' Wrote:A good point which i meant to raise, the highest sell points for ore should be in the houses at war with the mining house; e.g. Gold ore should sell highest in kusari, and uncut diamonds should sell highest in liberty.
Simple laws of supply and demand, its harder for them to get - as theres an embargo - so they should pay more for it.
Not sure about the copper though, as I could just go through bretonia and it wouldnt be smuggling.
/signed
this would give military players alot more to do aswell..... because of an increase in smuggling. make some smuggling routes that are far more profitable than most lawful trade runs.
You could always trade against embargos. I don't know if its more profitable than normal smuggleing or not. But you might even get some lawfuls liking you if your getting them much needed supplies. Obviously the lawfuls your taking it from won't thank you for it ...
I think most houses have embargos on atleast 1 other house. I'm pretty sure most of them have embargos against Liberty.
The plutonium rout in Kusari is highly profitable and Kusari is very mad that people still run it. I don't know if Liberty authority's care much but if Kusari lawfuls catch you they wont like you much.
Be quick,
Be efficient,
Be powerful,
The correct way to pirate
Yes, unlawful trading is useless because you are not getting any real compensations for the risks you taken while hauling contraband commodities. You still able to do more or equal amount of cash with lawful trading or mining without big risks. Also smugglers are stuck with using medium transports usually that makes it even less profitable.
I was smuggling a lot in the past because it was interesting, but then i lost interest because my smuggling route was nerfed (Islya artifact price) so it become a way less profitable then just lane corporate trading with with a way more risks to being not only pirated but even destroyed without making demands (hostile parties\factions).
Here's the thing I have a problem with in smuggling: You get FR5'd if caught. As soon as that happens, the character IMMEDIATELY becomes worthless in trading with the faction that FR5'd you. As such, your trade route is dead, and you either have to A: Find a new trade route that has nothing to do with the house/faction you smuggled against, or B: Scrap the character. Scrapping is the last thing on someone's mind who bought a 5k transport. Imo, make it so FR5s aren't usable against smugglers. Just do the old fashioned way of doing things: Bounties. It's much more fun anyway, seeing that smuggler get blown to bits by a hired mercenary.:)
Right now, smuggling is a high-risk, almost same-profit trading system as lawful trading. If you succeed, you get about the same you would for lawful trading (Or at least it seems you do, from what I commonly hear from people). As well, you must avoid many gates/lanes in some cases in order to succeed. Not all pirates will agree with your smuggling either, so you're even more at risk with some smuggling routes. And when that FR5 hits you, *BAM!* you're basically done with that character. And there goes however much the transport cost you down the drain.
TL;DR: Remove FR5s from smugglers caught in the act, as well as boost any current smuggling routes' cash flow (Whatever those might be).
' Wrote:Here's the thing I have a problem with in smuggling: You get FR5'd if caught. As soon as that happens, the character IMMEDIATELY becomes worthless in trading with the faction that FR5'd you. As such, your trade route is dead, and you either have to A: Find a new trade route that has nothing to do with the house/faction you smuggled against, or B: Scrap the character. Scrapping is the last thing on someone's mind who bought a 5k transport. Imo, make it so FR5s aren't usable against smugglers. Just do the old fashioned way of doing things: Bounties. It's much more fun anyway, seeing that smuggler get blown to bits by a hired mercenary.:)
Right now, smuggling is a high-risk, almost same-profit trading system as lawful trading. If you succeed, you get about the same you would for lawful trading (Or at least it seems you do, from what I commonly hear from people). As well, you must avoid many gates/lanes in some cases in order to succeed. Not all pirates will agree with your smuggling either, so you're even more at risk with some smuggling routes. And when that FR5 hits you, *BAM!* you're basically done with that character. And there goes however much the transport cost you down the drain.
TL;DR: Remove FR5s from smugglers caught in the act, as well as boost any current smuggling routes' cash flow (Whatever those might be).
If you don't want to get FR5ed as a smuggler, either:
- Don't get caught
- If you do get caught, drop the cargo when asked.
You're really in no position to be complaining that you've been declared hostile to lawful factions once you've been caught and disobeyed.
One thing: If you're smuggling Cardamine on Manhattan in an Advanced train, you're bound to get caught and black listed! I mean, do you really think you could "Smuggle" A Container ship full of Heroin into the port, and then unload it to the dealers????
No, you haul it to some god forsaken place like Buffalo base. Then, small freighters get it from there, and haul it to Manh...
' Wrote:If you don't want to get FR5ed as a smuggler, either:
- Don't get caught
- If you do get caught, drop the cargo when asked.
You're really in no position to be complaining that you've been declared hostile to lawful factions once you've been caught and disobeyed.
Exactly. And on top of that, I don't wanna have to pay for a bounty every time I catch a smuggler with my police officer. I may have a lot of money, but going by how many embargo-breakers I catch just passing Planet New Tokyo, I'd run out within a month. And let's face it. Bounties are fun, and create some interesting RP opportunities for a wide variety of people, but it's not going to stop the smuggler from smuggling even for an instant.
FR5s, however, give some sense of an actual, lasting punishment for the lawbreakers. If you wanna get back on good terms with the people that FR5'd you, talk to them and work something out (preferably in-RP).
That's how I'm going to run things once I get the KSP criminal database organized and get around to FR5ing all of our lawbreakers. You wanna land on our bases again? Give us a good reason to let you. Maybe you'll have to pay a fine. Maybe you'll have to give us a formal apology. But I'll be willing to reverse your hostile repninja, providing that you prove your worthiness to the KSP.
And, like Hielor said, if you don't want to face the consequences of breaking the law, don't get caught!