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Player Features and Ideas Discussion

 
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Smuggling love

First post
Author
Commander Ted
Caldari Provisions
Caldari State
#61 - 2013-06-20 20:16:11 UTC  |  Edited by: Commander Ted
Gorgoth24 wrote:



1) You're killling my Han Solo fantasies here.

2) This still wouldn't avoid smuggling being an alt profession. Zero activity, emergent gameplay, grouplay, etc. here. You're just creating a bigger pipeline for smartbombing BSs.


While you would not be a smuggler I think your other analysis is completely and utterly wrong in every assumption.

Smartbomb camps are easily evaded in any ship, and if there were a limited number of choke point gate camps would be completely avoidable.

Secondly there are multiple avenues of group play, Scouting through cargo ships, using a cloaked ship to do it solo, hiring other people to move your freight, pvp battles for control of gate camps, and using wormholes to move your goods.

The new price gaps that would form because everything isn't coming from Jita would be a massive opportunity for profit and it could easily be a full time profession, especially if my idea made the four empires equal in their market share.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#62 - 2013-06-20 20:17:44 UTC
Gorgoth24 wrote:

Re: Oldgrimey...
I think you're missing a huge component here. Making smuggling a profession that way means little interactivity, risk, emergent gameplay, or group play which is something CCP has spoken about avoiding many, many times. Introducing smuggling by making an increased overhead on freighter pilots won't affect them, just create a small bump in prices. And the idea of smuggling will still be an alt occupation, making the "profession" consigned to oblivion.


I agree here. I was trying to figure out a way to make smuggling as interesting iteration on hauling as I could come up with.

Having to sort of 'hold your breath' every time you jump through highsec, or travel in convoys to take out customs agents, and/or risk your gang being flagged suspect for defending the hauler, allowing them to engage other pilots...Having to get involved in other 'underworld' sorts of pursuits (assasinating other competitors, dropping haulers for their goods, pre-clearing smuggling routes, bribing officials, etc) would all be interesting things rather than getting a new transaction in your journal every system you jump through.

If you just want to haul crap, don't carry contraband. Regular afk haulers lives' mostly wouldn't change from this.
Oldgrimeyass
Downloaded Bears
#63 - 2013-06-20 20:17:46 UTC
Gorgoth24 wrote:
Oldgrimeyass wrote:
I still think the best route would be setting up some sort of Import taxes in the empire space and work from there to make smuggling into a profession. Smugglers bring the stuff in to avoid the taxes imposed on the goods. And or legality of it. This would make diplomacy/trade skills important to freighter pilots to lower their tax rates when they deal with customs. While the Smuggler does what they can to avoid the taxes. Difference between the 2 is that the freighter is going to be able to haul more goods than the smuggler but have to pay customs for the importation


I think you're missing a huge component here. Making smuggling a profession that way means little interactivity, risk, emergent gameplay, or group play which is something CCP has spoken about avoiding many, many times. Introducing smuggling by making an increased overhead on freighter pilots won't affect them, just create a small bump in prices. And the idea of smuggling will still be an alt occupation, making the "profession" consigned to oblivion.



Im not missing the point. I am trying to build on ideas that can be combined with other peoples ideas as well. The licenses or tags from places is a good idea I think. It could be something like forged documents even. Right now in game there is no reason for any pilots to have to smuggle anything except for the boosters. I just threw my two cents out there on an idea that would give a reason to actually want to be a smuggler. Or in turn somebody wanting to use a smuggler through contracts to haul their stuff somewhere.

Just know that making the taxes in the game does not make the profession it just gives there more of a reason for it in my eyes.
Gorgoth24
Aliastra
Gallente Federation
#64 - 2013-06-20 20:19:46 UTC
Bum Shadow wrote:


As a drug smuggler, I'd want drugs removed from highsec station listings (if they are illegal, why can we sell them on the public markets in highsec?!?!)

Dust would open up a fairly decent additional market for boosters too.

Smuggling is already fairly decent in PvP sense.

But for black markets to form, or to allow drug deals to be done more player to player (with a dealer) which is how we operate you really need to pull illegal narcotics off the highsec markets.

Our corp has posted several times over the years with good ideas on highsec smuggling. But its such a niche area. To be honest it doesnt work if everyone is doing it and its a massive primary feature. The entire alure and appeal of smuggling and drugs is its niche, unknown and rare.


Think about it like this. If the consumption of drugs becomes relative to highsec isk-making, the consumption of those drugs goes way up. When it becomes a necessary thing to get ahead, both the demand drugs and for smuggling is there. And if you make a system where small quantities are friendly to solo play and large quantities are unfriendly to solo play, but friendly to group play like my proposal describes above, it becomes a system worthy of being called its own profession.

