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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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where to complain about a lack of smugglers :(

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where to complain about a lack of smugglers :(
Offline Teerin
02-08-2013, 10:48 PM, (This post was last modified: 02-08-2013, 10:52 PM by Teerin.)
#41
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Posts: 898
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Joined: Apr 2012

(11-17-2012, 04:25 AM)Coin Wrote: @ OP if you see a smuggler - they ain't doing it right.
(02-08-2013, 09:25 PM)Rudo Wrote: 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.

I'm going to agree with Coin and Rudo here, and disagree with many others in this thread. The Corse have made tons of money smuggling, mainly on cryocubes. Also, we've never been caught by an official faction, though it was real close once or twice. The occasional indies which we've encountered easily buy our cover story.

Smugglers exist, but finding them might prove to be hard.
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Offline Yber
02-09-2013, 01:41 PM,
#42
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Posts: 1,665
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Joined: Jul 2011

(11-15-2012, 02:28 PM)Hidamari Wrote: specifically Cardamine ones. see 75th just got back from Gallia and one of our main projected jobs is to escort the cardamine smuggling rings and see they get to their destinations.

but.. ;( there are no cardamine smugglers. or at least ones that dont use jumping barges... :S

halp!

I got a Ptrain 8) bump me anytime you want.

[Image: 4sFHsTF.png]
(06-19-2016, 12:06 PM)Mao Wrote: inb4 Sirius gets renamed to XTF.
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Offline Croft
02-09-2013, 03:23 PM,
#43
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Posts: 1,642
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(02-08-2013, 10:48 PM)Teerin Wrote:
(11-17-2012, 04:25 AM)Coin Wrote: @ OP if you see a smuggler - they ain't doing it right.
(02-08-2013, 09:25 PM)Rudo Wrote: 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.

I'm going to agree with Coin and Rudo here, and disagree with many others in this thread.

Isn't that a contradiction, agreeing that smugglers should be both unseen and seen in order to get caught?

You won't seen more smugglers until things are changed to give them a niche and something fun rather than being illegal traders with long boring routes.

Jimmy The Rat | Croft's Feedback | The Rat Pack
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Offline Capt.Harlock
02-11-2013, 12:00 AM,
#44
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Posts: 3
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Joined: Feb 2013

Croft -

What's BTE's current health and status?
Do the members get on regularly?
I'm thinking we could fly together or talk shop.

I agree with your mission statements regarding no flesh or otherwise nasty runs.
We're neutral to all.. but we've got good relations with the Corsairs, Zoners, Council, Maquis, and Junkers in order to maximize artifact & black market weapons access, base options, and grab the occasional gunboat\capital ship backup. I'd say that artifacts is the least nasty contra out there.

When do you guys normally get on?
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Offline RmJ
02-11-2013, 11:09 AM,
#45
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Posts: 2,092
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In my opinion Smuggling should be worth more than trading. Less red tape to go through.

[Image: CrlBx.gif]
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Offline Croft
02-11-2013, 11:44 AM,
#46
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Posts: 1,642
Threads: 124
Joined: Oct 2011

I've sent you a PM Harlock.

Increasing profits for smuggling would help a little, though I think the biggest downside is the length of time to make the run and lack of interaction as a result. Personally I'd like to see smuggling focused on freighters rather than transports. I made a suggestion awhile back to meet that goal, to give a niche rather than an all out buff, to say that it's met some resistance is putting it mildly.

Jimmy The Rat | Croft's Feedback | The Rat Pack
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Offline Zen_Mechanics
02-17-2013, 04:25 AM,
#47
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Posts: 2,262
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Drop the ore prices, balance the contraband stuff and up the trade routes.
3 little things and the server will be filled with activity.
But the professional complainers will soon troll this thread yet again, if it was something personal then.. yeah I get it, but everyone agrees that smuggeling is supposed to be way more profitable, and the basic economy rule is : if u advance one thing, you must downgrade something else.
Drop the ores to 5/6k per unit, and add 3k for cardi addicts, so you'll have 6k ores and 6k cardis, utopia isn't it?

Were fools to make war on our brothers in arms.

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Offline Ayem
02-17-2013, 05:00 AM,
#48
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Posts: 796
Threads: 31
Joined: Mar 2008

(02-17-2013, 04:25 AM)Tel-Aviv Wrote: Drop the ore prices, balance the contraband stuff and up the trade routes.
3 little things and the server will be filled with activity.
But the professional complainers will soon troll this thread yet again, if it was something personal then.. yeah I get it, but everyone agrees that smuggeling is supposed to be way more profitable, and the basic economy rule is : if u advance one thing, you must downgrade something else.
Drop the ores to 5/6k per unit, and add 3k for cardi addicts, so you'll have 6k ores and 6k cardis, utopia isn't it?

I'd suggest keeping ore sale a little ahead of cardamine/artifacts/other contraband. Purely because it is more hassle to mine and transport than merely to transport, but also because a miner is more vulnerable than a transport. It'd also be a shame to lose all the RP associated with mining because people don't want to waste time on it.

So essentially, I agree with narrowing the gap, but not making contraband quite as profitable as mining.

Love from,

A cardamine/slave smuggler.

[Image: greyscaleplanets.jpg]
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