• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
« Previous 1 … 688 689 690 691 692 … 778 Next »
Trading violations

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (3): « Previous 1 2 3
Trading violations
Offline globalplayer-svk
01-15-2008, 01:16 PM,
#21
Member
Posts: 1,526
Threads: 45
Joined: Sep 2007

AoM profit with artifacts is something like 2000 from crete to mannhatan or 1800 to rochester.so with 400 cargo space then i have something about 800 000,profit for 15-20 minutes.and on way back where your profit is reduced to 50 percent to something about 400k and another 15-20 minutes, then is better go to one for pirates popular system and stop 3-4 traders (and i meet 3-4 traders in 15 minutes always there) and i have not 800 000 but 6-8 milions. then limit traders also to freighters and alow to use bigger traders ships only factions where they are sold.(advanced train only to rheinland military or police,both can trade,or other rheinland companies)firefly only to bretonia etc.and then we have more and more and more limits.

[Image: vladsignature.png]
  Reply  
Offline RingoW
01-15-2008, 01:17 PM,
#22
Member
Posts: 1,399
Threads: 65
Joined: Aug 2007

Please don't start flaming. It doesn't help much for RP. The Freelancer ID is good, because it needs a lot more work to get the appropriate FL faction tag. Freelancer ID does not fit with any other tag than Freelancer. If a player wants to dock at the most places with transport he should work for the FL ID and tag.

The difference between Freelancers and Zoners should be, from my pov, the contraband. Zoners no, Freelancers yes. Zoners might sell them on their stations, but please not hauling them.
The third are the Junkers, which have the best position. Only really hostile to Xenos and Hogosha, they could go everywhere, allowed to do everything, as long as they piss no one off.

Me also would like to see, if a smuggler is hiding a bit of contraband between mass of legal goods, the authorities would do as they haven't scanned it.

Respectful
AoM

edit: global, what have i written in the first post. All generic ID's, which includes the trader ID, should be limited to fighters and freighters. Rochester is Junker base. You can go there with the pirate train. 4.300 x 1.800 = 7.740.000. Taking light arms on the way back would be more than 50 percent of this. Ca 12.500.000 for one complete run. Isn't that enough?
Reply  
Pages (3): « Previous 1 2 3


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode