- Proposal
- Make patrols able to halt smugglers with contraband, or ships of the opposing faction and hold them for inspection and possible impoundment.
If the crew has a master smuggler, they would then use a specific trick, like Transponder Decoy, to get the main craft to lose target and chase the decoy, giving the crew time to jump away.
If not, they have to try to fight their way out, but even if they escape, they can have an extreme level npc bounty.
If the pilot was not 80, this could be a very costly encounter.
If they get impounded, there should be a heavy fine for not surrendering, or trying to wiggle your way out, bit then, you can see a different type of smuggler.
A forger can make false release papers, but if their knowledge is not great enough, of their equipment is not top of th4nline, the documents could fail, and then actually the smuggler and the pilot would then attract th4 attention of a player bounty hunter.
- Justification
- It would give smugglers something more involved than slicing and making spice. It will also being a more emersive role play to our galaxy. Han Solo did it, why can't we?
- Motivation
- To make smugglers a much larger factor in the navigation of and money making chances In spacethis also introduces not just money for smugglers to make, but a few effective credit sinks, to remove some of th4 flow of space credits.
Good Day
Jinx, Space Pirate here.
I would like to discuss the idea of involving more smuggling in space. My idea is aimed at bringing smuggling to the forefront of the war over the planets.
I think we should talk about faction patrols for planets controlled on the ground. Patrolling each patrol point would be a small policing fleet, out looking for smugglers and warriors from the opposing faction.
If you are caught, a tractor beam will hit your ship and you will stop while they try to bring you in for inspection and boarding.
If you have a master smuggler on board, I think we should introduce a transponder decoy mechanic, so that there is a chance to break away from capture, at the risk of incurring a bounty, if you cannot escape, you risk having your ship and her cargo impounded. Talk about a credit sink. 150K fine levied would keep you from accessing your ship, her cargo, or her components, until she is released.
There can even be a smuggler addition for forging impound documents, for a cheaper fee, but at another risk of more fines, timed impounding, or actually attracting the attention of a player bounty.
This will be the only way to have a pvp bounty added to you, to make the chance of failure be exciting and make the old ticker pump, as well as being directly affected by the skill of the forger. With good materials and skills, beating the patrols with documents can be very easy, but not a given, if you are not as skilled as you think.
I think this change would offer some new prospects of interest from more than just the pilots, as well as insuring diverse professions, for a crew trying to make a good living getting the people the stuff they want, but may not be allowed to have, by current space laws.
I am sure this idea is far from original, as I have heard from my advisors that similar ideas have been put forth on other servers, but I never played in any other galaxy that R3 and Corabantis Live, so who knows…
This idea creates a great roleplaying narrative and makes for more involved gaming for not just the pilot, but her crew, as they struggle to make their way in the galaxy….
Thanks for listening.
Jinx, Space Pirate….
Jinx, Space Pirate here.
I would like to discuss the idea of involving more smuggling in space. My idea is aimed at bringing smuggling to the forefront of the war over the planets.
I think we should talk about faction patrols for planets controlled on the ground. Patrolling each patrol point would be a small policing fleet, out looking for smugglers and warriors from the opposing faction.
If you are caught, a tractor beam will hit your ship and you will stop while they try to bring you in for inspection and boarding.
If you have a master smuggler on board, I think we should introduce a transponder decoy mechanic, so that there is a chance to break away from capture, at the risk of incurring a bounty, if you cannot escape, you risk having your ship and her cargo impounded. Talk about a credit sink. 150K fine levied would keep you from accessing your ship, her cargo, or her components, until she is released.
There can even be a smuggler addition for forging impound documents, for a cheaper fee, but at another risk of more fines, timed impounding, or actually attracting the attention of a player bounty.
This will be the only way to have a pvp bounty added to you, to make the chance of failure be exciting and make the old ticker pump, as well as being directly affected by the skill of the forger. With good materials and skills, beating the patrols with documents can be very easy, but not a given, if you are not as skilled as you think.
I think this change would offer some new prospects of interest from more than just the pilots, as well as insuring diverse professions, for a crew trying to make a good living getting the people the stuff they want, but may not be allowed to have, by current space laws.
I am sure this idea is far from original, as I have heard from my advisors that similar ideas have been put forth on other servers, but I never played in any other galaxy that R3 and Corabantis Live, so who knows…
This idea creates a great roleplaying narrative and makes for more involved gaming for not just the pilot, but her crew, as they struggle to make their way in the galaxy….
Thanks for listening.
Jinx, Space Pirate….
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