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Smuggling as a true high risk/reward endeavor - for realistic gameplay and behavior - Printable Version

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RE: Smuggling as a true high risk/reward endeavor - for realistic gameplay and behavior - Sath - 07-30-2014

Cool, that pretty much makes it on par with buying/selling ores, but just that, with a bit more risks. And many can live with that Big Grin


RE: Smuggling as a true high risk/reward endeavor - for realistic gameplay and behavior - Highland Laddie - 07-31-2014

(07-30-2014, 09:26 PM)Moriarty. Wrote: Cool, that pretty much makes it on par with buying/selling ores, but just that, with a bit more risks. And many can live with that Big Grin

Yeah..but only problem then is everybody starts smuggling and nobody mines anymore, and mining supposedly promotes more multi-player interaction while smuggling (apparently) doesn't, at least that's what I think is in the mind of the Devs.

As I said before...I believe smuggling should be the most risky/profitable enterprise in the game, so you guys are preaching to the choir here. I just wonder how much more likely you'd get Devs to actually change the profit margins as opposed to just the price.


RE: Smuggling as a true high risk/reward endeavor - for realistic gameplay and behavior - Sath - 07-31-2014

Well, atleast I get a self relief that my opinion would satisfy some others too. Not like I want the devs to change it or nothing. As far as I have seen, most, if not all, of the discussions related to dev related changes have been outright ignored, whether they were good/bad/worse. It is just like throwing stones in the dark.


RE: Smuggling as a true high risk/reward endeavor - for realistic gameplay and behavior - Flinx - 07-31-2014

(07-30-2014, 07:35 PM)Moriarty. Wrote: Again, there is another option as Highland stated, to do the same to all trading commodities instead of just contraband. This would not change the situation now that much, apart from again alienating smuggling more (risk factors of losing cargo is more). But this might open up another issue of a larger money sink, which might in turn not sound quite appealing to the ones that join here fresh from Vanilla. They will find it tougher and tougher to set a solid foot here, while the already established players won't have much of a problem from the odd one or two cargo losses suffered.

Though, I couldn't exactly assess how the above said situation might come into place. Whether it would cause an economic overhaul or something of that sort, but my guess is that it makes newbies' life on the server tough. Which is the last thing this server might want apparently.

As for Newbies life : you can already get a Miner ship equipped for free and haul Helium for a good profit in Penny.
Right next door T&T is building the Haven, and any Newb can get at Scrap mining fast and easy, with a 4000cred net profit per unit and a fast haul. Life is not hard for a Newb if he can open eyes and ears, ask some questions and read the Forums. In short : interact.

Increasing base commodity prizes sounds fine for me, but I fear the devs will be hard to convince as it probably is much work without much effect...


RE: Smuggling as a true high risk/reward endeavor - for realistic gameplay and behavior - Sath - 07-31-2014

Supporting the idea on the basis of a PoB is not a good thought tbt. PoBs are mortal and they can be destroyed, which means making a drastic economic overhaul with the backup that there is some PoB that can serve the newbies good, is never an option.

Yet again, you can say that Helium can be mined and sold in Planet Erie if the commodity sell prices are buffed. But what will happen is that, there will be an alarmingly high number of [redacted] who would swarm the helium fields in Penny. Which would in turn lead to a piracy chaos in that area. Which, is surely not a good environment for the newbies to start their stay on the server, getting pirated by people who don't care if he is a newbie or not.It could also lead to OP'ness maybe (not sure since, during my stay here, wherever there is a lot of profit, there are lots of people, like scrap mining in Texas a few months ago and more recently premium scrap mining)


RE: Smuggling as a true high risk/reward endeavor - for realistic gameplay and behavior - Papa Oomaumau - 07-31-2014

Something has been touched on here that hasn't been quite expounded on...
...how 'bout the following;

A few PoBs owned and controlled by Admin staff, wherein 'event' length pricing for different commodities are jacked up above the norm.
Specifically smuggling goods in this case, but this dynamic can be used for any commodity, really.

So, say the admins want to make smuggling to a certain area pay larger dividends, but they don't want to muck up the plugin or otherwise have to alter server files.
They drop in a PoB where they want to see increased traffic (and where it makes RP sense) and offer high prices for the chosen goods there.
When this has run its course, you close the base and move it elsewhere for another commodity, perhaps to increase traffic flow to quiet areas (did someone say 'crons?) for short periods of time.

EDIT: Heck, you could even set up assault events where the local authorities, or anyone who would IRP be upset by it, try to crush the base - while smuggling (or other) factions defend their profits.

You could have RP stories written around these bases (I'd volunteer) and make them have short-term event status.
This satisfies two needs at once, increased profits and increased traffic to different locations.

This could be a dumb idea, but the more I think about it, the more I like it.


RE: Smuggling as a true high risk/reward endeavor - for realistic gameplay and behavior - Highland Laddie - 07-31-2014

Quote:Yet again, you can say that Helium can be mined and sold in Planet Erie if the commodity sell prices are buffed. But what will happen is that, there will be an alarmingly high number of [redacted] who would swarm the helium fields in Penny. Which would in turn lead to a piracy chaos in that area. Which, is surely not a good environment for the newbies to start their stay on the server, getting pirated by people who don't care if he is a newbie or not.

Or...it could also lead to renewed activity and interest for LPI and Bounty Hunters to go after all those Penny pirates..., or maybe creates MORE work for Freelancers looking to fly escort duty, which creates more interactons...maybe draws in Intelligence Services....maybe some Nomads....RP begins happening, then trading factions begin coming more to Penny to get in on the action and attract some of the new players.... oh man. It sounds TERRIBLE!


RE: Smuggling as a true high risk/reward endeavor - for realistic gameplay and behavior - Sath - 07-31-2014

k then?


RE: Smuggling as a true high risk/reward endeavor - for realistic gameplay and behavior - Highland Laddie - 07-31-2014

Sorry, I was being a bit sarcastic at the end there, but the point I wanted to make was that it could easily go in more than a bad direction. I certainly wouldn't mind seeing it experimented with for maybe a month to see what happens.

Also...even if they did buff Smuggling, you could still keep folks interested in mining if a Dev/Mod/Admin was dedicated to keep doing weekly/monthly Ore buffs. (No offense intended, Mrs. Alte...but feels like we haven't heard from you in awhile.)

How 'bout it, Devs? Tongue


RE: Smuggling as a true high risk/reward endeavor - for realistic gameplay and behavior - Trogdor - 08-01-2014

If all you do is increase both buy and sell prices by the same amount, isn't your change just a straight-up nerf to smuggling? All you've done is increase how risky it is. Maybe you think it'll feel more 'realistic' or 'exciting', but all it will end up doing is make smuggling less popular.