The idea behind making smuggling a profession isn't to make it more niche, but to make it more ubiquitous.
Bum Shadow
Viziam
Amarr Empire
#65 - 2013-06-20 20:19:54 UTC
Vincent Athena wrote:
I remember the smuggling profession was going to be part of Incarna. The reasoning being you had to buy and sell items "off the grid", that is not via either the contracts system or the normal station market. You would meet in person in establishments run by players. Then in space players would be the enforcers. Of the new items to be smuggled, Quafe Zero was a prototype.

But due to statue shooting we lost the development of Incarna, and thus the smuggling profession got canned too.


This is exactly how most combat boosters are traded now.

Player to play, negotiating and delivering.


A cool thing to add to highsec would be if your faction or corp standings (when hgih enough) might let you "bribe" or "sweet talk" a customs agent if caught.


IE, i jump into amarr space with drugs but i'v got 7.0 standings. They scan and catch me on the gate (easy to avoid tbh) and due to my high standing I can chose to "bribe" the guard for a small price. But with a chance to fail and be attacked. Higher standing = better success rate.

Just spitballing here.
Gorgoth24
Aliastra
Gallente Federation
#66 - 2013-06-20 20:25:38 UTC
Commander Ted wrote:

While you would not be a smuggler I think your other analysis is completely and utterly wrong in every assumption.

Smartbomb camps are easily evaded in any ship, and if there were a limited number of choke point gate camps would be completely avoidable.

Secondly there are multiple avenues of group play, Scouting through cargo ships, using a cloaked ship to do it solo, hiring other people to move your freight, pvp battles for control of gate camps, and using wormholes to move your goods.

The new price gaps that would form because everything isn't coming from Jita would be a massive opportunity for profit and it could easily be a full time profession, especially if my idea made the four empires equal in their market share.


We obviously disagree rather extremely here. I would submit that a smartbombing BS isn't easily avoided, you just have to wait for it to go away. Jump in a buzzard to scout? Smartbombed, and there goes a shiny ship. Try and go through it solo in your hauler? Smartbombed, and there goes a shiny ship. Try and kill the smartbombing BS? Cloaks/warps off. No kill. I know some of the guys, like Dirty Looks, who smartbomb for a living. And even if they lose a ship or two, the smartbombing pays for itself.

It's besides the point though. This thread is about smuggling, not dividing up the empires
Bum Shadow
Viziam
Amarr Empire
#67 - 2013-06-20 20:29:18 UTC
fly the opposite direction to the battleship smartbombing.... tried that? works a charm.

your problem is you're jumping gate to gate without bouncing safes etc. The smartbomb ships are aligned perfectly to apply maximum damage to you as you come out of warp.
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#68 - 2013-06-20 20:33:34 UTC
Gorgoth24 wrote:
Commander Ted wrote:

While you would not be a smuggler I think your other analysis is completely and utterly wrong in every assumption.

Smartbomb camps are easily evaded in any ship, and if there were a limited number of choke point gate camps would be completely avoidable.

Secondly there are multiple avenues of group play, Scouting through cargo ships, using a cloaked ship to do it solo, hiring other people to move your freight, pvp battles for control of gate camps, and using wormholes to move your goods.

The new price gaps that would form because everything isn't coming from Jita would be a massive opportunity for profit and it could easily be a full time profession, especially if my idea made the four empires equal in their market share.


We obviously disagree rather extremely here. I would submit that a smartbombing BS isn't easily avoided, you just have to wait for it to go away. Jump in a buzzard to scout? Smartbombed, and there goes a shiny ship. Try and go through it solo in your hauler? Smartbombed, and there goes a shiny ship. Try and kill the smartbombing BS? Cloaks/warps off. No kill. I know some of the guys, like Dirty Looks, who smartbomb for a living. And even if they lose a ship or two, the smartbombing pays for itself.

It's besides the point though. This thread is about smuggling, not dividing up the empires



Well his point is about creating markets for arbitrage, which is indirectly what smugglers are about. We are all trying to do the same thing which is, "create a market for the services of agile/cloaky/crafty/dedicated/protected gangs of people who get precious cargo through dangerous territory"

Commander Ted is saying "make dangerous territory with lowsec bottlenecks

I'm saying "make more precious demanded cargo, and make it restricted and enforced by NPCs in highsec, with the possibility of pvp emergence on gates and off stations.

Gorgoth is suggesting a new service of smuggling through gate-hacking minigames and new demand for better/new drug/booster applications.
Gorgoth24
Aliastra
Gallente Federation
#69 - 2013-06-20 20:33:54 UTC
Bum Shadow wrote:

This is exactly how most combat boosters are traded now.

Player to play, negotiating and delivering.


A cool thing to add to highsec would be if your faction or corp standings (when hgih enough) might let you "bribe" or "sweet talk" a customs agent if caught.


IE, i jump into amarr space with drugs but i'v got 7.0 standings. They scan and catch me on the gate (easy to avoid tbh) and due to my high standing I can chose to "bribe" the guard for a small price. But with a chance to fail and be attacked. Higher standing = better success rate.

Just spitballing here.


Yeah, the way they're traded now is cool. Lots of contacts and shady deals that all go on behind the regular gameplay. Used to be part of a corp that ran a big operation. The problem is that that could never be a pillar profession the way it is. The idea of the thread that we seem to be running with so far is to make a Han Solo -esque profession that would rival missioning/mining/exploring in the amount of players it could handle and its appeal. Trying to do that with the current booster system would flood the market in one way or another and ruin the profession.


Gorgoth24
Aliastra
Gallente Federation
#70 - 2013-06-20 20:37:23 UTC  |  Edited by: Gorgoth24
Berluth Luthian wrote:

Commander Ted is saying "make dangerous territory with lowsec bottlenecks

I'm saying "make more precious demanded cargo, and make it restricted and enforced by NPCs in highsec, with the possibility of pvp emergence on gates and off stations.

Gorgoth is suggesting a new service of smuggling through gate-hacking minigames and new demand for better/new drug/booster applications.


This is very true. But I'm trying to focus on a system that could rival Missioning/Mining/Exploration as a true "Profession" instead of just creating markets for shady people.
Gorgoth24
Aliastra
Gallente Federation
#71 - 2013-06-20 20:41:45 UTC  |  Edited by: Gorgoth24
Bum Shadow wrote:
fly the opposite direction to the battleship smartbombing.... tried that? works a charm.

your problem is you're jumping gate to gate without bouncing safes etc. The smartbomb ships are aligned perfectly to apply maximum damage to you as you come out of warp.


Actually the smartbombing I'm talking about is when you jump into systems. A situation where safes won't help you much. And I'm talking about in the general hauling ships like cloaky haulers and frigs that can't take the brunt of a full rack of BS smartbombs. Which means flying away wouldn't help much either.

This is, of course, with the exception of the huge spawn radius of regional gates
Mara Rinn
Cosmic Goo Convertor
#72 - 2013-06-20 21:33:22 UTC
Gorgoth24 wrote:
Why has no one made the distinction between regular and regional gates? Countries don't stop and check you routinely on every highway, they stop and check you at the border.


Not just regional borders, but borders between hisec/lowsec too.

I wonder if CCP is holding back because they want a feature to be awesome from the first time it's released? What's stopping customs officers simply tagging people as suspects today?

"Hey, you know those blue pills you're carrying? Yeah, not good. I'll feed you to the sharks now, have a nice day!"

Today: smuggle the things in, only tradeable through the station trade window (not the market)

Tomorrow: smuggle the things in, trade either through the trade window or over the table at someone's dingy bar.

The feature doesn't have to be perfect the day it comes out, just useful and meaningful. All of this "smuggling" and "illegal" nonsense ends once you're in lowsec of course. I wonder how much the trade in boosters would increase if mission runners were encouraged to use boosters to complete missions faster? Twisted
Mara Rinn
Cosmic Goo Convertor
#73 - 2013-06-20 21:35:29 UTC
Gorgoth24 wrote:
This is very true. But I'm trying to focus on a system that could rival Missioning/Mining/Exploration as a true "Profession" instead of just creating markets for shady people.


The hardest part here is encouraging hisec dwellers to use boosters. The materials are already out there, and booster production is already being done. The rest is just adding some flavour to the smuggling profession.

Then new items can be introduced, or old items can be labelled as contraband. What if players could build implants, but doing so required trading in illegally obtained human parts? That's another popular item for smugglers to be hauling.
Adunh Slavy
#74 - 2013-06-20 21:45:18 UTC
Berluth Luthian wrote:
In terms of license supply, they could A) be bought from that faction's LP store at a high price, B) be bought off the market from convoy drops, C) gotten from much cheaper and ubiquitous 'forged' versions from rats (1% of regular cost) or D) bought in stacks of forged copies from pirate LP stores.



