It's an NPC-base commodity, availably 24/7
It can be aquired as a single player without any interaction.
Your interaction pattern is NPC-base, F3, Cruise, tense 2 minutes to docking point, NPC-base.
And you want it to pay quite a bit more than ore where you have to cooperate, wait for a miner, pay the miner, etc?
It has also been said hundreds of times that smuggling is not that conducive to gameplay (bc you have to avoid interaction).
Really? Sorry, if you promote smuggling, you promote an aspect that adds little to nothing to the game.
(06-26-2016, 02:53 PM)Jack_Henderson Wrote: It has also been said hundreds of times that smuggling is not that conducive to gameplay (bc you have to avoid interaction).
By making the only sell point a capital Planet, combined with /nodock it forces a player into interaction if they want a profit.
I'd suggest them to keep in line with Rogue RP (and any other faction this would affect) Rogues get a new export commodity related to Cardamine.
Smuggling is as much a cat-mouse game as regular trading, albeit a more hardcore version as if police catches you they can ask both cargo and cash while pirates can only ask for either, but then in both cases you can just as well fly away from traffic to trade profit for safety. Saying smuggling adds nothing to the game is an ignorant statement, regular trading isn't much better, and mining is only a bit of circlejerking more among a few players for some extra profit.
The argument that smuggling promotes no interacting is a bad one since legal trading is the same since you are looking out for pirates. Smuggling is a hard core mode of this and at least you are less bores than lawful smuggling when you do it.
(06-26-2016, 06:47 AM)sindroms Wrote: Xoria, a public question to you.
You seemed to be opposed to the idea that unlawfuls need an on-par trade route. I could agree to that to an extent. Giving each faction at least one comodity of equal profit value as generic ones is more than enough, given that the income on an unlawful ship will be smaller regardless due to them not being able to always use lanes.
About smuggling though, is it possible that, for the sake of example, cardamine sellpoint on, say, Manhattan can be buffed up to 10-15k* per unit (*Due to the absence of 5kers), if the sellpoint to get the comodity is only on Malta and it has only one sellpoint - only on Manhattan, a lawful base. This would rekindle smuggling on freelancer, zoner and Junker ships, rather than unlawful ones, giving police and other lawful players more to do as well.
While the above makes no sense IRP since most of the cardamine goes to Rogues and Junkers in Liberty, it would be a necessary balance-related choice instead. Is it worth the shot?
If you want buff, you have to buff all contraband. Buff just one and you will effectively kill all other smuggling routes. Thus I say no to buffing only cardamine on Manhattan because this would negatively affect Rheinland and Bretonia (since due to changed system layout, majority of cardamine goes to Liberty through Taus), killing local smuggling and making life of local police factions even harder as result.
Now on a different topic - on behalf of RFP| and other Rheinland official factions both lawful and unlawful, I would like to request again addition of permanent "Nuremberg Refugee" commodity. The cargo is inteded mainly for RPing of relocation operation conducted by lawfuls as well as unlawfuls (mainly VWA) and probably also corporations (convoys as well as individual ships). Its addition has been approved even by admins already but somehow still wasn´t implemented and that is for quite some time blocking ingame roleplay related to Munich disaster.
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Name: Nuremberg Refugee
Selling points:
- planet Nuremberg, both RFP IFFed docking points and FL IFFed sattelite behind the planet (which serves for unlawfuls, mainly VWA).
Buying points:
- planets Holstein, New Berlin, Stuttgart, Hamburg
- Hammersee and Freeport 8 in Sigma-15
Infocard: Since massive dark matter storm started to descend upon the Munich system, those who were lucky enough to learn about the threat started to flee from the Nuremberg planet. Over the time and following spreading the news about upcoming disaster, thousands and later millions of people started to seek escape from planet, which recently face problems caused by both eroded atmosphere and chaos steming from one of the most massive relocations of people in human history. Rheinland government built hastily refugee camps on other planets and started to relocate people there, but due to limited capacities of transports and refugee camps, it is quite unsure if it will be able to move whole population of planet (which consists of around 320 million people) elsewhere in time. For this reason, inhabitants who have enough money are willing to pay for transport from the planet to almost any space captain, what creates opportunity for all kinds of spacefarers - from altruists which are trying to help victims of natural disaster, to those who are trying to make quick easy money by offering overpriced transportation services.
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I´m no expert on prices, but it should be at least above average profitable (if possible) compared to other inner house trading, because whole action will be subsidied by government and also demand highly excess offer what pushes the prices of tickets. The cargo may take two cargo units, because people are moving and carry lot of their things, but that´s up to you if you see it fit.
- Estergebirge recently got an infocard update that shows some resources that could be mined (Uranium from the belt in orbit, Platinum & Copper planetside ).
Possible Imports could include Drill Bits, Mining Machinery, Food Rations, Water, Oxygen and all sorts of basic commodities that a mining colony could require.
Hey, Xoria.
The unforseen but pleasurable side-effect to the Delegate-Refugee route was that a lot of players, after both LPI and RFP implemented laws regarding human transportation in non-liner ships, started using Spa and Cruise IDs and Liners.
Since the Delegate-Refugee route is about to be removed, can it be replaced with an above-average route for these ships in particular? At a level that is around a 5ker's profit, but one that can be naturally controlled by house-laws and police IDs when used by players who do not fly those ships?
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