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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Enhancement for Smugglers

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Enhancement for Smugglers
Offline Dr.Centura
01-26-2012, 03:44 PM,
#1
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Posts: 143
Threads: 21
Joined: Jan 2012

Hi everyone,
today I was thinking about something to make discovery cooler and this is what I came up with:
a scan scrambler!
It can be used by Smugglers and Smugglers only to hide their cargo or at least some of it from police authorities. For example:
You have a ship that holds 3500 cargo units and you want to smuggle cardamine to liberty,
you buy 2500 cardamine and 1000 consumer goods or whatever so it looks like you're only transporting the consumer goods.
Of course it has also come to my attention that police wouldn't be able to do their job anymore but I have also thought of something for them:
A counter-scrambler that only police and maybe navy can use to reverse the effect of the scrambler and show all the cargo.
tell me what you think.
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Offline Anonymous User
01-26-2012, 03:53 PM,
#2
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Posts: 2,052
Threads: 132
Joined: Nov 2009

good idea - but the scrambler and the antiscramblerscanner shouldt be 100% effective

maybe someting like:

smuggler with scrambler - scanning ship without anti - 100% save

smuggler with scrambler - scanning ship with antiscramblerscanner - 90% chance or something like that

why 90%? - the police officer could scan a few times to be more sure.

both - the scrambler and the antiscramblerscanner should take cargospace - so you can decide: saver but less cargo - or more cargo -> more profit but more risk

]
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Offline kikatsu
01-26-2012, 03:56 PM,
#3
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Posts: 2,199
Threads: 253
Joined: Jul 2008

I do not think it is possible to code something that could "fib" to another player's scanners.

But if you want to annoy the law more as a smuggler, buy 10-20 different commodities and then get your smuggled goods. The cops will have to scroll through a massive list and might miss the contraband by the time you get out of range.
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Offline Dr.Centura
01-26-2012, 03:57 PM,
#4
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Posts: 143
Threads: 21
Joined: Jan 2012

Good idea! Thanks for your input!:)
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Offline Tibbles
01-26-2012, 04:46 PM,
#5
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Posts: 342
Threads: 34
Joined: Nov 2011

Another idea about smuggling, not need to change anything of game parameters but need RP:

If you trade with 100% of your cargo with contraband is normal that they catch you if they scann you, right? So...
What about hidden the contraband in RP and using the comand /dice....

/dice [total number of goods in the ship]:
if result = units contraband or less they "They catch you"
If result = more than ilegal cargo you're carryng, you're a "lawful trader" at least for "this time"


For example, a ship with 3000 cargo units of capacity full of 2000 "lawful" goods and hidden 1000 contraband
/dice 3000 = 876 --> They cacth you!!! Run! fight! Try to bribe them! or pay a fine! But do something before they choose for you! ;-)
/dice 3000 = 2024 --> the police wasn' uneable to scan you so you're a "lawful" trader for them "this time"


Also it can be balanced, if players feel is to easy/hard smuggle like this the comand can be done two
consecutive times, or aplying a modificator, etc...
What do you think?

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Offline escopton
01-26-2012, 04:51 PM, (This post was last modified: 01-26-2012, 07:05 PM by escopton.)
#6
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Posts: 749
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Joined: Aug 2011

This is the best smuggling thread I have ever seen. All these ideas are incredible. There has always been a legal void regarding smuggling in Disco.

Edit: Been giving it a thought, and little roger's idea here is very good. The only problem is that (at least in the beggining) this mechanich will have to be explained and proposed to the surveyor oponent and he may not agree with using it. Like LPI-Chief.Gorgory: //nah lets just say I look really well and mmm... you were caught lad.
It is good to boost rp but then you are bound to what others want. Again, RPers would be in need of new game mechanics modded in so they dont suffer that much from the Lawl's Sirius take over.

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Offline Dr.Centura
01-26-2012, 09:47 PM,
#7
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Posts: 143
Threads: 21
Joined: Jan 2012

' Wrote:This is the best smuggling thread I have ever seen. All these ideas are incredible. There has always been a legal void regarding smuggling in Disco.

Edit: Been giving it a thought, and little roger's idea here is very good. The only problem is that (at least in the beggining) this mechanich will have to be explained and proposed to the surveyor oponent and he may not agree with using it. Like LPI-Chief.Gorgory: //nah lets just say I look really well and mmm... you were caught lad.
It is good to boost rp but then you are bound to what others want. Again, RPers would be in need of new game mechanics modded in so they dont suffer that much from the Lawl's Sirius take over.
Wow. Never thought anybody would say that about a topic that I posted.
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Offline 11of10
01-26-2012, 09:52 PM,
#8
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Posts: 675
Threads: 21
Joined: Feb 2009

One detail... the scrambler itself should be scrambled from scans, or the officers might just detain the suspect ship;)

Quote:Be excelent to each other!
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Offline Dr.Centura
01-26-2012, 10:07 PM,
#9
Member
Posts: 143
Threads: 21
Joined: Jan 2012

Good point I knew that was going to be a problem but I didn't know how to solve it... lol
But what do the adminz say about this?
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Offline Dr.Centura
01-26-2012, 11:57 PM,
#10
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Posts: 143
Threads: 21
Joined: Jan 2012

Admins???? Hello????
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