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Player Features and Ideas Discussion

 
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Contraband Smuggling: Player Assisted Customs

First post
Author
Che Biko
Alexylva Paradox
#1 - 2012-10-11 16:13:00 UTC  |  Edited by: Che Biko
TL;DR: Players will be able to work in the Customs profession, hunting down smugglers. NPC Customs' role will decrease.

I've been thinking about how to iterate on contraband smuggling. The stuff written here is based on the flagging system in this dev blog: INTRODUCING THE NEW AND IMPROVED CRIMEWATCH. Constructive feedback is appreciated.

General:
  • All scans for contraband have a %-based chance of succeeding. This chance can be increased or decreased with rigs etc.
  • Cargo Scanners can be loaded with a "Highspeed Contraband Filter" script. This enables standing penalties and contraband/suspect flagging.
  • Discovery of contraband (by NPC or PC Customs) results in standing penalty, and a suspect flag if the contraband attack security level is applicable.
  • Players with a "contraband flag" can be webbed and warp-scrambled by anyone. Players doing so will be able to get aggressed by the smuggler.
  • The contraband flag is replaced with a suspect flag if the contraband is "illegally" removed from the cargo.
  • The contraband flag is removed if the contraband is "legally" removed.
  • Players with a contraband flag will get a suspect flag if they get a weapons flag.
  • Smugglers will get a bounty issued on them if they get a suspect flag from: Customs NPC or Customs PC interaction, illegal contraband removal, contraband attack security level, getting a weapons flag.

NPC Customs (small ship, likely frigate or destroyer):
  • Scans only those who can warp away quickly before players can scan them due to low inertia modifier.
  • Webs and scrams smugglers, system wide message informs all players about this.
  • Demands the smuggler to hand over the contraband and a timer starts to count down. Gives smugglers a suspect flag if they don't comply, attack the NPC, or if timer ends, and will then open fire.
  • Will only release smuggler if they comply.
  • Can be destroyed or jammed etc. but the one doing so gets a suspect flag.

PC's:
  • Can scan ships, if contraband is found, the smuggler gets a contraband flag or a suspect flag, depending on contraband attack security level.
  • Can send an demand to anyone with a contraband flag within range to hand over the contraband. A timer will start to count down.
  • If the smuggler hands over the contraband, it is destroyed (or transformed in to legal cargo (like slaves-> freed slaves) and transported to the cargohold of the Customs PC). The Customs PC('s fleet) then gets a reward.
  • Smugglers turn suspect if they don't comply, or if the timer ends.

Edit:
Common feedback:

  • Add (more) contraband items/Smuggle Missions/Smuggle routes
  • Replace with/add Customs missions/licenses
  • Increase simplicity
Hans Jagerblitzen
Ice Fire Warriors
#2 - 2012-10-17 09:31:13 UTC
Great stuff. Cool

Contraband fits really nicely with the new flagging system, this is naturally one of the first steps that should be taken as they iterate on the mechanics being released this Winter!

CPM0 Chairman / CSM7 Vice Secretary

LordPidey Adtur
Aloren Foundations
#3 - 2012-10-17 10:52:29 UTC
I very much like this idea. This way a bootlegger can get their revenge on whoever scanned them down.

It also makes smuggling practical, since it's no longer a "oh, you went to a gate? you're doomed." type of thing.
Robert Caldera
Caldera Trading and Investment
#4 - 2012-10-17 11:16:39 UTC
people arent neutral, this idea will result in customs scanning all people of a certain group while completely ignoring the others. Wont work.
Hans Jagerblitzen
Ice Fire Warriors
#5 - 2012-10-17 14:06:54 UTC
Robert Caldera wrote:
this idea will result in customs scanning all people of a certain group while completely ignoring the others.


And just what are you suggesting, racial profiling?? Just because I'm a Sebiestor doesn't make me a drug smuggler!

Evil

(Ok, so I'm a drug smuggler. But it has nothing to do with my race!)

CPM0 Chairman / CSM7 Vice Secretary

Che Biko
Alexylva Paradox
#6 - 2012-10-19 14:17:26 UTC  |  Edited by: Che Biko
I think some people are neutral. And if the rewards are good enough I'm sure someone will start scanning the group that is left alone.
Milton Middleson
Rifterlings
#7 - 2012-10-19 15:16:59 UTC
I like it. CCP needs to privatize more of highsec. However, I don't know how much a revamp to smuggling and customs enforcement would do right now, given that the only contraband worth smuggling is drugs. Any fix to smuggling should come with an expansion of contraband items that are also useful (I personally think that deadspace and pirate faction gear should be illegal in highsec).
Teshania
Aliastra
Gallente Federation
#8 - 2012-10-19 17:31:19 UTC
I like this, i like this a lot.

