i think the trader must pay HIGH fine before he can set foot again in space where he has been caught. If he is aprehended in NB he cant set foot in Rheinland space with only exception of paying his fine, if he isnt intending too pay DESTROY him on sight.. if he carries any cargo... too bad... he should payed... Second i think he should only get the chance to pay before he is shot at... CD him constantly is what i'd advise;)if he isnt responding or paying... destroy him and his ship tractor in the loot and destroy the rest...
That way he's at least paying for the used CD's;)
Make the fine publicly known by posting them in a new topic or something ... maybe even a pinned topic.... other factions cant kill him for smuggling until he is cought by them in their space. This way your making his ways of travel a bit harder.. after a few times getting cought he has to go through guard systems (wich you dont want in a ex. large train) or pay his fine's
"War. War never changes. Since the dawn of human kind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything, from God to justice to simple, psychotic rage."
yes but if the only faction doing this is RM it will never be effective... make sure you (as a faction) has patrols surrounding the jumphole's and bases where stuff can be sold for a good profit... this will make it easier to find some of them.. as for the NY system... can the Non-PVP be setup that only under lvl x you dont take damage?? that will make it possible for the police to destroy smugglers cought near Manhattan ...
"War. War never changes. Since the dawn of human kind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything, from God to justice to simple, psychotic rage."
I don't think increasing the payout of smuggling will suddenly cause every trader to start smuggling. For one thing, if I'm not mistaken (I may be), any lawful character that's in space aligned with them (a Liberty Police tagged/ID'd character in Liberty space, etc) can destroy a smuggler or demand that they drop their cargo, even if they're not part of a faction. If more people start smuggling, then it'll just be easier for the lawfuls to catch them.
Secondly, the Trader ID doesn't allow smuggling. The only IDs that I know of that allow smuggling are Pirate (and probably the various pirate IDs like Lane Hackers) and Junker. Other IDs that allow trading specifically disallow unlawful actions (and smuggling is certainly unlawful). Pirate IDs don't allow transports, only freighters, so the only people who could be smuggling on a really large scale would be Junkers.
well ur breakin the law anyway by smuggling, and u need a good cover, so i think u can use the trader id. otherwise ur just screamin to everyone that ur a smuggler.
' Wrote:well ur breakin the law anyway by smuggling, and u need a good cover, so i think u can use the trader id. otherwise ur just screamin to everyone that ur a smuggler.
Yeah, I would think that Trader IDs should be allowed to smuggle, but they technically can't. There's a difference between breaking RP laws and breaking server rules. That'd be like pirates flying around in battleships and blowing up any trader they encounter with no warning, "because they're already breaking the law".
Besides... It is possible to monitor a trader. If a police guy knows another fellow is a trader and via player list sees him in gamma or aplha and clearly heading for new York...
A matter worth discussing, the possible bebefits are hge, both for the sake of RP and gameplay.
but what the rp is, is that its a person posing as a trader. if they had a pirate id, anyone could blast them outta the sky. with a trader id, ppl can only attack if he's hauling contraband. i dont remember anywhere in the id rules saying that you couldnt smuggle
' Wrote:but what the rp is, is that its a person posing as a trader. if they had a pirate id, anyone could blast them outta the sky. with a trader id, ppl can only attack if he's hauling contraband. i dont remember anywhere in the id rules saying that you couldnt smuggle
I quote, "Trader ID owner cannot participate in any unlawful actions", unquote.
I agree that smuggling should be allowed, but until it is changed RP doesn't give someone the right to break the rules.