at the moment, I think, was an actual black market that exists like the regular market in-game. It is, however, only available to the people that trained the appropriate skills and what else, not sure, need your input on that.
I'm sure you remember the "black market trading" skill. It was more of a smuggling skill, but it can be re-done and brought back to relate to buying and selling on the in-game black market.
I'm just tossing these ideas up.
I know your idea is just a thought of the top of head. But I think this approach would be really bad. Firstly, as Ares says, a legitimate blackmarket is a bit of an oxymoron and secondly,there already is a blackmarket in Eve - it just doesn't have a shiny icon and a load of skills needed to see it. A blackmarket works more on social connections and knowing or finding the right kind of people to get the items you desire. There still is a fairly healthy blackmarket for people selling combat boosters, and there used to be one for the narcotics too.
So a skill based blackmarket i think would be just too contrived. The future I think is getting more items into the current blackmarket, whether more combat boosters available and narcotics reintroduced, or perhaps other illegal items, for example illegal rigs, ships, guns etc. If there were more blackmarket activity going on, then we would see more people in the business more people wanting to find it, and then the blackmarket would naturally evolve and progress, with more obvious focal points and perhaps a few systems in Eve that everyone uses for thier blackmarket trades, in the same way Jita is for legitimate.
Remember that illegal items in Eve can not be put on a contract, and can only be put on the market in a few 0.0 stations. So most the trading is done via either a direct station trade, or leaving in a can at safespot.
Es and Whizz is recruiting |
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CCP Greyscale

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Posted - 2007.07.18 11:09:00 -
[7]
Bookmark'd
We could do an "obvious" fix, selling drugs from pirate LP stores and requiring different drugs for at least some offers, but I'm not sure if that's too obvious. This isn't something we have time to put a lot of effort into right now, but at the same time I hate seeing niche professions stamped out like this...
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Windryder
Caldari New Fnord Industries
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Posted - 2007.07.18 11:59:00 -
[8]
Edited by: Windryder on 18/07/2007 11:59:08 I don't know if this is too obvious, but surely an easy fix would be to actually have the narcotic commodity used as a raw material for the combat booster of the same name, as it doesn't appear to be the case at the moment.
Then you'll have the industry grow based upon player demand.
\\'
"Never underestimate the power of a n00b to blunder through a dangerous situation unharmed and obliviously unaware." |

Myra Rodan
Minmatar Es and Whizz Hedonistic Imperative
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Posted - 2007.07.18 12:36:00 -
[9]
Edited by: Myra Rodan on 18/07/2007 12:37:27 One in game way to make more items appear on the black market, espically with faction warfare coming on, would be to ban goods which originated in your opposite's side. Minmatar could ban lasers and tracking disruptors, Amarr could ban projectiles and target painters. That would have a HUGE impact on gameplay though. Perhaps, they only ban T2 equip listed? Or perhaps, a new item type similar to starbase charters which would give you special permission to use them.
Another similar option would be that amarr bans explosive missiles, minmatar bans EM missiles, Gallente ban kinetic, and Caldari ban thermal. This might have a lower impact on gameplay than banning the equipment would. Make it so that the construction facilities will not produce the listed ammo, and there are generally only customs in the first few jumps into their territory. That way the only means of replenishing stocks of that single particular ammo would come from smuggling. Could also do T2 drones from opposing factions.
I also think this would be a neat idea from this thread http://oldforums.eveonline.com/?a=topic&threadID=557547
Originally by: "Vincenzo Delloro" If you ever bring back the customs mechanic, it's tempting to suggest a low-slot module that's something like "Hidden Compartments" that reduces the chance that customs officers will detect contraband in your cargohold.
Of course the module itself would be hard/impossible to obtain in Empire space.
Perhaps also make it have several skill prerequisites such as: hull modification, signal dispersion or signal suppression and a new skill somehow related (didn't get that far before I had to go to work)
Edit: added charter idea in 1st paragraph.
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Runia
Gallente Azure Horizon Coalition Of Empires
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Posted - 2007.07.18 19:07:00 -
[10]
Edited by: Runia on 18/07/2007 19:07:53 well personally I don't have any ideas, just wanted to add that I agree with Masu'di and others about something needing to be done. I have only done a little smuggling and then only in empire doing the occasional thing or two for corp members, and was asked to join Es and Whizz but never got round to it, but I do still keep an eye out for things like this (I was sad when my black market trading skill dissapeared, and confused when it reappeared and still dont understand the whole deal about it).
I guess generally I'm just posting my support  ----------------------------------------------------------------- check out 'narcotics' channel for what you need :) -----------------------------------------------------------------
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Draex Feros
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Posted - 2007.07.18 19:21:00 -
[11]
Originally by: Masu'di Edited by: Masu''di on 18/07/2007 10:32:14
So a skill based blackmarket i think would be just too contrived. The future I think is getting more items into the current blackmarket, whether more combat boosters available and narcotics reintroduced, or perhaps other illegal items, for example illegal rigs, ships, guns etc. If there were more blackmarket activity going on, then we would see more people in the business more people wanting to find it, and then the blackmarket would naturally evolve and progress, with more obvious focal points and perhaps a few systems in Eve that everyone uses for thier blackmarket trades, in the same way Jita is for legitimate.
Remember that illegal items in Eve can not be put on a contract, and can only be put on the market in a few 0.0 stations. So most the trading is done via either a direct station trade, or leaving in a can at safespot.
I believe you are correct. What you state does seem more appropriate. More illegal goods that pod pilots actually would use, means the black market would blossom.
I'm surprised that the narcotics themselves, such as, x-instinct, are not part of the actual booster creation process. It seems like that aspect should have been a part of it to begin with.
I await to hear more of your ideas. It seems you are on the right track.
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Arrs Grazznic
FireStar Inc FATAL Alliance
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Posted - 2007.07.18 19:45:00 -
[12]
To really allow smuggling and black market trading to flourish, there are several things you need to do:
1) Create a series of illicit goods. There are already a number of commodities in game that are illegal, but these are predominately trade goods rather than anything useful. The number and diversity of proscribed goods needs to be increased.
2) Create demand for the illicit goods. In EVE this is done in 2 ways. The first is to have 'artificial' NPC demand in some form, i.e. through LP offers. The second is to use player based demand. To do this the illegal goods need to have a purpose. The example above of requiring drugs to manufacture boosters is a good example. Another could be to make the trade in bio commodities required for implant creation illegal (sorry for the shameless plug). Basically the proscribed items need to have a purpose. Players must want to have them to grant them some in-game benefit.
3) To make the mini profession fit in standard EVE game mechanics, you will need skills and modules. Skills such as smuggling, bribery and black market trading for allowing you to better hide your wares from customs officials, pay customs officials if they detect your goods and allow for a wider / cheaper mechanism for selling the items. Modules such as hidden compartments for better hiding your items.
4) Finally, there interaction with customs agents would probably need a bit of a buff.
If I think of anything else, I'll post some more.
Cheers, Arrs
T2 BPO Lottery - 25m per ticket, only 49 tickets |

