I thought the Trader ID stated that you may not do anything unlawful, i.e carry contraband.
Only the smuggler ID allows that (of the generic trader ID's available).
' Wrote:Any ship can use the smuggler ID, but it is not in good RP to have a police/military tag.
Actually it's against the rules - ID and tag must match each other in category. If pirate ID and police tag (the example the rules mention specifically) is not allowed then I don't see why other types of unlawful (i.e. smuggler ID and police tag) would be allowed.
No longer active online due to a dwindling amount of non-PvP (trading, pirating, mining, etc.) fun in the new version.
I despise smugglers who use advanced trains or whales.
Smugglers are supposed to stay off the radar, keep their heads low, look inconspicuous... and here you are flying something as large as a friggen capship! Not stealthy at all.
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Mephistoles
Quote:I despise smugglers who use advanced trains or whales.
Not all smugglers act as you may think. Some regularly come through various checks in broad daylight under the very noses of the law enforcement agencies. Anything from your family car to 48' trucks, dingys to container ships. Light aircraft to transport planes. Body belts to suitcases.
Just because you may not agree with his methods, doesn't mean he doesn't have a role to play.
If you are hauling contraband in anything, your a smuggler.
' Wrote:Not all smugglers act as you may think. Some regularly come through various checks in broad daylight under the very noses of the law enforcement agencies. Anything from your family car to 48' trucks, dingys to container ships. Light aircraft to transport planes. Body belts to suitcases.
Just because you may not agree with his methods, doesn't mean he doesn't have a role to play.
If you are hauling contraband in anything, your a smuggler.
doesnt exactly work that way here, when carrying 1 unit of cardamine gets you stomped on by a fleet of liberty cruisers.
Then it doesn't matter if it's 1 unit, or 5000. Under their noses or 'round the back'.
You lose your cargo AND get fined. Hell, they're worse than pirates!
Traders are legal, and try to stay legal at all times. By having the Trader ID, you're essentially pledging not to haul contraband at all. Thus, you have no interactions with unlawfuls unless they shoot at you and you shoot back, or when they demand cargo/credits from you.
With the Smuggler ID, you are essentially an unlawful person who can trade with lawful bases.
This is the definition of smuggle by Merriam-Webster: Smuggle - to import or export secretly contrary to the law and especially without paying duties imposed by law
If a smuggler was simply a trader between unlawful bases, this isn't smuggling. That is trading. A smuggler takes goods from unlawful bases to lawful bases(e.g., Cardamine from Malta to Planet Manhattan). This, however, does not mean that the smuggler cannot bring goods from one unlawful base to another and lose his sense of "smuggling."
Let's take this example. A smuggler can bring Synth MJ from Arranmore to Yaren. Arranmore is a Molly base. Yaren is Corsair. But to a smuggler, those factions disappear when this:, "$$$," appears.
Quote:[7:42:05 PM][6:51:36 PM] Igor (Smokey): btw terry
[6:51:48 PM] Terrance Cooper: Ye?
[6:52:00 PM] Igor (Smokey): nothin
[6:52:03 PM] Igor (Smokey): just sayin btw
[6:52:05 PM] Terrance Cooper: <_<
Quote:Johnny_Haas: you shot anti criuse speed rockets!!!
Johnny_Haas: but why????
Johnny_Haas: ??
Johnny_Haas: why you shoot criuse speed rockets?
Yes, but once again - the whole point of smuggling is to get your cargo to it's destination without being stopped, caught, or destroyed. Trying to do so in a very large, very obvious ship - or a ship with little to no defenses (like the whale) - directly conflicts with the way smugglers tend to do things.
Semi-large ships (like the borderworlds transport, firefly, pirate transport, etc.) are used to bring cardamine from the borderworlds into liberty space - generally to buffalo base. From there, Rogues make a run across the system to get the cardamine to Rochester, and from Rochester the Junkers use CSV's and civilian ships to move small amounts of cardamine to manhattan and the orbiting stations where the populace buys it illegally.
People trying to run an advanced train that has little to no armor or shielding, carrying 5000 units of cardamine, directly to manhattan's mooring fixture are incredibly OORP for smugglers. Not only is their ship, in-RP, not in any way suited for the job of smuggling through dangerous areas (smugglers have to deal with lawfuls, pirates, and environmental hazards - all of which where a small, manuverable ship that can escape more easily is preferred), they're also taking their cargo to a place they shouldnt be.
I fly a firefly, it's a perfect ship for smuggling - fairly agile, can get through debris and asteroid fields easily, has the armor to withstand radiation areas, has enough firepower to defend itself against the odd patrol or pirate, and has moderate cargo space - and I still never try to take cardamine or artifacts or any other contraband directly to a lawful base if any lawfuls are around. Cardamine and artifacts should always be going to rochester or beaumont, not to manhattan.
Hell I havent even been in liberty lately with all the crap going on there, I've found a couple extremely profitable smuggling routes in the borderworlds that are much safer than trying to take anything into liberty.