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Some questions before starting a smuggler - Printable Version

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Some questions before starting a smuggler - Kerinja - 12-30-2009

Okay before i get in conflict with server or house rules, i ask my questions here:)

I planned to start a character who sticks to smuggling or maybe even some blockade running.

Intended Equipment:
Ship:
X-Shuttle - X11 Deep Space/Atmospheric Civilian Freighter

ID:
Smuggler ID

Weponry:
5x CG-15c "Wildfire" Civilian Particle Chain Gun
1x N-EMP-01 "Neutralizer" EMP Missile Launcher
3x ZT43t-2 "Fury 2" Zoner Photon Turret
1x "Mini Razor" Tachyon-Antimatter Cannon
1x M485 "Screamer" or HM-i "Ripper" mine dropper (have still to try out which works best for me)

Cargo considered as Equipment for RP-purposes
4x Spaceship Crew (pilot, rear gunner, engineer, medic)
4x Food, Water, Oxygen, Consumer Goods, Pharmaceuticals (all the crew needs)
2x Tobacco, Wine (for celebrating good business)
1x Diamonds (my lucky gem)
<strike>4x Light Arms (personal weapons)</strike>
5x Ship Hull Panels, Engine Components, Nano Capacitors, Optronics, Oil (spare parts and lubricant)
20x H-Fuel (fuel)

Planned bevahiour:
My basic idea was to transport different kinds of goods from people who sell them to people who need them - both contraband and legal stuff. This is to include some blockade running (e.g. bringing Light Arms from Liberty to Rheinland).
When carrying contraband i planned to avoid official trade routes. With legal cargo i planned to use official routes as long as there is no licensing or taxing problem and i'm far away from the border.
e.g. use tradelane after arriving at the southern end of Hamburg with my Libertonian Arms since trading arms is legal within Rheinland
Those semi-lawful trade runs will also include lying to patrols about my destination.

Questions:
ID:
Am i displayed as Smuggler or as Trader without scanning my Equipment?
Will House Military/Police Player-Factions treat me as trader when i only have legal cargo on board and am not about to cross the border? (of course i do not expect that when this faction caught me smuggling before)
Or will they stop me just because i have a smuggler ID?

Law:
Correct me if i'm wrong but in Liberty or Rheinland i shouldn't have much trouble with the supplies mentioned above ("Cargo considered as Equipment for RP-purposes") in my hold.

On the other hand in Bretonia and Kusari it might be not that easy:
What about the 4 Light Arms while travelling through Bretonia? Do i need a license? Their post in the laws thread says that smugglers do not get a license, but how do they know that i am a smuggler, if they never caught me smuggling?
Am i considered a trader and get a licence that is revoked when they catch me smuggling?

Now to Kusari:
What happens if they see me travelling within Kusari space and find Light Arms, Ship Hull panels and Engine Components in my hold? (given i am not in a border system and about to leave Kusari space)

Equipment:
Is the above ship/weapon/id combination allowed since there is no entry for Smuggler ID in the equipment spreadsheet?
I see the Mini Razor as a commonly available weapon since the wiki lists 97 bases that sell it. Or do military/police factions think that this is illegal for a "trader"?


Looking forward to your replies and hope you can help me with my questions:)


Some questions before starting a smuggler - Exsiled_one - 12-30-2009

Hey man. Well for start, I'll tell you this. For rp, that ship is awesome. But don't look forward to making any significant cash with such small cargo hold without alot of time being spent on it.

Your weaponry looks fine if that thing has enough power to fire a mini razor. If it indeed does, I suggest getting a better ship, perhaps a CSF from junkers. Try the nuclear mine as well. Gotta love something like that.

About your commodities. I wouldn't carry light arms. Not in cargo stock. You can roleplay having arms in ship, but actual light arm unit is a box of weapons. So 4 boxes of weapons can arm about 50 people I bet.
You could avoid things like that.

About your routes. With such small ship, you can smuggle in open sight, just stay out of scanner range.
You'll evade pretty much everything, you can even destroy your pursuers.
When you carry legal cargo noone can bother you from law, unless your name is already wanted or you have a bounty on your head.

In cases like this ship, feel free to rename him every week or when the limit allows you to, I bet that changing some identification panel to avoid some heat is perfectly within rp.


Some questions before starting a smuggler - Kerinja - 12-30-2009

Thx for your comment. good point with those light arms. guess i'll remove them from my list

actually i do not expect to make lots of profit with this ship, but to me it seems fitting perfectly for that job. and having fun role playing and playing cat and mouse with the authorities is more important to me than profit;)

if i read the information in the wiki right, the ship should have enough power for the Mini Razor
Ship:
Power output: 36,000 u
Power recharge: 1,200 u/s
Weapon:
Energy Usage: 6,400

Will think about that name change. sounds like a nice idea to me


Some questions before starting a smuggler - Exsiled_one - 12-30-2009

Keep the names within rp, and remember. With losing the name, you lose the fame you gained with the name.
So it's not really a win-win situation.

I'm glad people are going to freighters.