In my opinion, the jump hole from Omicron 90 to Omicron Major ( the one that leads to Omicron 100 and Omicron 99) needs to be removed. In its current state, cardamine smugglers run from Manhattan through Zone 21 (out of roleplay), through Alaska (out of roleplay), through Omicron Minor (out of roleplay), through the ORDER GUARD SYSTEM (you guessed it, out of roleplay).
They then go through two Nomad systems to get to Omicron Alpha. They pick up Cardamine and go back through those supposedly heavily guarded systems.
Seriously, this is possibly the MOST out-of-roleplay trading route in the whole mod. The notion that ... Smugglers knowing the access codes to Alaska jump gate, knowing their way through nomad systems and the Order Guard system... is frankly ridiculous.
My Outcast character Carlos.Traversi is trying to stop this route by taxing/blowing up traders who come from the upper parts of the Siniestre Cloud (Omicron 90 jump hole). These large trading vessels not only disturb the burial ground of our fallen, they also disturb the spectral spirits (nomads, to people who can't read outcast infocards). If these police/junker tagged smugglers want to come through that route, they'll have to get through me.
I will take a look at the Omicron Minor and Omicron-100 systems with Order pilot Izzie_Calahan to ensure the integrity of Order space. May the OoRP smuggler come and get their ships blown up. (As a rule of the Black Squadron says: Only Order and Black Squadron members will get access to Omicron-100.)
But, yes, that particular trade run is most assuredly the province of chumps and it's fair to say that it effects the artifact smugglers just as readily. Actually, they have a much smoother ride of it as they've no need to cut through the Order Guard system, which is a very nasty place to find oneself.
Though apparently it's not nasty enough. I reckon giving the guardsmen a few train CDs might cause a stir!
There's something in there about cutting off the run affecting the SP in some way, which I wouldn't know about as I never actually played through the thing, couple that with that smuggling cardi and artis really isn't the most profitable venture when exercising any alternate routes.
Update: I have managed to convince one smuggler to go through the Tau systems! After a long (like 2 hour) conversation with him, plus a full escort run through the systems, he was finally convinced. He said "this route is longer but there are no navy/lsf to catch us".
Not really sure I agree with this but it doesn't effect me not one of my routes so I'll just watch and see how it develops I don't think people should be smuggling cardamine without the smuggler ID anyways so if they come into Alpha fair game just remember to always tax before firing and you should be ok.
I have something similar going on in Omicron 100, with my Order char... They can come, but they never leave...
And I can totaly agree with everything writen, going through a Guard system of a faction that changed the course of Nomad war, should not be something that's easy for traders(some do have smuggler id) to do... And it isn't that easy, i often find that traders who come through omicron 100 have pretty depleted shield batts and sometimes nanno botts...
But really who in their right mind would go through all that trouble... Not that many people would. And they don't after little blockading. So i don't see why remove the route, why not just patrol the route...
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If you dont like people using that route, the factions in the systems should patrol more vigorously. Also IMO by definition a smuggler should be more intelligent, I.E. having access codes to gates/ know better routes etc, than the average trader who cruises tradelanes. Lets face it a smuggler works booth sides of the fence, to be successful you need better information. You wont get very far with your contraband cruising the well travelled road, thats just silly to presume that. I have not personally used that route, but may give it whirl, new routes can be exciting. I dont want to bash either side of this discussion, one persons OORP is anothers progressive thinking, sometimes thinking outside the box is fun. Running Nomad systems can get tough sometimes, not always a cakewalk.
Thing is... Where people are saying that you're oorp isn't because you're being a sneaky devil using the back door with your cleverly gained super secret codes, you're actually running a route that, by rights, would have you dead twelve times over before you hit the floor assuming you somehow had the ability to get the Alaska gate to open for you.
Alaska is somewhat handicapped by the fact that the twenty eight battleship groups you pass wont actually express a great deal of interest in 'Cardamine Fred' the smuggler in the advanced train with a load of an illegal substance passing on through the ultra top secret testing facility for the seventh time that day.
There are many routes to smuggle cardamine, its just that this one is completely oorp. It is metagaming to assume that alaska is free-for-all, the Order Guard system is easy to get through etc. In roleplay, those places would be complete death traps. Especially for adv Trains (to get the battleships faster)...