' Wrote:I agree, its a great idea, BUT, there might be potential for abuse here.
You might be able to buy passengers, VIPs etc. cheaply very close to a slave selling location. This then unbalances the trade system making the slaver ID ultra profitable.
Sadly what I was thinking although the idea sounds great.
Hakatoa Yamota, Fuku-Honbucho in the Black Dragon Society
Well, slaver ID is already restricted from landing on lawful bases, is it not? It should be slightly easier to balance if the good VIP/Passenger salepoints are kept to bases where slaver IDs may not land, possibly.
' Wrote:Well, slaver ID is already restricted from landing on lawful bases, is it not? It should be slightly easier to balance if the good VIP/Passenger salepoints are kept to bases where slaver IDs may not land, possibly.
That seems like it'd work. Alternately, could the newly enslaved slaves be a separate commodity? Not everyone (such as the more legal groups) may want to have guy-in-a-suit as a slave.
I agree with you, that this is a very good idea and it would improve the game experience significantly.
But when I thought twice about this topic, the same abuse nightmares came to my mind. Buying some human commodity near a profitable slave-buying station and convert the passengers...
Hmm three things speak against this nightmare:
Passengers/VIP/scientists etc. are normally sold 2000 credits and above. Selling slaves will bring you 2400 or so on Malta... so the profit wouldn't be that high
Human commodities are sold far away from the two or three profitable stations buying slaves. Namely New London, Cortez, Munich, New Berlin. The profit/time ratio is low
The ID conflict. Slavers aren't allowed to dock on lawful bases.
Person A, slaver, floats above planet.
Person B, in train, undocks with hold full of people
Person A turns them into slaves
Person B then docks with good with 2x what he paid for it.
' Wrote:Person A, slaver, floats above planet.
Person B, in train, undocks with hold full of people
Person A turns them into slaves
Person B then docks with good with 2x what he paid for it.
Profit.
time to make slaver. wait. i dont even need to be a slaver.....
again: ABUSE!
' Wrote:<span style="font-family:Century Gothic">Violence is Golden</span>
' Wrote:Person B then docks with good with 2x what he paid for it.
Profit.
It would be cool, to affect the players rep status, when he docks with slaves on lawful bases. This would limit such actions to 2-3 times, if we would ignore the chance to bribe.
Interesting concept, but trade balancing and the fact that various human cargo takes up different amounts of space could complicate things.
I would like to interject, however, that slavers can currently do so more than simply pirate other ships for human cargo. While human cargo is their forte, they can smuggle any other illegal good as well, and with larger ships than an independent smuggler or a non-guard id'd pirate. The tradeoff is severely restricted docking rights and the inability to pirate for non-human cargo.
I do like this idea. I played a slaver for a while but from an RP point of view i just didnt feel very slaverish. i even went to the lenghts of handcuffing my Mrs to the radiator while playing just to add that little bit of ambience from her screams, but to no avail.
Currently, playing a slaver is pretty much like benjamin said, its like the easyjet budget airline for tourists. I found RP could only take it so far and I thought the depth and functionality it required to make it interesting was missing.
Now, where's the keys to them cuffs..........?
' Wrote:This really isn't something that needs to be taken super seriously because it's a game and most of us are just here to have fun. You should try smiling, you'll feel better about things (honest).