I'd say no to LP stores. Missioning already has too many things tied to it. There is a division of labor problem in Eve, best to not add to it. Shooting up convoys would consume time while at the same time not add to the ISK supply.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Adunh Slavy
#75 - 2013-06-20 21:47:53 UTC
Gorgoth24 wrote:
Adunh Slavy wrote:


I think Gorgoth did a pretty good job. It is just going to get a lot of resistance from the community and it will be very unpopular.



:( Damn, I thought I'd laid the golden egg



I think you perhaps misunderstood? It was asked why making faction mods/ammo taxed would be bad.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Gorgoth24
Aliastra
Gallente Federation
#76 - 2013-06-20 21:55:50 UTC
Adunh Slavy wrote:


I think you perhaps misunderstood? It was asked why making faction mods/ammo taxed would be bad.


It seems I did. It wouldn't encourage interactivity, group play, emergent gameplay, etc. that fit my idea, and the idea CCP seems to be going with, of a "Profession". While the idea is novel, I think the true effects in EVE would be a bump in faction mods/ammo price without a real increased use of the smuggling profession. Also, I think that the transportation of goods as it stands is mostly done by alts, and not as a primary profession like missioning/mining/exploration, and I do not think that idea solves that problem.
Adunh Slavy
#77 - 2013-06-20 22:04:33 UTC
Let's see ... a couple points that are new ... market visibility of illegal items, boosters primarily.

This stuff should absolutely be on the market. It may not make 100% "role play" sense but until there is some fat bastard of an NPC surrounded by body guards in some dank comer of a station for us to walk around in, we're kinda screwed.

"Hey yo, you want some bostahs?"
"Yeah, got some?"
"You got some money, punk?"
"fugetabotit"
*pew*pew*pew*

CCP isn't going to spend time on a feature that people will not use, smuggling has to be profitable enough for a lot of players to want to do it. The market interface makes this possible by making things very visible to lots of players.

Boosters should be common enough for everyday use, should be common enough that it is worth the extra few thousand or few hundred ISK when going to save that damsel chick ... again. That's not to say that all boosters are just the meh variety, rarity and risk/reward need to be in that mix too. But to make smuggling boosters more common, and a feature that CCP will spend time on, availability and visibility will need to increase.

Heck get rid of learning implants and replace it with boosters.

Anyway ... this low sec between empires ...

LOL

Not with these travel mechanics. Maybe someday if CCP were to ever be brave enough to have a more realistic and open environment, then perhaps that would work.

Ya can't have ridge runners when there are no ridges.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Adunh Slavy
#78 - 2013-06-20 22:19:50 UTC
Gorgoth24 wrote:
Adunh Slavy wrote:


I think you perhaps misunderstood? It was asked why making faction mods/ammo taxed would be bad.


It seems I did. It wouldn't encourage interactivity, group play, emergent gameplay, etc.



Yep, would have to agree with that.

The simplest thing CCP could do is flag players as suspect when they have contraband and remove the insta web and warp jam from customs agents. This even takes care of cloaking, since you can't cloak when targeted, so if customs agents lock and shoot, even if they don't do much damage, the smuggler can't cloak.

Smuggling will be ballsy blockade runners or frigs.

Players can handle the rest.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Commander Ted
Caldari Provisions
Caldari State
#79 - 2013-06-21 00:57:25 UTC  |  Edited by: Commander Ted
Berluth Luthian wrote:

Commander Ted is saying "make dangerous territory with lowsec bottlenecks

I'm saying "make more precious demanded cargo, and make it restricted and enforced by NPCs in highsec, with the possibility of pvp emergence on gates and off stations.

Gorgoth is suggesting a new service of smuggling through gate-hacking minigames and new demand for better/new drug/booster applications.


If you read my thread you would know I do not suggest having bottlenecks, I want a very large area.
I suggested adding new space to make the new areas as bottleneck free as possible.

My suggestion would be more in line with the sandbox as it would be player directed and service more players than just people interested in smuggling..

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

FoxFire Ayderan
#80 - 2013-06-21 03:50:33 UTC

Smuggling should certainly be very profittable. But that profit should also come with a high degree of risk.

Risk from all quarters, both player (catching smugglers can have numerous benefits) and NPC (such as, if not direct assault by faction or empire, then at least by faction standing and/or security status loss, if caught. Perhaps even NPC placed bounties).

Then there is the risk of failing the faction/agent you are smuggling for (there should be consequences there to, like status loss, underworld-bounties placed, loss of collateral, or even specialized NPC pirates that will specifically try to hunt you down and take you out - Hey the underworld is dangerous, you don't want to fail the boss - Even if "you get boarded sometimes").

Now if only they had a way to have you frozen in carbonite....