' Wrote:{snip}... At the moment if you smuggle and want to make any money you take your contraband to Liberty..would be nice if you could smuggle things, and make a profit, to other places.
I do agree that would be nice. I think it would be fun to take my contraband elsewhere.
' Wrote:It would be fun to smuggle somewhere else, but where? Can you think of a buying location and destination?
One that exists at the moment? There aren't any really.
But making one up off the top of my head.....
Have those hippy Gaians grow some real nice drugs in Bretonia. And have em sell them to those dam Germans in Rheinland. Could make it some herbal psychodelic or something like ayawasca.
Everyone loves guns. Let's make some unlicenced untraceable guns. *chuckles* base it on one of the omega junker bases or something. Most profitable route is somewhere in Kusari.
' Wrote:Another BIG issue I have with smuggling is that Liberty is almost the sole consumer. That has got to SUCK at times for the Lawfuls there. It also sucks for anyone who wants to play a smuggler some where else. It would be really nice if we had a few more contraband type cargo items. Each house or major criminal element should have something really juicy that's illegal everywere else. Bretonia space would have something Rheinland wants but has outlawed, and vice versa. Maybe give the Zoner bases in the Omega's something the Kusari people cant live without..but has been banned from Kusari space by the Goverment.
Mmm... that would be nice. Level the playing field a bit. That'll help give my smuggler some variety. Makes things interesting for other house authorities, too.
' Wrote:So I've noticed of late a massive amount of Lawful's in cruiser and up ships scanning smugglers and demanding "Fines".
As most know smuggling is not the most profitable trade route. It is done by people to RP and have fun.
So while the tradewhore's have rules to protect them, the RPing smugglers do not.
Does anyone think that should change?
Shouldn't lawful's who fine or demand contraband cargo be restricted to doing it in GB's or below?
No, it shouldn't change. Difference there is that traders are the attacked while smugglers are the offenders.
1. "Lawfuls" won't do a thing to you if you don't cross the line while pirates will go after traders regardless.
2. "Lawfuls" don't go out of their way to hunt and prey on smugglers wherever. Pirates may go very well far from home to camp a busy trade route.
3. "Lawfuls" are defending their territory from forbidden substance/material. Pirates are interested in the substance/material/money.
4. "Lawfuls" aren't interested in "sharing" your profits with you, they are interested that you don't bring those things into their territory. If you successfully smuggle something to their homeworlds/systems, they lose. If you evade a pirate, too bad, though luck.
Given these differences, saying "lawfuls" should be treated the same as pirates regarding ship usage for two very different activities makes no sense whatsoever.
' Wrote:No, it shouldn't change. Difference there is that traders are the attacked while smugglers are the offenders.
1. "Lawfuls" won't do a thing to you if you don't cross the line while pirates will go after traders regardless.
2. "Lawfuls" don't go out of their way to hunt and prey on smugglers wherever. Pirates may go very well far from home to camp a busy trade route.
3. "Lawfuls" are defending their territory from forbidden substance/material. Pirates are interested in the substance/material/money.
4. "Lawfuls" aren't interested in "sharing" your profits with you, they are interested that you don't bring those things into their territory. If you successfully smuggle something to their homeworlds/systems, they lose. If you evade a pirate, too bad, though luck.
Given these differences, saying "lawfuls" should be treated the same as pirates regarding ship usage for two very different activities makes no sense whatsoever.
All those points work in favor of opposing factions using cap ships to kill traders from opposing sides as well, even when they are pirates, but the rules don't allow that.
fair is fair, either transports don't get attacked by cruisers and higher, or they do, across the board as long as rp allows it.
OK where to start.
1/ smuggling is anything not allowed by a certain faction's law's. So plutonium to Bret space is smuggling.
Diamond's from rheinland to liberty is smuggling.nomad's,organism's to anywhere is smuggling(some lawful's hand out permit's).plus the cardi/atifact's/synth/slaves. So u can smuggle anywhere.
2/I have a Navy cruiser, and scan the odd trader when no pirate's are around.I demand cargo dropped if ilegal, but i do not fine them, as i think the loss of the cargo is enough.So a fine is a little over board to me.
3/Do not smuggle in a train. Use a pirate train/transport,or even a freighter. It make's for better RP.
4/I make alot more, in alot less time when i smuggle.You just need to know the route's,and where the copper's hide in wait.
5/A cruiser is a bit much,but ok. A B cruiser/BS to stop smuggler's? well i would call that a waste of resources/not very sporting,or fun,and might i say ooRP.IE in today's navy/coast guard(atleast in Canada) cutter's are the biggest ship that goes after a smuggler.Never a desi or bigger.
New rule's made? Nah..... Better RP?.... OH hell yes!
' Wrote:All those points work in favor of opposing factions using cap ships to kill traders from opposing sides as well, even when they are pirates, but the rules don't allow that.
fair is fair, either transports don't get attacked by cruisers and higher, or they do, across the board as long as rp allows it.
This has been discussed before and I've expressed my support to unlawful nations such as the Corsairs and Outcasts, who are houses in themselves, to be able to work as military inside their territory. Meaning they should have every right to work as lawful governments inside their ZoI.