Discovery Gaming Community
Blackmarket PoB's - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3)
+--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23)
+--- Thread: Blackmarket PoB's (/showthread.php?tid=112169)

Pages: 1 2 3 4 5


Blackmarket PoB's - Croft - 02-19-2014

As well all know, smuggling and cargo piracy aren't exactly the most popular options on the server. Smuggling takes too long for too little reward and is quite possibly the most boring activity on Disco, while cargo piracy loses out to 2milordie macros.
I have a plan to try and reinvigorate these two professions by placing four PoB's at certain locations that intersect the major smuggling routes and are a jump or so away from the chokepoints of the Houses. The exception being the Liberty base which is thre purely for pirated cargo.
My hope is to SRP the bases at core one with a storage hangar, shield module and most importantly have the supply demand disabled. The docking would be open to everyone within reason, lawfuls and factions hostile to smugglers/pirates probably won't get docking rights. However I would like to see corrupt cops/navy officers selling seized property.

Here are the locations and suggest position of the bases:

Red = My suggestion.
Green = Community suggestion.

Hokkaido: G6, B7
[Image: HokkaidoMap.jpg]

Stuttgart: C6
[Image: StuttgartMap.jpg]

Leeds: F6, G7
[Image: LeedsMap.jpg]

Texas: C5
[Image: TexasMap.jpg]


Cargo Piracy Options

Commodities Chart

Suggested Base Names:
Hokkaido - Sunagawa, Fukutoku, Akihabara
Leeds - Wakefield, Knightsbridge
Stuttgart - Leonburg, Bad Hersfeld
Texas - Juarez, Dunbar

Organisation Name:


InRP Operators
This is a bit of forward thinking suggested by Gforce, basically characters that are well known for playing both sides for profit would be the "owners" of a select base. This is purely for advertisement and RP, control would still reside with myself but those characters would be the ingame contacts.

18/03 Edit: Updated first paragraph to better reflect the changes and feedback given over the last month.


RE: An Experiment - chase.way - 02-19-2014

I love the idea, basically big black markets, main gathering points of known smugglers and other unlawfuls.
Good things could come out from something like this, unlawful side would get a piece of cake for cargo piracy, which is more fun and realistic in my opinion.

And would love to see something like this as a smuggler myself, fleets of smuggling ships all around selling their product in known ports.


RE: An Experiment - WesternPeregrine - 02-19-2014

How would it be different from, for example, putting a mid-tier sellpoint of the smuggled commodity on Ainu depot or Darmstadt depot?


RE: An Experiment - Blackstarr - 02-19-2014

(02-19-2014, 02:36 AM)WPeregrine Wrote: How would it be different from, for example, putting a mid-tier sellpoint of the smuggled commodity on Ainu depot or Darmstadt depot?

It would be different because POBs need to be restocked. Meaning there needs to be a chain of delivery compared to a base having an infinite amount of items


RE: An Experiment - Coin - 02-19-2014

(02-19-2014, 02:36 AM)WPeregrine Wrote: How would it be different from, for example, putting a mid-tier sellpoint of the smuggled commodity on Ainu depot or Darmstadt depot?

Player interaction. The smugglers band together, build the bases, role the play and play the role, get the base core upgraded, and actually have fun as a smuggler


RE: An Experiment - Croft - 02-19-2014

(02-19-2014, 02:01 AM)chase.way Wrote: I love the idea, basically big black markets, main gathering points of known smugglers and other unlawfuls.
Good things could come out from something like this, unlawful side would get a piece of cake for cargo piracy, which is more fun and realistic in my opinion.

And would love to see something like this as a smuggler myself, fleets of smuggling ships all around selling their product in known ports.

Exactly, it might even get a few lawful traders visiting. Who could resist high quality products at rock bottom prices? No one will know it's stolen, just paint over the scortch marks and it'll be like new.

(02-19-2014, 02:36 AM)WPeregrine Wrote: How would it be different from, for example, putting a mid-tier sellpoint of the smuggled commodity on Ainu depot or Darmstadt depot?

I did look at using stations in those systems, in fact this idea started out as a suggestion for the phantoms assets but in the end I thought it'd be more fun to actually see product moving through Sirius.

(02-19-2014, 02:52 AM)Blackstarr Wrote:
(02-19-2014, 02:36 AM)WPeregrine Wrote: How would it be different from, for example, putting a mid-tier sellpoint of the smuggled commodity on Ainu depot or Darmstadt depot?

It would be different because POBs need to be restocked. Meaning there needs to be a chain of delivery compared to a base having an infinite amount of items

Right on the money.

(02-19-2014, 02:53 AM)Coin Wrote:
(02-19-2014, 02:36 AM)WPeregrine Wrote: How would it be different from, for example, putting a mid-tier sellpoint of the smuggled commodity on Ainu depot or Darmstadt depot?

Player interaction. The smugglers band together, build the bases, role the play and play the role, get the base core upgraded, and actually have fun as a smuggler

You've got the player interaction right but personally I wouldn't have these bases built and upgraded. There are far too many, for lack of a polite term, "people" out there who will spend their time blowing up bases just to annoy. You certainly could get a group of folks together and build them but I wouldn't trust this community as far as I could throw it, not with something that could actually do good.

When I get a bit of free time again I'll go through the various smuggling routes and put some rough prices up.


RE: An Experiment - Bulldog. - 02-19-2014

Well I don't like this idea its just more PoB's and more lag.Set it up at least so it can be destroyed.This would increase some RP at least and more team work on the smugglers side...


RE: An Experiment - Croft - 02-19-2014

Bulldog, could you explain how being able to blow up these bases is meant to increase RP? These bases don't belong to a faction, they wouldn't be placed in any strategic or irritating locations (near jumpholes or docking points etc) and exist purely for the usage of all, rep and RP withstanding.

How is something that is based purely on RP and hopefully generating activity, meant to be improved by allowing trigger happy people to sit holding right click for hours on end?


RE: An Experiment - Bulldog. - 02-19-2014

If the base meant so much to the smugglers they would join forces to defend the base.Your saying it will increase activity,so then there wont be a problem to defend it...

It wont matter if they don't belong to a faction.inRP some houses might find them to be a thorn etc and would seek to stop its operation.Thus improves RP and gameplay between the players then just simple smuggling.


RE: An Experiment - Pancakes - 02-19-2014

While with the second PoB there is no problem, the first one and the third one are quite problematic.

For starters, the first one is way too close to Samura's mining field. Pirates basing from there would simply make mining in that field without a cover of a battleship impossible.
Also, there's the fact that it's inside a highly patrolled cloud, patrols done by Samura because, well, they mine it.

The third one is problematic because of the location. It sits right on the way to Magellan, a way GRN are aware of. How can it be justified inRP that the GRN couldn't, or wouldn't, destroy it? I mean, if the BAF couldn't hold up Leeds against them, how could a loose smuggler union do it?


Do mind that I fancy the idea, for a matter of fact. I just think it need to be reworked regarding the specifics.