Ophichius
Es and Whizz
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Posted - 2007.07.19 00:46:00 -
[13]
I think many smugglers would be happy with the 'obvious fix' as a temporary solution, if we had some sort of assurance that smuggling would get a revamp, and more in-depth mechanics at a later date.
On that note...my two copper on what needs fixing.
Items
This is a big one. Right now, there are only a handful of illegal items worth smuggling. When agents quit giving trade goods as fast completion bonuses, it removed upwards of 90% of the illegal goods influx from the game. When the LP Store was introduced, it removed any demand for the remaining illegal goods.
Finding some way to re-create demand and supply without unbalancing other systems is going to be 'fun'.
Either illegal items need to have a functionality that nothing else can provide (combat boosters), or a value high enough to be worth smuggling anyways (illegal trade goods). Illegal trade goods only had that value while there was a demand for them through agent offers, while combat boosters are inherently useful. This suggests that creating more usable items is the fastest route to creating demand. The question then becomes 'what can we make useable?' One option, is a secondary line of modules, ammunition, and drones that are functionally equivalent to high-end named modules, or faction ammunition. Perhaps they are not CONCORD certified, but are being produced by black-market industrialists somewhere in the outer region. (This begs the question 'where do named modules come from then?' but I leave that to the power of the devs to explain.)
As for supply, the LP store is one option, although faction gear is being deployed via that already. Exploration could be another source, perhaps finding abandoned factories, hidden research labs, and the like could yield modules, ammunition, or BPCs. All of which would be illegal. Illegal BPCs would require a pirate station, or outpost to be built. Thus you have a budding illegal industry in 0.0, supplying illegal demand in Empire.
Customs
Given as I have no idea what the code driving the customs scans looks like, I cannot say exactly what changes can be made, but below are some general ideas. Each idea is separate, and some are mutually exclusive.
* Player-run customs. Right now Customs is entirely NPCs, adding mechanisms for players to scan ships and report them would give some depth to the role. And add more adrenaline to the collective smuggler bloodstream. (Inspired by this Eve Chronicle: http://www.eve-online.com/background/potw/may01-01.asp)
* Evadable customs. Customs, as it stands, is an all-or-nothing proposal. If you get caught, you get webbed, scrammed, and shortly, very dead. They wield the same power that CONCORD does, being utterly impossible to escape. Giving them limited warp disruption strength and the ability to be killed would mean that a fast/skilled smuggler could escape with their life, even after being scanned and incurring the subsequent fines/standing loss. Of course, escaping from some border system with two frigates on patrol would be markedly easier than duking it out with the Rens/Amarr Prime/<1.0 sec system here> customs fleet.
* Smuggling Gear. This is an oft-repeated one. I think every one of us has wanted to be Han Solo at some point or another. What's a smuggler's ship without hidden compartments? High, mid, low, or rigs, the ability to modify a ship to improve odds of smuggling an item would be quite welcome. A quick suggestion of items: hidden compartments (passive, penalizes attempts to scan you), anti-scanning modules (active, targeted, penalizes scan attempts by target), scan-detection modules (passive, alerts you to attempts to scan you). Imagination is the limit really.
--------Fin--------
As I said, all random brainstorms. Right now, smuggling has only one kind of illegal item with both a supply and demand, and even that is having a bit of a hard time due to lack of information about combat boosters. It would be a joyous day to have a selection of contraband.
-O
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Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2007.07.19 02:34:00 -
[14]
Hidden compartments also have another use: smuggling 500m ISK implants and blueprints into Jita without getting eaten by the local suicide gankers.
The possibilities for smuggling, especially with factional warfare, are impressive. Really good if you start adding things like Trade Embargoes between empires, and stuff starts getting scarcer. -------------------------------------------------- ICE Blueprint Sales |

Lance Fighter
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Posted - 2007.07.19 06:25:00 -
[15]
I think we should re-introduce drugs are required elements for LP offers. Yes, you need to bring your agent some crash before he hands you a a CNR... or rather, you need to get your agent high on Blue Pill to make him give you a CNR 
Being a Fleet Commander and a Arbitrator pilot are the same thing - The only difference being that the Fleet Commander commands other people, and the people actually listen to him. |

