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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Smugglin'

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Smugglin'
Offline Leo
07-31-2013, 12:23 PM, (This post was last modified: 07-31-2013, 12:24 PM by Leo.)
#1
Pathfinder
Posts: 2,855
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A year ago or so I posted this in the hopes that smuggling would become more profitable than regular power trading.

Does anyone know if any of these suggestions have been considered and/or implemented? Have smugglers been given more of an edge than their power trading counterparts? Any information would be appreciated!

Discussion is also encouraged on the subject. I would like to see what people think of the ideas.

~Leo

You fear oblivion. Yet you forget. The universe remembers every atom of your being. Even dust hums your name in the dark.

Starlight Research Consortium | The Banished Legion | Astral
[OOC]Junker Gameplay Loop Suggestion | [OOC]Boneyard Mining Suggestion
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Offline sindroms
07-31-2013, 12:25 PM, (This post was last modified: 07-31-2013, 12:30 PM by sindroms.)
#2
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Xoria's current economy plan states, that pirates should have less than average income when it comes to routes, because of the fact that most players, given the chance, would RP a character which is different from their everyday life. In other words, most players would chose an unlawful character. Giving them equal or better trading rights would remove one of the advantages of lawful factions.

Do not quote me on it, but it was pretty much said that Xoria does not believe pirates should have any sort of trading in the first place.


EDIT: Come to think of it, this could also be the reason why they are adding buffer systems between Outcasts and the Corsairs when it comes to smuggling. The Artifact route has been nerfed via adding extra systems and so is the cardi trade one. I suppose it is a good example, where the opinions of one person are right, because they are in control. Just like the Bass Hunters say which base dies and which lives, if anyone needed an example of where else Disco works on the same principle.

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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Offline dirmaster0
07-31-2013, 01:22 PM,
#3
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Posts: 506
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Joined: Feb 2010

Use a Junker ID, fly a P-Train or Salvager. Works great, and as a Junker you can play the neutrality between the OC and 'Sairs to your advantage hauling Artifacts & what not. Don't forget Gallia either, plenty of things to bring from there!
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Offline kikatsu
07-31-2013, 03:49 PM,
#4
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Freighters are being given more of a practical trading application in the next mod version. There will be freighter only smuggling ports added to pretty much every planet which will buy contraband for much higher prices than locations where transports can dock. Additionally it seems that a couple jump holes are losing their moor points, meaning that only fighters and freighters can cross them.
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Offline Druen78
07-31-2013, 04:32 PM,
#5
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Posts: 330
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Joined: Sep 2010

(07-31-2013, 03:49 PM)kikatsu Wrote: Freighters are being given more of a practical trading application in the next mod version. There will be freighter only smuggling ports added to pretty much every planet which will buy contraband for much higher prices than locations where transports can dock. Additionally it seems that a couple jump holes are losing their moor points, meaning that only fighters and freighters can cross them.

That would be the most awesome evolution of Disco so far ^^
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Offline Tyler
07-31-2013, 04:39 PM,
#6
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It might actually be a reason for me to recreate my old smuggling freighter.... Or start playing once more...

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Offline Karst
07-31-2013, 04:54 PM,
#7
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Posts: 3,023
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Joined: Sep 2009

I've spoken out on behalf of smugglers whenever this subject comes up, which it regularly does.

Smugglers run a much greater risk than regular traders, yet make lower profits - especially since the best routes can't be done in a 5k.

But there seems to be a powerful group of people with the attitude "lol smuggling shouldn't be profitable go trade in your corporate ship"

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Offline belarusich
07-31-2013, 05:03 PM,
#8
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Can breaching of different blockades be called "smuggling"?

http://i.imgur.com/kUwDiuk.jpg
more than 1 kill per minute in shooter is cheating now :\
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Offline Pavel
07-31-2013, 05:11 PM,
#9
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Ah yes, Leeds' smuggler satellite, dockable only by snubs and freighters, with prices adjusted to be efficient at the level of lawful trading in a 5ker*. A noble idea of the devs to restore smuggling. However, I fear reality won't be as pink as we want to see it...


If people in the devteam programmed jumping for capitals for "surgical strikes" while one can get his ship, including bs, in 15-20 minutes to the other side of the Colonies by gates and lanes, and no one there thought it may be used for powertrading, totally breaking economy balance, I'll play prophet now and foresee the future:

Someone uses POB in Leeds or in one of neighboring systems (New London's orbit or King's Cross are excellent places), to store that buffed contraband commodity delivered by 5kers, while freighters deliver it from the said POB to that smuggler satellite, flying only small distance of one jump. That, of course, effectively breaks economy balance, and, we have situation similar to ore jumptrading barges.

That naturally will be followed by (late) nerf of that smuggling satellite route, with community finding itself at the starting point after few months (years?) of enjoying second Harris.



Just saying.





_____________________________
* Standard non-ore commodity lawful trade route is efficient at ~10k credits earned per second in 5ker, what brings profit of 36 M per hour. Pavel Powertrading Industries Inc. 2013, all rights reserved.
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Offline belarusich
07-31-2013, 05:32 PM,
#10
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Posts: 955
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Or may be do like this:

Planet Malta sells cardamine 50 per unit

Planet Manhattan buys 7k or so per unit.

Long and dangerous route, high profit

Cheaper than ore, longer route

http://i.imgur.com/kUwDiuk.jpg
more than 1 kill per minute in shooter is cheating now :\
Signature must not be larger than 700x250 pixels
Codes from your picture have been removed.
~ Dim
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