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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Smuggling Vs Legal trading

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Poll: I believe...
You do not have permission to vote in this poll.
That smuggling should be more profitable than trading.
71.60%
58 71.60%
That things are fine the way they are.
14.81%
12 14.81%
That smuggling IS more profitable, and the maker of this poll should GTFO.
8.64%
7 8.64%
None of the above
4.94%
4 4.94%
Total 81 vote(s) 100%
* You voted for this item. [Show Results]

Pages (6): « Previous 1 2 3 4 5 6
Smuggling Vs Legal trading
Offline Rogue63
03-15-2008, 09:07 AM,
#51
Member
Posts: 93
Threads: 3
Joined: Feb 2007

I think some people maybe missing the point of smuggling. Smuggling is not all about generating cash, it is about fun and interaction. If all you are worried about is generatng credits by all means be a legal trader and forget smuggling. Smuggling to me is a thrill and another aspect of the mod I enjoy. If I get caught in the act and lose my cargo oh well. You should be a smuggler, because you want to, not because you can get loads of credits faster than legal trading. If commodity prices of contraband items get increased substantially, everybody will be a smuggler. Personally I think this would be a bad move for the server, and totally unbalance the trade setup. As it is now there is already a premium on contraband items if you know where to take them.
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Offline Robert.Fitzgerald
03-15-2008, 11:14 AM,
#52
Member
Posts: 1,727
Threads: 32
Joined: Feb 2008

You should earn more money smuggling compared to trading, only a little bit though. Maybe... 5% more per run? Maybe even less. Just so it is technically better, but the hardships would make it fun/dangerous.


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Offline Kuraine
03-16-2008, 05:56 AM,
#53
Member
Posts: 994
Threads: 99
Joined: Dec 2007

I think smuggling should DEFINITELY be more expensive, but also that more illegal goods should be added into discovery, with some other house specific stuff that isn't bloody going to Liberty. How about biological/chemical weapons? Nerve gas? Combat robots? New drugs? antimatter/fusion/nuclear weaponry or the parts for it? Genetically engineered humans (different to slaves, who are captured people from ships/raids etc)? "generic" recreational narcotics?

Also, maybe make some goods that are legal in one or two houses and illegal in the other houses? And making sure the NPCs are programmed respectively to search/not search for them. It would also be nice to have more legal commodities like robots, live animals, liquor, synthetic alcohol (sold in liberty/on synth food bases maybe) etc.

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Offline chopper
03-16-2008, 12:57 PM, (This post was last modified: 03-16-2008, 12:58 PM by chopper.)
#54
Member
Posts: 2,476
Threads: 31
Joined: Oct 2007

And smugglers need to be more careful.
Going from Beaumont to California and then Cortez isn't that easy.
It takes a lot of traveling trough open space, and takes much longer then trader routes.
+ I have less cargo.
I can't use the trade lanes in New York of course, because it's full of lawfuls at all times.
It takes much more time if you are being cautious, and that's what a good smuggler must be.
I'm trying not to get caught, and for now I'm successful.
That's what makes it more fun then trading. Picking alternate routes to try and avoid lawfuls.

Traders can do this for pirates too, but it seems most pirates are in Sigma-13..

Also, too many smuggling routes go from Liberty and to Liberty. That needs to be fixed.
I'd rather have 0 smuggling routes in Liberty. It's too crowded as it is, and we want to give other lawfuls a chance.

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Offline ParanoidAndroid
03-16-2008, 02:47 PM, (This post was last modified: 03-16-2008, 04:22 PM by ParanoidAndroid.)
#55
Member
Posts: 365
Threads: 5
Joined: Jan 2008

' Wrote:Also, too many smuggling routes go from Liberty and to Liberty. That needs to be fixed.
I'd rather have 0 smuggling routes in Liberty. It's too crowded as it is, and we want to give other lawfuls a chance.

Hmm maybe it could tear away that concentration of players in NY/Liberty, I say maybe just a little.

I agree it should be changed couse almost all smuggling runs starts/ends in Liberty.

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Offline El Nino
03-17-2008, 10:02 AM,
#56
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

I voted YES! I fly a smuggler, and what do i fly it on... Trade routes!!! take a look at smuggling in the real world, if you smuggle 1kg of cocaine you make about 20.000? i don't think you make that for just trading "lawful" items, yet somehow ingame, it works out that there are routes for traders, that are more profitable than smuggling....

The traditional smuggling routes should be upgraded for about 30%, and new ones created. When was the last time you took artifacts to Hogosha? Why not? The mod should pay you well when you are within RP... (Hogosha is just an example)

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Offline Robert.Fitzgerald
03-17-2008, 10:16 AM,
#57
Member
Posts: 1,727
Threads: 32
Joined: Feb 2008

If it becomes too profitable, we'd have no traders. All those capital ship funders will be smugglers instead. Pirates couldn't waste them all. Houses wouldn't have much activity as all the smugglers would go to Liberty.


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Offline Doom
03-17-2008, 12:18 PM, (This post was last modified: 03-17-2008, 12:18 PM by Doom.)
#58
Member
Posts: 1,694
Threads: 29
Joined: Apr 2006

' Wrote:If it becomes too profitable, we'd have no traders. All those capital ship funders will be smugglers instead. Pirates couldn't waste them all. Houses wouldn't have much activity as all the smugglers would go to Liberty.
agreed...

trading and smuggling should be balanced...one one hand u have smugglers so have to worrie about some pirates, terrorists and especially local police.

on other hand you have traders who will have to worrie about ALL pirates and terrorists.

Both have powerful enemies...so both should bring same profit...
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Offline pipsqueak
03-19-2008, 10:25 AM,
#59
Member
Posts: 970
Threads: 37
Joined: Apr 2007

' Wrote:I think some people maybe missing the point of smuggling. Smuggling is not all about generating cash, it is about fun and interaction. If all you are worried about is generatng credits by all means be a legal trader and forget smuggling. Smuggling to me is a thrill and another aspect of the mod I enjoy. If I get caught in the act and lose my cargo oh well. You should be a smuggler, because you want to, not because you can get loads of credits faster than legal trading. If commodity prices of contraband items get increased substantially, everybody will be a smuggler. Personally I think this would be a bad move for the server, and totally unbalance the trade setup. As it is now there is already a premium on contraband items if you know where to take them.

I dont think having a trader ID makes it less exciting in any manner.
If lawful catch youm there is no concession for having a trader id.

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