Conan Valkov
Es and Whizz Hedonistic Imperative
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Posted - 2007.07.19 14:32:00 -
[16]
Here are some proposals we have been working on:
Things that can be done in the short term
Loyalty Point Offers
We need to increase supply and demand for narcotics. Currently the easiest way to do this is by adjusting the LP offers. Narcotics could also be found in Cosmos sites, or be rewards within Cosmos sites.
Ideally pirate implants should require large quantities of narcotics. Some empire offers could be available with narcotic requirements as an alternative to cash requirements. Or, perhaps for a lower LP requirement. For example, Faction Raven @ 500k + 200m for corps mostly in low-sec or Faction Raven @ 400k + 2000m3 contraband for corps mostly in high-sec.
Contraband isnÆt just drugs. Mostly drugs, but there could also be a profitable market for contraband weapons and non-drug commodities, along with smaller contraband requirements for smaller interesting offers. Cosmos agents could request narcotics to complete missions.
Contraband should be given out as rewards in small quantities in Empire and in large quantities by pirate faction agents. It would be nice if there were some LP offers which take cash and a smaller quantity of LP in return for narcotics. This would make it practical for pilots to travel to a distant faction and run a small number of missions in order to be allowed to buy narcotics. This may be better than limiting narcotics handouts to full-time drug-agent runners. It also makes it practical for an Empire dweller to acquire a small quantity of drugs by themselves.
I know, CCP Greyscale, that you asked for hard numbers and I quite understand why. If it is useful, we could provide a list of possible offers based on our best assessments of value. We could define complimentary offers in different regions to encourage some localisation and some cross-galaxy trading. But of course this is a large job and it wouldn't be a good idea to start unless it will actually be helpful.
Adjust faction tolerances for Boosters
Minmatar have always had a higher tolerance for narcotics, which fits in with their backstory. Strangely this has not been applied to Combat Boosters which have the same restrictions everywhere. Ideally they should have similar restrictions with the boosters being legal up to 0.8. Asymmetry between the factions provides for great diversity.
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Conan Valkov
Es and Whizz Hedonistic Imperative
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Posted - 2007.07.19 14:33:00 -
[17]
Things that can be done in the long term
Checkpoints
Rather than having agents at most gates in high-sec, they should be present at ôcheckpointö systems. Each down-time a random selection of systems, based on security-status and traffic levels are chosen to be ôcheckpointsö for the day. For the entire day customs agents are present at all the gates in these systems.
Server Impact: Downtime only
Customs Scanning Procedure
A scan is a "roll of dice" where your chance of detection affects the outcome. Your chance of detection is affected by many attributed discussed later. The roll takes place at the following times:
- Upon entering warp to a point in the same grid as a checkpoint gate
- Ever n seconds when your ship is within 100km of a checkpoint gate and you are uncloaked
A positive roll puts you into "Stage 1".
In "Stage 1" any warp (including an active one) with a destination within 15km of a checkpoint gate will be converted to a warp-to-15km from the gate. (It must be done in this manner to prevent the use of instas.) This process does not uncloak the pilot.
When coming out of warp, you receive the message "Customs Agents have taken an interest in your ship. Please remain in place while your cargo is scanned for contraband." Ideally, Customs Agents will head to your position (unless you are cloaked during warp).
If you really do have contraband (see False Scans) a timer starts (e.g. 6 seconds). If you cloak, the timer is suspended. Upon uncloaking, the timer continues. If there are less than two second remaining the timer is set to two seconds. This allows a ship to reach the gate cloaked, uncloak and jump.
If the timer reaches zero and your ship.contrabandScanChance is greater than zero (i.e. you haven't jettisoned your contraband) then you enter "Stage 2"
- If you are in the same grid you are scrambled and webbed and the original confiscation procedure takes place
- If you are not in the same grid, but in the same system, you receive a security hit and enter receive a Global Criminal Flag
- If you have jumped into a different system, you receive only the Global Criminal Flag
Stage (2c) encourages pilots to try and reach the gate rather than hide until the flag expires.
RP Impact: Criminal aggression means that players can participate in catching smugglers. It also adds actual skill into customs evasion as flying cloaked around customs ships is not easy. Evading the security hit by getting to the gate means that the experienced smuggler will opt for that rather than running to the station to wait for their criminal timer to expire.
Server Impact: Difficult to guess. This is really tweaking an existing system and as it only occurs rarely the impact should be minimal. Checking all ships for their detection chance may require a regular database cycle though.
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Conan Valkov
Es and Whizz Hedonistic Imperative
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Posted - 2007.07.19 14:34:00 -
[18]
False Scans
To improve the RP experience, a small percentage of pilots flying through checkpoints should enter "Stage 1" but without any timer. After a few second they should receive the Negative Scan message. This increases the awareness of customs agents and gives players some insight into what will happen if they are caught.
Negative Scans
To make pilots feel Customs are more active, they should occasionally be notified of negative scans.
A negative scan would be something like ôCustoms Agents have finished their cargo scan and you are free to continue. Thank you for your co-operation.ö It would be a notification that occurs in the presence of a checkpoint and would occur at random times, no more often than once per hour.
RP Impact: Players recognise the impact of customs agents
Server Impact: Potentially zero. The client already knows whether or not the cargo contains contraband, so this message can be displayed randomly without any server consultation. The message is never displayed while the pilot carries contraband.
Bribes
Bribery is a great opportunity for RP. Ideally a right-click option on a nearby customs agent would include the ôAttempt to Bribeö command. After selecting this, you can offer any amount of money you choose. The amount of money, combined with the pilots faction standings, would adjust a modifier that applies to all scans for ships from the pilotÆs corp for the rest of the day for that faction's checkpoints. (Ideally it would be just that checkpoint but that would require an additional table of tuples matching corps to checkpoints. The developers may rightly consider that too much overhead.)
The idea being that a pilot can fly ahead and attempt to clear the path for the smuggler. Also, it should be possible for a pilot who evades detection entering a system to be able to bribe their way out (after depositing the drugs in a safe spot, for example).
Because the bribery only affects the modifier, it will not guarantee evasion and there is no immediate feedback as to whether or not it will be successful. It is up to the experienced pilot to experiment and learn from mistakes what a reasonable chance would be.
The best approach is still to completely avoid checkpoints but hopefully it will occasionally be impossible to get around them (if, for example, the checkpoint is the same system that the agent requiring the drugs is in.)
RP Impact: Corps will be able to co-ordinate their smuggling to take advantage of this. It also encourages smuggling corps to work in just one faction's region.
Server Impact: Minimal. The interface adjusts your own corpÆs scan chance modifier for the rest of the day.
Rigs, Skills and Standings
There is an opportunity to enhance this experience through training and ship modification. Rigs are ideal as they make a commitment to smuggling by permanently turning your ship into a smuggling vehicle. I like the sound of the ôHidden Compartment Rigö. Skills dilute this somewhat but it is a possibility. It would be nice, though, to see the Black Market skill usable particularly because it can only be selected when creating your character. Child of smugglers, etc. (I don't have this skill, btw). Unfortunately if you make the skills rare it translates simply into expensive skills that are just as easy to find on the market.
Standings should definitely have an effect. In addition, factions should have different tolerances. Minmatar should allow more contraband as before (most things up to 0.8 ) and have a slightly different modifier. Caldari should have a less tolerant view of contraband. Gallente should have a medium-high tolerance and Amarr a medium-low tolerance.
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Conan Valkov
Es and Whizz Hedonistic Imperative
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Posted - 2007.07.19 14:35:00 -
[19]
Scan Formula
Great care has been taken to design the above system so as to minimise server impact. Knowing that iterative operations are costly the system probably operates around a single shot formula involving properties that are rarely updated. This is in line with much of the observable behaviour of Eve.
Ships have the property- ship.contrabandScanChance = 0.0
Corporations have these properties- corp.amarrContrabandScanModifier = 1.0
- corp.caldariContrabandScanModifier = 1.0
- corp.gallenteContrabandScanModifier = 1.0
- corp.minmatarContrabandScanModifier = 1.0
Rigs have- hiddenCompartmentRig.contrabandScanModifier = 0.8
Skill would have- pilot.blackMarketSkill = 1.0 .. 0.75
That's it for messing with the database schema.
ship.contrabandScanChance is updated whenever the pilot changes the cargo or enter a grid (to pick up on other corp members bribes) or the pilot bribes an agent, using
ship.contrabandScanChance = sum(contrabandcargo.securityHit * quantity) * hiddenCompartmentRig.compartmentScanModifier * pilot.blackMarketSkill * corp.(faction)ContrabandModifier * (4 - pilot.(faction)Standing) * 0.25
The scan formula ischeckpointFactionModifier = 0.9 (Caldari), 0.8 (Amarr), 0.7 (Gallente), 0.6 (Minmatar)
scanchance = checkpointFactionModifier * ship.contrabandScanChance Note that the scan formula, which occurs often, does not require any properties set outside the current grid. Thus it is a low impact operation that can be calculated often.
LP offers in high-sec
In order to encourage smuggling through high-sec space, it would be necessary to change the LP store so that both the corp and the sec-status of the agent's system affect the offers. This way offers requiring narcotics could be limited to high-sec areas only. At the moment some corps exist almost entirely (if not entirely) in high sec and that could be a limiting factor but this would take it a step further.
LP Lottery
The element of chance is important in creating sudden demand for narcotics. If a player is given a short period to find narcotics, they have to turn to the black market rather than just stock up over time. A lottery would help this.
This is an opportunity to spend your LPs on one of your factionÆs lotteries. You go into the pool with other lottery investors and get a chance at something greater than your contribution or nothing at all. Winning the lottery means that a random offer (in a specific, but random, location) is open to you with the LP requirement removed and you have a limited time to accept it. The offers that require narcotics lead the pilot to look to smugglers.
PS: My boss suggests that exotic dancers be usable as bribes
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Sen Goku
Es and Whizz Hedonistic Imperative
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Posted - 2007.07.19 15:09:00 -
[20]
Excellent stuff Conan, some really good ideas there. I wholeheartedly endorse the idea of exotic dancers as bribery too..
There are some good ideas on here so far, as Ophi says, I think player run customs could be interesting also longterm, perhaps roping it in with a revised bounty system too. Make our trips even more interesting 
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Callistus
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2007.07.19 15:42:00 -
[21]
Yeah, some brilliant and well thought out ideas there, very impressive. --------------
[Coreli Corporation Mainframe] |

