' Wrote:Raise prices for contraband so that smuggler must pay 20-30 mil for full cargo of contraband,
but let him make 20-30 mil profit if he finish his route.
That way risk factor can be balanced and smuggling will not become new power-trading.
Also people will still trade,not everyone will risk 20-30 mil per cargo just for the fun of it.
This.
Is exacly what we need, high-value cargo that is expensive to even procure in the first place, not the current ~1k per good at buy-point and selling for 8k at the end of the route.
High buy-price, higher sell price, appropriately high risk.
Make traders dread for the loss of cargo they paid a hefty sum to acquire. Hell, even the "basic cost" would be high enough to make cargo piracy somewhat-viable.
*Imaginary numbers alert*
Trader pays 30mln to fill up his 5k, meets a PTrans, decides not to cooperate, gets blasted to pieces, PTrans pick stuff up and sells it for 15mln at a closest unlawful base.
*Alert off*
No ooRP trading routes from lawful to unlawful bases? Check.
Less silent traders? Somewhat Check.
Thrill of avoiding dangers (be it lawful on a high-risk road or smuggler) Check.
High value cargo could be artifacts, cardamine, processed metals like Gold (which right now is less valuable in processed form than ore) and so on.
I wanted to quote this regarding the Contraband runs.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)