(12-18-2013, 02:46 PM)Hidamari Wrote: [dromedary 3 - revenge of the sith]
there is nothing wrong with how it currently is.
No. There is a lot wrong with how it currently is. Maybe for [75th] it's all fine and dandy, but for anyone who isn't playing some strange closed-economy freighters-and-light-fighters faction smuggling is not profitable enough for the extra risk engendered.
Remember when I said
(12-18-2013, 12:42 PM)Hidamari Wrote: removing 75th from the entire equation.
if people think there is a problem making 43mil an hour they need to wake up.
that meant exactly what I said it meant, I am no longer refering to 75th any longer. the numbers for profit on transports my faction do not use are pretty clear.
No matter how you smuggle and for what purpose, the amount of money you can make is completely fine.
hope this clears up that misunderstanding. Ive run a small smuggling faction, smuggling cryo cubes from gallia to base owners, and other stuff. with borderworld transports, there was absolutely nothing wrong with the amount you can earn. it really cant be said any clearer.
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EFL's working on contracts with Rheinland. A shady EFL character could do that route just fine.
That or Freelancers with a Pirate Train or something? Is that allowed ID-wise?
I've never had any issues with the Malta - Liberty route, either. The Baffin route is usually pretty quiet, and you can switch to jumpholes if you're worried about getting caught in Liberty itself. You'll still make more than a normal trader.
The risk of getting caught actually makes having a scouting fighter worthwhile, too. Lets you safely use the lanes as well.
I don't see why unlawfuls are so opposed to using tradelanes for smuggling. Those things are there to be used. You use them when you're moving your fighters around as well, don't you?
In .86, the increased risk you ran carrying contraband was not compensated for by increased prices.
Now it is. I don't see what the problem is.
If you take extremely long routes via jump holes you don't get as much money per second because the risk factor is eliminated. So you can choose between high risk, high profit, or low risk, low profit. Works as intended, I'd say.
Buffing contraband even more is not a good idea because with a bit of metagaming on your own and choosing low activity times to smuggle, it becomes an effortless way to make massive amounts of money.
Quote:Buffing contraband even more is not a good idea because with a bit of metagaming on your own and choosing low activity times to smuggle, it becomes an effortless way to make massive amounts of money.
One could make that same argument for mining or trading just as well.
If you just don't want people to make large amounts of money...because that's somehow wrong...then just lower the buy/sell prices of all commodities by 50%. But, I think it's the proportion of the sale prices for contraband compared to regular goods or even ores that is off. RP-wise, contraband, by nature of the fact that it is an illegal good that requires being smuggled, should sell for more than a mined ore or a legally traded good, unless that substance is extremely rare (and thus, valuable) or difficult to obtain.
Ex. 1 kg (for you metric folks) of heroin should probably buy/sell for more than 1 kg of gold/platinum/silver, etc. depending on the demand of the market. (Obviously...in a closed-economy...the market demand is stagnant, but that doesn't mean it can't be pre-set to something higher. If the people of Manhattan really have a demand for Cardi...then that should be reflected in the price they're willing to pay to get it).