Ares Nightshade
Es and Whizz Hedonistic Imperative
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Posted - 2007.07.19 16:30:00 -
[22]
To go along with Conan's suggestions
COSMOS Offers
COSMOS agents of various pirate factions could still offer the old pirate implant offers but would be found only via exploration. This could operate similar to the gate agents in the booster constellations, but only be found via exploration and would be found represented by a pleasure hub, or other such structure. These would despawn upon 3 conditions, 1. the offer/mission time running out 2. completing the mission by getting the proper amount of narcotics and isk 3. declining the offer in favor of destroying the seedy establishment because of it's unlawful nature. I think this would supply enough demand for the dwindling narcotics supply and also maintains the needed time sensitive and unexpected nature of the previous implant offers.
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Papa Boats
The Flaming Sideburn's Hedonistic Imperative
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Posted - 2007.07.19 16:49:00 -
[23]
While being a part HI I have been looking forward to smuggling. What better way to bring a new rush into the game than running drugs right by Concord through High Sec systems 1 after another. Unfortunatly with the way drugs have been taken off the LP system and the current rewards for smuggling. I will not take anytime in smuggling unless there is a good payoff.
Really the main problem I see is with all things in EVE it is a risk verses reward situation. Right now for me the risk outways the reward. If smuggling was actually given some true skills and some rewards from smuggling agents maybe the Thukker Tribe along with pirate factions then maybe I would start smuggling. What better way to bring this small community of skilled players into the mainstrean than having agents tell players they have to get some illegal goods into 0.8 space safly. It would give players the fun task of planning out the best way to get to the desired station or deadspace area. Of course I am sure some missions the players might want to keep the drugs they are supposed to move but that bound to happen every so often.
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Lance Fighter
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Posted - 2007.07.19 16:51:00 -
[24]
Umm...Wow. I like that proposition conan, especially the part at the end about exotic dancers.
Being a Fleet Commander and a Arbitrator pilot are the same thing - The only difference being that the Fleet Commander commands other people, and the people actually listen to him. |

