(11-17-2012, 04:25 AM)Coin Wrote: @ OP if you see a smuggler - they ain't doing it right.
um, so if im sat at malta with my squad, ready to escort some smugglers, im not doing it right? okay.
Unfortunately, during my smuggling days (years ago), I had to be just as weary of the criminals as I was of the cops. More than once I had outcasts try to rob me of the cardamine I had purchased not a minute before at Malta.
Smuggling was always too risky for the reward, which is why most smugglers end up just giving up and going to lawful trade routes. The only times I ever made decent money smuggling was when players/factions were paying me an additional bounty on top of the value of the cargo for RP purposes (like taking a load of cardmine or weapons or parts to one of their bases to help progress their storyarcs).
Lawful traders only have to worry about pirates, which can be deterred by escorts, payment, or planning ahead. Smugglers have to deal with both criminals (even the ones they're working for), pirates, and lawfuls, as well as both lawful and unlawful NPCs attempting to demand their cargo. Further, rules were put into the mod with 4.85/4.86 which put unnecessary restrictions on most smugglers, particularly those flying under the junker ID, making the job even more difficult.
Personally I dont see the point in either side anymore - you either have money now or you dont, trying to make money as a newer player (or one coming back to disco, in my case) is nearly impossible with how much the mod has changed, allowing pirate cruisers and whatnot. Might as well just give all new players a billion credits to work with and let disco be what it's become - a pewpew fest. RP only exists on the forums now anyways.
(11-15-2012, 10:34 PM)Narcotic Wrote: I can remember that LR- used to do large smuggle runs (Cardamine - Slaves). Those were fun times. Unfortunately people don't use that route anymore, since it's not quite profitable, and we often got hunted by CR's, Lost Star Vigliantes, IMG etc. Blame the tag. And the ooRP playerlist even more. Anyways, I never cared about the low profit and the pews. Though, some people did, and for that reason those runs got rare. My pirate train is catching rust now, but I'd love to fill its bays with Orange stuff once more. If I just wouldn't be all alone.
How about sending a transmission to LR for a proposal?
Yeah it is a shame that. I'm still smuggling in my LR when I get the urge but that isn't too often now. I only joined recently and had the pleasure of once teaming up with Junker Congress and once had a LR escourt me. That made it a hell of a lot more fun. I definately want to see some LR organising more smuggling runs. A little heads up if see LR-Obvious.Intent flying about, then he's probably smuggling a few Blood Diamonds
I agree with the fact that smuggling is more for the thrill than the money...
It gets boring rolling legal goods hours on end...
We're working on starting a solid smuggling faction - always taking recruits
The best take we currently have is a black market munitions run - which can come close to a normal haul. However, to survive as a smuggler you have to run a fast, strong, and nimble ship.. which you get by sacrificing cargo.
To solve this...
We're looking at creating a player base as a drop-off point for distant contraband.
We'll be trucking in goods on large sows from the rim..
Then using our nimble blockade runners to ferry the goods into the core planets.
Advice always welcome...
"You got a job, we can do it, don't much care what it is."
In after thread necromancy.... nox-cardamine-synthweed smuggler 'ere Hidamari. Problem is I take the cardamine into Gallia, are your boys willing to go there?
That's a long haul with full NPC hatred the whole line..
However, we're willing if the price is solid...
Are there any PC's in Gallia?
Half the fun of smuggling is bringing a load of contra right past the zealot LN PC's.
What we're thinking...
Basically what the Junkers do but without the price-hike...
We could place a player base in Baffin, Coronado, or Hudson, (location still in research).
We then have chars with large cargo bays, with or without criminal ID's, bring in goods through semi-neutral space..
They "stock" the base... then we flip over and use chars with faster blockade runner ships for a short haul to the valued core planet drops.
For instance.. if the artifacts at the Texas Junker base weren't priced right under the value at Manhattan.. it would be a great smuggler run...
If we could get the artifact price of Crete in Hudson...
Or the Cardamine price of Malta in Baffin or Coronado...
We could then advertise... and enlist a good amount of smugglers..
Of course the base would have to pull a minor profit..
But it would still be way lower than what you could buy contra for in the Core.
Yep, as a smuggler you have even less interaction as as a trader ...i mean you want to evade any interaction at all. Also, many factions can't even smuggle according to Xorias definition which is unlawful goods to lawful bases and not jsut "trading" between unlawful bases....generally speaking only freelancers in small transports can do it anyways...
(02-08-2013, 02:44 PM)Rodnas Wrote: generally speaking only freelancers in small transports can do it anyways...
In my opinion, Junkers are the best smugglers. And they can even use the Pirate Train and Slave Liner. Makes up for good smuggler RP, like taking slaves from Pittsburgh, and bringing back contraband to NY (Cardamine, Artifacts, Blood Diamonds etc.)
Having been a smuggler for ages, I've come to prefer embargoed goods over actual contraband. Half the fun is coming up with back stories for where the loot came from in case you get pulled over. Usually the lawful player in question either sends you back or orders a cargo drop, but it's all in the interaction.