Legends of the Jedi Forums The Brainstormtorium Leadplanet + Smuggling commands/skills
This topic has 19 replies, 11 voices, and was last updated 12 years, 9 months ago by Oteri.
Viewing 15 posts - 1 through 15 (of 19 total)
    • rakun Participant
      May 26, 2011 at 6:31 pm #1729

      Here, some ideas I’ve thought of.

      Leadplanet embargo already exists. We all know that.

      Smuggling skills:

      smugglebuy <ship> <resource> <amount> <— this would buy a resource on a planet with embargo for 1.5x or 2x the price, and sell it on another planet for 4x price. Maybe could set off alarm, or not. If someone captures you trading without permit, you’d be screwed without the alarm too.

      smugglesell: sells smuggling cargo (either illegal or embargo’d) for 4x or more sale/buy price on a planet with certain illegal cargo, for example, spice, weapons. etc.

      leadplanet resource <resource> legal/illegal

      This would make certain resource illegal.

      When boarded, one should be able to check listcargo. So a government clan would have a reason to board and arrest smugglers, and make stuff illegal.

      Edit:

      And a lower level smuggling skill, similar to that one, but different:

      avoidtax = buycargo that avoids tax. This skill would work similarly to pirateship with security on the landing pad (Alert: Cargoship1 on LandingPad (Planet) buying cargo without paying taxes!). It could give some nice experience and would be around level… 80 to 100?

    • Kirash Participant
      May 27, 2011 at 4:47 am #17371
      "rakun":2buhu98z wrote:
      avoidtax = buycargo that avoids tax. This skill would work similarly to pirateship with security on the landing pad (Alert: Cargoship1 on LandingPad (Planet) buying cargo without paying taxes!). It could give some nice experience and would be around level… 80 to 100?[/quote:2buhu98z]

      Next thing you know, the Imperial Revenue Service is crawling up your ass with a microscope auditing you.

      EDIT: Yes I like your ideas. I just had to try to say something funny <!– s:) –><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!– s:) –>

    • chuckinator Member
      May 27, 2011 at 3:06 pm #17373

      I like.

      This would give new RP avenues to both smugglers and slicers. Suddenly, gov’ts start to care quite a bit about keeping pad security up and the smugglers and criminals have more reasons to strip it.

    • Fishy Participant
      May 27, 2011 at 3:28 pm #17374

      There’s no message to the room when someone is buying/selling cargo.

      So basically it would be a way for smugglers to print money.

    • Avanga Member
      May 27, 2011 at 3:39 pm #17375

      That can always be changed, Fishy. I like this idea!

    • Kora Participant
      May 28, 2011 at 3:37 am #17376

      I’m not so sure about the tax evasion thing, major clans have a hard enough time making money without sending their pilots cargo hauling all the time. But I love the embargo/illegal cargo thing.

    • Xylitol Member
      May 28, 2011 at 6:43 am #17377

      Having buy/sell cargo messages could get spammy as shit though.

    • Avanga Member
      May 28, 2011 at 3:20 pm #17378

      I would almost say make these universal instead of smuggling skills. That way anyone can do it, but smugglers have the tools they have at their disposal to not get caught for it.

    • Locksharp Participant
      May 28, 2011 at 4:23 pm #17380

      What would be great to couple these new smugglery skills with is actual cargo routes to the currently neutral worlds. &gt;_&gt;

    • Avanga Member
      May 29, 2011 at 12:52 am #17381

      Avanga for Supreme Commander of the Neutral Alliance.

    • Altrez Participant
      May 29, 2011 at 3:59 am #17382

      Nice.

      But there should also be an eject cargo command too, so you can ditch your cargo if you get boarded by imperial stormtroopers. And then the hutts can get pissed at you, and send rodian BHers to kill you on tatooine.

    • Kirash Participant
      May 29, 2011 at 5:05 am #17383
      &quot;Altrez&quot;:1t00i4d6 wrote:
      But there should also be an eject cargo command too, so you can ditch your cargo if you get boarded by imperial stormtroopers. And then the hutts can get pissed at you, and send rodian BHers to kill you on tatooine.[/quote:1t00i4d6]

      help jettison

    • Avanga Member
      May 29, 2011 at 3:14 pm #17387

      Cargo should cost and sell for a ton more than it does. :[ Maybe we’d see piracy then!

    • rakun Participant
      May 29, 2011 at 4:21 pm #17388

      See the &quot;Smugglers can sell illegal cargo for 4x more.&quot;.

      But if pirated cargo isn’t illegal, it would suck, but maybe that can be changed somehow. Although you can sell cargo with stolen ships, maybe you can ‘pirate’ the cargo with a smuggling skills, make it worth 4x more. Of course, if you belong to a government, you can’t do this on your own planets and it would alert the government that someone wants to change the price of certain cargo in some ship from cockpit. Dunno, maybe level 100 skill, or somewhere around.

      Jettison &gt; tractor and piratecargo &gt; sell for loads of credits.

      Also…

      Level 130 smuggling skill: hideshipowner – This would either give a fake name if locateship is used, or hide it for certain time. You know, like Han Solo had several ‘nav cards’ or whatever those were, for Millenium Falcon. It could be a skill that doesn’t take much time, but the time it works may run out after some hours, minutes, whatever.

      Level 140 Espi/slicer skill: hackshiprecords – Something used against hideshipowner, but has to be done from cockpit or landing pad.

    • Kirash Participant
      May 29, 2011 at 5:36 pm #17390

      I would still like to see viable alternatives for people to become pirates in space. As it stands right now, you can’t do it with any reasonable viability for a bunch of reasons: Commnet 0, &quot;victim&quot; being in no actual danger due to perm rules, etc. AI pirates are boring. We need player pirates.

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