Dire Lauthris
Coreli Corporation Corelum Syndicate
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Posted - 2007.07.19 16:52:00 -
[25]
Wow impressive stuff. CCP - listen to these dudes. 
Drugs are good.
------
[The Exiled]
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Erim Solfara
Amarr House of Solfara
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Posted - 2007.07.19 18:48:00 -
[26]
I like the system of being told to halt and stay still while you're scanned, but you still having the CHOICE of dashing for the gate.
As for the hidden compartment modules/rigs, I'm of the opinion there should be a lowslot module for it, and maybe a rig to hide it better. I don't want to be forced to train up for and buy (atm) very expensive rigs to do this properly.
Modules all the way.
A new tool in the fight for balance? |

Conan Valkov
Es and Whizz Hedonistic Imperative
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Posted - 2007.07.21 22:01:00 -
[27]
Originally by: Erim Solfara As for the hidden compartment modules/rigs, I'm of the opinion there should be a lowslot module for it, and maybe a rig to hide it better. I don't want to be forced to train up for and buy (atm) very expensive rigs to do this properly.
Modules all the way.
I do agree with you that smuggling shouldn't be expensive. But it should be a commitment and rigs represent that quite well.
Remember, the more expensive/more time-taking/more difficult something is, then the more you benefit by making the effort.
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Kotorr Vepar
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Posted - 2007.07.23 04:03:00 -
[28]
I'd expand it beyond drugs. What about hazardous materials? There's no real use for them as it is. You can't develop or employ bio-weapons. There's no hazardous byproduct that could contaminate regions. There's no demand for hazardous material transport, nor a capability to use such materials for evil plans.
I think in 0.0 or low-sec there should be the ability to develop, employ, or sell unconventional weapons, whether they be WMDs, alternate ammunitions for current weapons, or new weapons only usable in non-empire space. The effects of these weapons could be different than conventional weapons. They could be time-based, or linger in open space, contaminating areas resulting in damage to ships. Perhaps you could intentionally contaminate a region and then spread that contamination when ships enter and leave, creating epidemics elsewhere.
Rigs for "safely" transporting hazardous materials in industrials and freighters could be made, as long as there's an market for such materials. As it is, there is none. I'd love to see one.
Control Tower reactors could produce byproducts. That'd encourage corps and alliances to hire haulers to get rid of the waste. I see a lot of people not liking that idea though since it's another enormous hassle to owning POSes. It's just a thought anyway. Into the Void /Subsystem Targeting |

galadran
Caldari Shadowed Souls
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Posted - 2007.07.23 16:27:00 -
[29]
I'm just going to throw this idea out into the wild:
Sooner or later tech3 is going to arrive and its probably going to take the ship heat-resistant modules. Why not make these modules require new materials which can be mined/found something like the currrent gas cloud system. These materials could either be extremely hazordous or have no trading liscences for them, making them illegal.
Smugglers would then smuggle these modules into empire for industrial corps to convert into tech3 items which could then be used legally.
In fact corps could apply for a license to use these dangerous materials at a massive cost. Giving smugglers a niche market. Theres a whole raft of ideas here, for example some materials could be so unstable they disrupt cloaks or explode if the ship carrying them goes too fast.
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Erim Solfara
Amarr House of Solfara
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Posted - 2007.07.24 10:31:00 -
[30]
Originally by: Conan Valkov
Originally by: Erim Solfara As for the hidden compartment modules/rigs, I'm of the opinion there should be a lowslot module for it, and maybe a rig to hide it better. I don't want to be forced to train up for and buy (atm) very expensive rigs to do this properly.
Modules all the way.
I do agree with you that smuggling shouldn't be expensive. But it should be a commitment and rigs represent that quite well.
Remember, the more expensive/more time-taking/more difficult something is, then the more you benefit by making the effort.
I can understand that actually, if it's going to be done with rigs, or if the rigs are going to be 'mandatory', then they definately need to have much much lower construction costs than the other rigs I've seen. These things were supposed to be commonplace, affordable, customizations, instead, they're only worth fitting on bruisers and above because they outweigh ships prices so much =/
A new tool in the fight for balance? |
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Masu'di
Es and Whizz Hedonistic Imperative
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Posted - 2007.07.25 07:49:00 -
[31]
something i thought about before but forgot to add,
seeing as dealers usually have to meet their client in person, as contracts do not work. it would be extremely cool under ambulation if we can have some "alley way" or other seedy location to meet a client and hand over the goods.
Es and Whizz is recruiting |

Sen Goku
Es and Whizz Hedonistic Imperative
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Posted - 2007.07.25 07:53:00 -
[32]

