Forums » Suggestions
Make Synthetic Tequila a Contraband item
If you fly too close to a nation guard or turret with it (UIT, Serco, Itani), they go aggro and you get a TKOS.
And you lose faction standing with the nation relative to the amount you're carrying.
However, if you can get it to a fogged station in Deneb or Dau, you can make a sick amount of credits. More for Deneb than Dau K10 since you have to pass so many turrets and nation voys.
I recommend like 30,000 credits per cu in Deneb. 15,000 credits per cu in Dau.
If you try to dock at any other station, it triggers a TKOS.
If you pick up 1 or more cu of Synth Tequila, you get a warning similar to the one that you got back when CTC ran.
Faction loss should be scaled to the amount being transported, but the TKOS is 24h.
Caught with:
3 cu or less is considered personal use and just gets you the TKOS but no faction loss.
3 - 18 cu = Intent to Distribute and gets 24h TKOS + 50 pts faction loss
19 - 48 cu = Intent to Distribute; 24h TKOS + 100 pts faction loss
48 - 120 cu = Intent to Distribute; 24h TKOS + 150 pts faction loss
120+ = Oh-Think-You're-A-Crime-Boss; 48h TKOS and 200 pts faction loss
But, delivered to Dau K10, 120 cu would pay 1, 800, 000 credits.
How close to turrets/nationspace guards? Scanning range is 1,000 m so I'd say stick with that.
Maybe include Verasi i-5's fogged station as a safe place to sell, but at a much lower amount. Perhaps only 7,000 credits per cu since there's less risk.
Why Synth Tequila?
It's only available from the unrats as a drop or from players who've picked it up after they unrats were boomed, so it isn't a large-quantity item you can just buy and make some instant credits.
I think synth tequila would be a good way to introduce the notion of contraband in a limited way in order to develop some smuggling into the game as a roleplay and as new content.
if it goes well, perhaps the same methods could be applied to Spice from Bethashee (sells for high amount in one or two Itani stations. Divinia Spice could be the same for Serco. Pelatus spice for UIT.
Then maybe certain types of weapons.
And you lose faction standing with the nation relative to the amount you're carrying.
However, if you can get it to a fogged station in Deneb or Dau, you can make a sick amount of credits. More for Deneb than Dau K10 since you have to pass so many turrets and nation voys.
I recommend like 30,000 credits per cu in Deneb. 15,000 credits per cu in Dau.
If you try to dock at any other station, it triggers a TKOS.
If you pick up 1 or more cu of Synth Tequila, you get a warning similar to the one that you got back when CTC ran.
Faction loss should be scaled to the amount being transported, but the TKOS is 24h.
Caught with:
3 cu or less is considered personal use and just gets you the TKOS but no faction loss.
3 - 18 cu = Intent to Distribute and gets 24h TKOS + 50 pts faction loss
19 - 48 cu = Intent to Distribute; 24h TKOS + 100 pts faction loss
48 - 120 cu = Intent to Distribute; 24h TKOS + 150 pts faction loss
120+ = Oh-Think-You're-A-Crime-Boss; 48h TKOS and 200 pts faction loss
But, delivered to Dau K10, 120 cu would pay 1, 800, 000 credits.
How close to turrets/nationspace guards? Scanning range is 1,000 m so I'd say stick with that.
Maybe include Verasi i-5's fogged station as a safe place to sell, but at a much lower amount. Perhaps only 7,000 credits per cu since there's less risk.
Why Synth Tequila?
It's only available from the unrats as a drop or from players who've picked it up after they unrats were boomed, so it isn't a large-quantity item you can just buy and make some instant credits.
I think synth tequila would be a good way to introduce the notion of contraband in a limited way in order to develop some smuggling into the game as a roleplay and as new content.
if it goes well, perhaps the same methods could be applied to Spice from Bethashee (sells for high amount in one or two Itani stations. Divinia Spice could be the same for Serco. Pelatus spice for UIT.
Then maybe certain types of weapons.
+1000
We've been throwing around the idea of contraband for a number of years now... seems like this is an easy way to start the idea and get people used to it.. I recommend being gentle on the the faction standing loss outside of tkos at first until people get used to paying attention to this.
We've been throwing around the idea of contraband for a number of years now... seems like this is an easy way to start the idea and get people used to it.. I recommend being gentle on the the faction standing loss outside of tkos at first until people get used to paying attention to this.
Why would anyone wanna do this when you can haul some other commodity & make nearly 2.5x more credits while staying in same system. Even for drops, hive drops sell for way more.
For that much of a standing loss & stuff it should reward way way more or just no one gonna do it. Standing loss & tkos is too much for what it rewards. & if someone just wanted money, no point even thinking this as a method.
Also for the spice thing I think it does already sell for more at Itani stations.
For that much of a standing loss & stuff it should reward way way more or just no one gonna do it. Standing loss & tkos is too much for what it rewards. & if someone just wanted money, no point even thinking this as a method.
Also for the spice thing I think it does already sell for more at Itani stations.
