I may not be the first person to suggest this idea. I was inspired while developing writing content about smuggling and wondered about the feasability of the idea in-game.
The basic idea is this: A piece of equipment that functions similarly to a cloaking device which masks your cargo as something legal and/or admirable to prying eyes.
The roleplay background relies on the theory that 'scanning' for cargo works similarly to X-Ray vision. Within the cargo bay the device projects holograms of legal cargo over canisters of cardamine for example. The technology would be based on that which has brought about holographic interfaces but on a much larger scale. Because of this it needs to draw massive quantities of power to sustain it. Hardwiring such a device to a ships powercore would simply cause it to melt down. Therefore such devices would need to be powered by an alternate power source that can withstand the astonishing output that they demand. Much like cloaks, these devices would be powered by enormous batteries stored in the cargo hold, consuming their power at a steady rate. This limits the duration they can be activated to several minutes at best. Also like cloaks, such devices would need to be manufactured at POBs to limit their availability.
As an additional layer to the concept i'd propose a series of Holographic Decoys that vary in the effectiveness of the decoys projected. For example, a Holographic Decoy MkI would be fairly basic, it's deceptive abilities limited to hoodwinking the automated TLAGSNET systems to block remote scans. A MkII decoy would be able to conceal goods from a manual scan by another player or NPC. Then you can explore the possibilities of miniaturised variants perhaps. In contrast this could also add another layer of complexity when selecting scanners. More expensive scanner models could feature a countermeasure to Holographic Decoys that render them ineffective.
I haven't a clue of the developmental hurdles to overcome to implement this, but that's also what discussions are for.
It is interesting idea on paper, but as a player with huge experience with smuggling from both sides (but mainly lawful one), I would say that measures of play and counterplay used in smuggling currently (cloaks and metagaming) are enough as they are to make it challenging enough. I don´t see much benefits in adding another level to it.
Also, it would be quite hard to balance it. For example in system which would use consumption of some batteries, what would prevent lawful from stalling the encounter until the batteries run out? Not to mention that the holographic device itself would be probably declared illegal in houses instantly, so it would not be much of solution in the end, smugglers would be just paying fines for illegal device (and kicked out) instead of paying for contraband.
(02-13-2018, 02:14 PM)Laura C. Wrote: Also, it would be quite hard to balance it. For example in system which would use consumption of some batteries, what would prevent lawful from stalling the encounter until the batteries run out? Not to mention that the holographic device itself would be probably declared illegal in houses instantly, so it would not be much of solution in the end, smugglers would be just paying fines for illegal device (and kicked out) instead of paying for contraband.
You make a very good point. For the charade to be maintained the device would need to be invisible on cargo scans.
As for the waiting game tactics it's a double edged sword. Waiting out every shipper can be time consuming, boring and mostly unfruitful if applied in a non-discriminatory way. If a smuggler has given lawfuls reason to suspect their cargo is not legitimate before a scan it's the fault of the smuggler himself. Smuggling requires sneaky tactics, if you're not sneaky as a smuggler it won't matter if you've got a cloak or a decoy or any of it. The device isn't supposed to fix anything but could instead bring a new style of smuggling to the mod: hiding in plain sight, It'd be the equivalent of a few hay bales lightly covering a generous haul of bootleg moonshine. Enough to pass a routine inspection, but scratch the surface and all is revealed.
It doesn't seem like this device wouldn't really have a counter, unless you propose another device that would serve only to disable these (a bit like cloak disrupters). At which point, I'd ask, how would you balance those? What would stop someone roaming around with it permanently on, or spamming it whenever a ship came near then dock and refill?
(Also maybe this is just me, but I almost never see people using TLAGSNET)
(02-13-2018, 09:25 PM)Laz Wrote: It doesn't seem like this device wouldn't really have a counter, unless you propose another device that would serve only to disable these (a bit like cloak disrupters). At which point, I'd ask, how would you balance those? What would stop someone roaming around with it permanently on, or spamming it whenever a ship came near then dock and refill?
(02-13-2018, 01:54 PM)Ash Wrote: In contrast this could also add another layer of complexity when selecting scanners. More expensive scanner models could feature a countermeasure to Holographic Decoys that render them ineffective.
(Also maybe this is just me, but I almost never see people using TLAGSNET)
I feel this is kind of obvious but you never see anyone using it. I've had plenty 'chance' of encounters with cops as a smuggler to know I've been tracked.
The device itself needs to be paired with already existing skill traits in your average seasoned smuggler. Like a cloak, a 'brute force' approach to it's use isn't going to work. It'd need to be paired with good timing, wariness, caution and regulation.
By charging a hefty sum for a scanner capable of cutting through the effects you can avoid it being made redundant.
For this to be worth it smuggling would need a bump. It needs one anyways as it SHOULD be the most profitable aspect of the game, as it involves the most risk.
(02-13-2018, 02:14 PM)Laura C. Wrote: It is interesting idea on paper, but as a player with huge experience with smuggling from both sides (but mainly lawful one), I would say that measures of play and counterplay used in smuggling currently (cloaks and metagaming) are enough as they are to make it challenging enough. I don´t see much benefits in adding another level to it.
Also, it would be quite hard to balance it. For example in system which would use consumption of some batteries, what would prevent lawful from stalling the encounter until the batteries run out? Not to mention that the holographic device itself would be probably declared illegal in houses instantly, so it would not be much of solution in the end, smugglers would be just paying fines for illegal device (and kicked out) instead of paying for contraband.
Wait, you're meant to use cloaks whilst smuggling?
Congratulations, you've just reduced 80% of UN's player casualty rate.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)