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Dire Lauthris
Coreli Corporation Corelum Syndicate
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Posted - 2007.07.25 10:56:00 -
[33]
Originally by: Masu'di something i thought about before but forgot to add, seeing as dealers usually have to meet their client in person, as contracts do not work. it would be extremely cool under ambulation if we can have some "alley way" or other seedy location to meet a client and hand over the goods.
That would be awesome. 
Seriously, this aspect of the game has so much scope to add to the 'dark and edgy' feel CCP wanted Eve to have. All the elements are already there, it's a case of a seriously involved game of connect the dots now.
------
[The Exiled]
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Boma Airaken
Perkone
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Posted - 2007.07.25 11:01:00 -
[34]
I really have to give a hand to the Es and Whizz guys on this thread. This is easily some of the best player innovation I have ever seen on this forum. CCP please take it into consideration, and players, join me in giving these guys a hand. This is top-notch stuff.
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CCP Greyscale

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Posted - 2007.07.25 11:32:00 -
[35]
I'm going to go through Conan's posts properly at some point, when I've got time to read them with a view to implementational feasibility. I need to talk to a few guys who are on vacation, but some kind of code-free LP-based "drug trading lite" may get in for 2.2, subject to approval etc.
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Ophichius
Es and Whizz
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Posted - 2007.07.27 06:36:00 -
[36]
That is the best news I have heard all week. Thank you so much Greyscale.
Devs that really appreciate and evaluate player input is one more thing that sets Eve far, far above That Other Game Which Shall Not Be Named.
-O
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Siri Blue
Gallente Avis de Captura
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Posted - 2007.07.27 11:46:00 -
[37]
Greyscale...an easy solution to this problem (as many other imho) would be to reintroduce the non-isk mission rewards! It would take out a portion of the daily generated ISK from the game (anti-inflation YAY) and also would solve several other problems (like nearly no more science skil books seeded)...
It would finally make courier mission running a little more fancy again as I'm really tired of the isk only rewards!
Please Please give us back those Non-ISK mission rewards (so pirate runners get drugs again)
I hope I didn't put his thread too far off the original topic ;)
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Drizit
Amarr Lonely out here Black Sun Alliance
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Posted - 2007.07.27 13:30:00 -
[38]
The Black Market Trading skill that was available to some characters when created would be a viable solution. If it gave a bonus to cargo scanning disruption. Each level gives an 19% chance of cargo scan failure including scans by faction customs ships. It only gives 95% at level5 but there should be some degree of risk involved for such a lucrative market.
This could also help with industrail/freighter pilots and help to prevent scans of their cargo by suicide gankers. Ths skill works overall and will prevent scans of cargo on any ship they fly. The risk of a successful scan still exists but the skill reduces the risk.
--
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cuteboylookingatyou
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Posted - 2007.08.29 17:31:00 -
[39]
Please boost the entire pirate lifestyle. I mean the drugs and the smuggling especially.
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Kyoko Sakoda
Caldari Omerta Syndicate Exuro Mortis
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Posted - 2007.08.29 18:00:00 -
[40]
/signed Conan's posts.  
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Feng Schui
Minmatar The Ninja Coalition
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Posted - 2007.09.02 23:33:00 -
[41]
Was sifting through this thread, and.. well... here goes it:
1) Have a Pirate faction station in each constellation. You can't warp to the station for obvious reasons (namely, the factions would wtfpwn the station).
Instead, you would have to use exploration to try to find the station, and then bookmark it.
2) In these pirate stations, they would buy certain drugs, sell other drugs, buy illegal goods, and such... and also sell some.
For the "odd" factions, like EoM.. they would have 1 station in each region.
3) These stations would not have any agents, so that this wouldn't hurt the Pirate Implant market any.
4) These stations would not come up in the normal market window, so you could not remote buy or remote sell at these stations.
For example, lets say I find an Angel Cartel Station, I sell them Crash for 200 isk, and buy Mindflood for 50 isk.
I then go to Caldari space, probe out a Guristas station, sell the Mindflood for 200 isk, and purchase crash for 50 isk...
trade route
If at all possible, there are a number of skills with Black Market Trading profession that would be useful.. and could sell at Pirate faction stations.
You would need to list the skillbooks as contraband, so they could not be put on the normal market or contracted out.
The Beginning <-- crap quality, need to redo, sorry :( |

Infusco Animus
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Posted - 2007.09.04 13:24:00 -
[42]
Yea i totally sign for Conan's idea, it would not only fix the current problem but also be a great step for eve in the right direction.
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SiJira
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Posted - 2007.09.04 19:15:00 -
[43]
i want more drugs ____ __ ________ _sig below_ devs and gms cant modify my sig if they tried! _lies above_ CCP Morpheus was here  Morpheus Fails. You need colors!! -Kaemonn [yellow]Kaem |

Myra Rodan
Minmatar Es and Whizz Hedonistic Imperative
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Posted - 2007.09.07 22:19:00 -
[44]
I must say I also like Feng Schui's idea about having the pirate stations that you can scan out that trade in the illegal drugs.
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Elseer Radak
Gallente Paxton Industries Paxton Federation
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Posted - 2007.09.07 23:41:00 -
[45]
I like allot of these ideas. I would ideally like to see:
- Chance to bribe is influenced by security status and Fast Talk skill. So the closer you are to KOS in that empire, the likely a bribe is to work, however some degree of "Finesse" may just get a higher bribe working. However a High Sec status person can bribe for a lower amount (the "Do you know who I am??????" effect). - Chance to be scanned impacted by vessel type -- a Blockade runner is likely to be scanned than say a covops ship (which, if seen, is automatically suspicious as is an ceptor. However a atron is more suspicious than a Battle Ship - Ability to goto a drug mart and buy drugs. If your Sec Status is lower than -2 then the drug market does not attack rather, there is an interacting agent who can sell you drugs. this would foster a multi-step pipeline -- some folks buy the drugs, some folks move the drugs, some other folks (NPC in high sec??) buy the drugs (not for resale) and act as the isk sink.
Elseer R.
--
Reality: A consensual experience
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Lief Siddhe
University of Caille
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Posted - 2007.09.14 01:59:00 -
[46]
As a high-sec pilot with the infamous Black Market skill that I haven't been able to use, and as my narcotics are gathering dust in the corner of my hangar because there's nobody to sell or give them to in return for a reward, I support this thread.
Some of the ideas by Es and Whizz guys are really great and it would be a charm if at least some of them would be implemented in the game, so that we who are interested in speedy chases through systems with Customs on our tails trying to make us jettison our valuable cargo can get our kicks.
I was somewhere around Old Man Star, on the edge of Essence, when the drugs began to take hold |