Added thoughts, To help enforce of Please do the job of scanning down smugglers. People have to pay for a Licence from the NPC Customs office. So flags are more offical and easily tracked ;)

Also it help motivate the pilot scanning ships for illegal items they said they would, so they can make enough to pay for the License. (Catch 2-5 people depending on length of issue).

Yes there will be pilots that turn a blind eye to some, ITs eve, don't like it, don't play the game, its a sandbox, Wardec, place a bounty on their head ^^.

Get caught, get friends and wage war ;)

I like this, I like this a lot.

We need a Bounty Button on the Forums

Gizznitt Malikite
Agony Unleashed
Agony Empire
#9 - 2012-10-19 18:57:55 UTC  |  Edited by: Gizznitt Malikite
I really like the idea of players playing the role of customs officers... Although your entire system seems a little complex...


I'd make it simpler... Make contraband have a mediocre chance of being revealed by cargo scanners... If contraband is revealed when you cargo scan a ship, allow the cargo scanner to activate a Suspect flag on that person (probably in a similar fashion to activating killrights). If it is too hard to give the cargo scanner an option, the just automatically flag the ship as a suspect.

Fines, sec hits, and faction standing hits are nice and all, but unnecessary.

Most importantly, abandon the confiscation process!!! If you are carrying illegal goods and you get caught, you (may) get flagged as a suspect and potentially ganked...
Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#10 - 2012-10-19 19:11:51 UTC
A few things though,

The idea of smuggling illegal good is one of getting them past customs. If the custom office contracts out work to players, there would have to be some game mechanics put in place.

I was thinking that people talk to a new type of agent (custom agents) to get the ability to scan x number of ships for illegal goods. The number of ships could be directly related to the mission level (L1 is 1 ship, L2 is 2 ships, etc.) and/or whether or not you do this at a gate or just outside a station.

L5 require you to be at a gate in .4 or lower sec space which borders high sec.

The game would detect the presence of illegal goods in a persons cargo hold at these scan locations and would lock down their ship (warp jam, web, and inability to enter a station or use the stargate) for a duration of 30 sec or 1 min. The person doing the scanning then has the 30 sec or 1 min to lock on, and do a confirmation scan. If the confirmation scan is successful (since there are ways to both increase and decrease detection by both parties) then the illegal goods are taken (by the game not the person scanning), the smuggler is fined, and the person who does the scan receives a payment by the agent and the bonus would be a commission based on the value of goods that have been confiscated. Because of the unique player/player interaction of this mission, the bonus would be a given. In other words, it wouldn't expire.

You can control how fast it takes to complete a security mission, or a transportation mission but you can't really control how long it take you to come across x number of ships

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Anhenka
Native Freshfood
Minmatar Republic
#11 - 2012-10-19 19:44:14 UTC
The amount of illegal items smuggled though is incredibly small.

I for example make combat booster drugs for sale. But when I do move drugs, It's typically in mass, using the various tricks for not getting caught by the customs.

And that's maybe once a month.

I'd be surprised if even one in 1000 ships in highsec have any illegal goods in them at any time. and 90% of those are cloaks running fast, not something any player will be able to catch with a scanner.
Luc Chastot
#12 - 2012-10-19 20:16:55 UTC
I like the initiative, but the idea is way too complex to be practical. Simple things are more elegant.

Make it idiot-proof and someone will make a better idiot.

Che Biko
Alexylva Paradox
#13 - 2012-10-20 13:42:34 UTC
Gizznitt Malikite wrote:
[..]your entire system seems a little complex...
[..]
Fines, sec hits, and faction standing hits are nice and all, but unnecessary.

Most importantly, abandon the confiscation process!!! If you are carrying illegal goods and you get caught, you (may) get flagged as a suspect and potentially ganked...
Yes, it may look a little complex because I wanted to cover most scenaria, but it's mostly "behind the curtains". In my opinion how it works is quite intuitive: you can catch smugglers, and if they don't cooperate, you can blow them to bits.
But seeing as you're not the only one who thinks it's too complex, I've included your recommendation.

The confiscation process, fines etc. are there because they are currently in the contraband system and I saw no reason to remove them, and I thought it was kinda cool to be able to say "Hand over your contraband or we will open fire!" And maybe I was afraid too much change would result in heavy resistance.

ArrowTeshania and Angeal MacNova:
Personally, I think we should not limit the amount of players that can catch smugglers, at least not initially, as we don't know yet how many people would like to play Customs Official, but I did think the idea of missions where other players are your opponents/targets is kinda cool, so I included you feedback in the OP.
Anhenka wrote:
I'd be surprised if even one in 1000 ships in highsec have any illegal goods in them at any time. and 90% of those are cloaks running fast, not something any player will be able to catch with a scanner.
Mmm, that's valuable feedback. Perhaps the amount of smugglers can be increased with more contraband items, or adding smuggle missions/routes?
About the fast, cloaking ships; I think you may have missed the part where NPC Customs scan and scramble ships with low Inertia Modifiers. Or do you think that won't work?