+1
The devs have already mentioned the potential for smuggling. This would be a good first item toward that goal. The 120cu pay out should be higher. If someone is scanned by nations ships, a bounty should also to be issued on their head.
Why would anyone wanna do this when you can haul some other commodity & make nearly 2.5x more credits while staying in same system.
A moth load would pay out upwards of 3600000 credits. No amount of commodities sells for that. (2.5x credits would be 9,000,000 credits. no commodity pays out that much)
no point even thinking this as a method.
Smuggling and getting one over on the authorities is fun for a certain set of players. There could even be a smuggler badge for profits made from cargo like this.
The devs have already mentioned the potential for smuggling. This would be a good first item toward that goal. The 120cu pay out should be higher. If someone is scanned by nations ships, a bounty should also to be issued on their head.
Why would anyone wanna do this when you can haul some other commodity & make nearly 2.5x more credits while staying in same system.
A moth load would pay out upwards of 3600000 credits. No amount of commodities sells for that. (2.5x credits would be 9,000,000 credits. no commodity pays out that much)
no point even thinking this as a method.
Smuggling and getting one over on the authorities is fun for a certain set of players. There could even be a smuggler badge for profits made from cargo like this.
There could even be a smuggler badge for profits made from cargo like this.
what a fantastic idea.. I think this was an idea that has been mentioned before and everyone really liked it, maybe I'll find that thread later.
Why would anyone wanna do this when you can haul some other commodity & make nearly 2.5x more credits while staying in same system. Even for drops, hive drops sell for way more.
most profitable commodities typically get you about 650k per XC load.. so this greatly exceeds that and is balanced with heavy risks...
what a fantastic idea.. I think this was an idea that has been mentioned before and everyone really liked it, maybe I'll find that thread later.
Why would anyone wanna do this when you can haul some other commodity & make nearly 2.5x more credits while staying in same system. Even for drops, hive drops sell for way more.
most profitable commodities typically get you about 650k per XC load.. so this greatly exceeds that and is balanced with heavy risks...
How would this interact with the existing scanner spoofers? Would those trivialize the smuggling?
Scanner spoofers/blockers will reduce effective scan range of law enforcement(and turrets) to ~100m but (because they are law enforcement and know smuggler tricks) will attract their attention as soon as they recive "scan blocked" or contents that scanner spoofer show. They will not shoot but will try to catch up to you for real cargo scan.
In that case scanner spoofers/blocker will not be useless/OP but will have real effect only on small, fast ships with low cargo.
In that case scanner spoofers/blocker will not be useless/OP but will have real effect only on small, fast ships with low cargo.
>most profitable commodities typically get you about 650k per xc load.. so this greatly exceeds that & is balanced with heavy risks.
I said for those just looking for credits. I'd just be in sedina or odia doing hive skirmishes & if you collect all drops they sell for a great price. & you can get them in great quantities. It's not just about commodity selling thing. I'm considering hives for comparison because this involves killing unrats. Which is pretty much same as hive.
For a gameplay mindset everyone would like this.
>How would this interact with the existing scanner spoofers? Would those trivialize the smuggling?
Yes they will finally have a more useful use to them. You equip scanner spoofers & when being scanned at the whs or whatever, the SF will have a let's say 10% less chance of knowing that you are carrying illegal goods.
I just think it should sell for more than hive drops at least. Currently hive drops sell for good price & are much easier to farm in masses. This seems more of a task that needs to be done right & with that I think rewards need tuning. Otherwise idea is good.
>scanner spoofers/blockers will reduce scanning distance.
I don't think that's a great idea. It changes what the addon actually does. For spoofers, I'd make it chance wise. There is a chance the scans won't be considered fake & will let you pass freely.
Blockers should do as said. Just block the scan. Blocked scans will grant you enough time to run away before guards arrive to check what's wrong with your cargo.
I have some idea on how this whole thing could work very nicely.
I said for those just looking for credits. I'd just be in sedina or odia doing hive skirmishes & if you collect all drops they sell for a great price. & you can get them in great quantities. It's not just about commodity selling thing. I'm considering hives for comparison because this involves killing unrats. Which is pretty much same as hive.
For a gameplay mindset everyone would like this.
>How would this interact with the existing scanner spoofers? Would those trivialize the smuggling?
Yes they will finally have a more useful use to them. You equip scanner spoofers & when being scanned at the whs or whatever, the SF will have a let's say 10% less chance of knowing that you are carrying illegal goods.
I just think it should sell for more than hive drops at least. Currently hive drops sell for good price & are much easier to farm in masses. This seems more of a task that needs to be done right & with that I think rewards need tuning. Otherwise idea is good.
>scanner spoofers/blockers will reduce scanning distance.
I don't think that's a great idea. It changes what the addon actually does. For spoofers, I'd make it chance wise. There is a chance the scans won't be considered fake & will let you pass freely.
Blockers should do as said. Just block the scan. Blocked scans will grant you enough time to run away before guards arrive to check what's wrong with your cargo.
I have some idea on how this whole thing could work very nicely.