34534bobalt3244
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Posted - 2007.09.21 00:07:00 -
[47]
Make drugs useful.
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Vargr Rune
Caldari SoulFuric Industries
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Posted - 2007.09.27 17:46:00 -
[48]
Just here showin' support... I plead the 5th to anything otherwise.
07  +Percurrimus foedus*****morte et*****infernus fecimus pactum+ |

Cailais
Amarr VITOC Fang Alliance
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Posted - 2007.09.28 02:13:00 -
[49]
Awesome stuff. /signed.
I like the idea posted above about hazadous materials for Tech 3 being contraband aswell (alien materials / blueprints from Archeology perhaps???).
Smuggling and a workable Bounty Hunting system are the two themes Id most like to see in EvE.
C.
- sig designer - eve mail |

Vlammetje
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Posted - 2007.09.28 09:49:00 -
[50]
If CCP wants to develop a black market, it has to be full scale with a certain risk. The black market products have to be usable for a large group of the Eve population.
Example, I'm thinking about fitting my ship with guns that do extra damage, but are illegal because of the interference frequency used kills animals on the nearby planets.
Using them in empire: bad idea, concord has scanners for them. But in lowsec: no problem
So I'm thinking of faction like stuff (weapons, ships, modules, drugs, substances) but then illegal. Of course some of the building materials are rare and illegal too. This way you get a chain of producers into business.
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Juna Gu
Minmatar Vherokior Gypsy Mystics
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Posted - 2007.10.05 17:04:00 -
[51]
I've just come accross this thread. As a character with plenty of scope for being a drop-out, black marketeer, pirate (in the non combative/police sense) and general miscreant I've been wondering what the Narcotic section of the market is for, so reading this thread has been interesting. The E's and Whizz (great name! class of '95?) suggestions are far more detailed and well thought out than anything I have to offer and sound both fun and interesting. Cool. So here's my, as they say, 2 isk wurth.
The main issue seems to be with supply and demand. I keep on looking out for drugs on the market and (not too surprisingly) I only ever see vitoc on offer and nobody is buying.
On the supply front can there not be skills/resources/research possibilities that allow the manufacture of drugs as a commodity? I haven't done enough missioning to come accross drugs as loot/reward but surely this option could be open to the less moraly inhibited entrepreneur?
As for demand I expected, though I have found out this isn't the case, that 0.0 space would be the very place for selling those drugs/ illegal goods. I don't know much about the intricacies of POS owned stations out in 0.0 but surely part of the appeal of setting these up is that they are out of reach of CONCORD and the normal law. I get the impression from the graphics and the storylines that stations house more than ppod pilots and people actually live on them. I imagined that out in 0.0 there would be at least some space stations that would be extremely loose, anarchistic, booze and drugs fueled affairs home to the nefarious characters of questionable standing to hang out and that there it would be pretty random and generally a fun place to go hang out with all the other loons in the universe partying it up at the fringe of the galaxy. So surely the best way of creating demand would be to allow these stations to trade drugs. The owners of stations social standing would go up in some way, surely, by being able to offer the best party this side of ..... well, where are the best parties to be had in the Eve verse? And there could even be places where demand for drugs was high amongst the "law abiding" elements of the verse. High class hookers, parliamentary ministers on nerve sticks, all that. All this needn't be a massive part of things - just a little known feature that goes "do you know out in 0.0 they even trade Blue Pill" sort of thing. Some way that stations can turn buying drugs hauls of PC's into ISK or something useful, like a standing increase (or decrease), something like that, would be all that would be needed to kick off the demand.
I suspect that CCP may be reluctant to enter into this one in case the whole universe turns into one massive drug fueled orgy of violence (not like it is already of course) and the drugs trade turns out to be the most lucritive trade going. Unlike the arms trade of course.....
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Dwann
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Posted - 2007.10.30 14:52:00 -
[52]
/signed
Any update from GM's?
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Myra Rodan
Minmatar Es and Whizz Hedonistic Imperative
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Posted - 2007.11.02 17:34:00 -
[53]
TO CCP: I know everyone at CCP must be busy with Rev 3 so close on the horizon, but I was wondering if there had been any further progress on this? Greyscale had stated that he needed to talk to a couple people who were on vacation, and then we never heard back from him.
TO Everyone Else: Just wanting to see if there are any more ideas out there? Please take the time to read through Conan's posts and see if you have any further suggestions or concerns.
Thanks!
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Davan Sarn
Gallente Sarn Smuggling Syndicate
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Posted - 2007.11.03 03:11:00 -
[54]
I whole-heartedly endorse this thread. That is all.  ----------
New to smuggling in EVE? So are we, visit EVE Smugglers today. |

Neal Cassady
Mutually Assured Distraction
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Posted - 2007.12.05 01:44:00 -
[55]
you guys really put a lot of thought into this. perhaps ccp should hire you.
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Nachshon
Caldari Gradient Electus Matari
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Posted - 2007.12.06 01:23:00 -
[56]
I endorse these ideas. ____________________________________ Caldari by birth, Minmatar by citizenship.
The True Meaning of Freedom |

Ares Nightshade
Es and Whizz Hedonistic Imperative
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Posted - 2007.12.12 20:39:00 -
[57]
I, along with the rest of Eve's underground, would love to hear some kind of response on this, especially with the arrival of 'all illegal goods may be sold on the market'. Our niche is growing small indeed with the way things are now, I dearly hope that we smugglers can eventually get some much needed attention.
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Kabal Reinard
Es and Whizz Hedonistic Imperative
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Posted - 2008.03.10 10:36:00 -
[58]
I fully endorse this thread and would be excited to see these ideas implemented. The seedy life of a space smuggler has been my pursuit my entire time in eve and these are some of the best ideas I've seen to really add a dramatic new atmosphere.
Can we get some more DEV feedback. I know I can speak for Es & Whizz in saying if theres any way we can help develop this further just ask.
I'd put in many hours testing this stuff on the beta server anytime if it would help  [/url] |

Anders Offwidth
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Posted - 2008.03.12 00:42:00 -
[59]
Excellent ideas in this thread, thanks to everyone for a great discussion.
Supply and demand are necessary for smuggling to be profitable, and this thread assigns LP store offers/costs to the roles of source and sink. This is how it used to work, the code is there, so just tweak it as suggested. I'd like to offer a few more suggestions, too.
High-sec supply: Rare small NPC drops of contraband closer to the Empire agent consumers would spice things up for the high-sec ratter: "How can I unload this 100k ISK of Crash before customs catches me?" Check local for your neighborhood drug smuggler, meet him at a planet, and make the exchange. Evil smugglers could even tell the unsuspecting bag-man to meet them at the nearest customs checkpoint, hoping to steal the loot when it gets jettisoned in a panic (or an explosion).
High-sec demand: Juna Gu's idea for pockets of high-sec demand ("parliamentary ministers on nerve sticks", or governors with high-priced hookers ) ties in nicely with the idea of a black market and could fit within existing exploration mechanics.
Example: Say our parliamentary minister's buyer needs to top off his client's stash. He creates an exploration site in high-sec that contains an agent in space (both existing mechanics). The agent's mission is simple: bring me 500 Nerve Sticks, I give you iskies. The agent despawns after a few different sellers visit him, so you can alert your smuggler buddies to share in the new-found high-sec NPC buy order--or just sell the bookmark. This kind of exploration site would be unique to high-sec (a first!).
Faction warfare could drive illicit trade, as well. You could win LP for your side by destroying the enemy's moral foundation through sales of drugs, slaves, exotic dancers, etc. into their markets. Exploration or mission buy-sites could again provide the demand. Buy slaves in Amarr and sell them to a corrupt media mogul in Gallente space, winning points for Amarr, as well as big bucks.
Low-sec trade could also benefit from increased traffic by tweaking NPC buy/sell orders. (This is where my understanding of the current state of the game gets fuzzy, so tell me to STFU if needed.) I'm assuming that there are some places where some goods are illegal in a faction's higher-sec, but legal in their low-sec or in another faction's space. If the market feature could support filtering allowed items by their contraband status and the system's security status, NPC buy orders could exist in those low-sec systems where they're legal, and could be satisfied with goods bought from NPC sell orders in another faction's space. This could work with the less shady end of the contraband goods lineup, but the margins should be inferior to the exploration- and agent-based trade in scarier stuff. Of course, anyone with the balls to haul a freighter full of "low-end" contraband into low-sec would still be rewarded nicely.
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Masu'di
Es and Whizz Hedonistic Imperative
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Posted - 2008.05.08 23:18:00 -
[60]
Originally by: Kabal Reinard I fully endorse this thread and would be excited to see these ideas implemented. The seedy life of a space smuggler has been my pursuit my entire time in eve and these are some of the best ideas I've seen to really add a dramatic new atmosphere.
Can we get some more DEV feedback. I know I can speak for Es & Whizz in saying if theres any way we can help develop this further just ask.
I'd put in many hours testing this stuff on the beta server anytime if it would help 
i'd second that, being a Han Solo is a inalienable human right, and we need CCP to help more people realise this 
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Curse VonPilgrim
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Posted - 2008.07.05 09:02:00 -
[61]
bump....
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Chillshock
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Posted - 2008.07.05 11:39:00 -
[62]
Does anyone else think "black market" and "ambulation" would make an awesome mix? "That shady person on the shadow side of that pilar, looking as if he might have a job that kindof fits "your line of work".
Me likes the thought of the added depth to this game.
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Masu'di
Es and Whizz Hedonistic Imperative
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Posted - 2008.07.11 19:19:00 -
[63]
Originally by: Chillshock Does anyone else think "black market" and "ambulation" would make an awesome mix? "That shady person on the shadow side of that pilar, looking as if he might have a job that kindof fits "your line of work".
Me likes the thought of the added depth to this game.
definitely, i'd love to be able to do drug transfer via ambulation |

Camperific
Es and Whizz Hedonistic Imperative
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Posted - 2008.08.21 03:04:00 -
[64]
/signed to conans(and a few others) ideas.
Smuggling has been the thing that excited me about eve the most,the chance to do something not many others do. Is not really anything to add other than to stress that yeah bring back black market trading skill,and perhaps implement a bribary skill(similair to fast talk,but lowers the fine rather than standing loss)
Please CCP give those who live on the fringes some loving. |

PieOmega
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Posted - 2008.08.24 12:01:00 -
[65]
I had considered that the implementation of Wormholes - that is a random, time limited temporary system to system link - would provide an ideal way to avoid customs agents in high sec.
It would also promote the Exploration and Smuggling niches, linking the two professions through the trade of information - site location and duration for example.
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