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blankseplocked smuggling profession and increasing polularity of drugs/boosters
 
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hubbug
Posted - 2011.07.14 16:25:00 - [1]
 

I would like to see a few new skills to make smuggling and drug usage/possession more viable.

Under navigation or trade, have a smuggling skill (2x train speed). Smuggling will reduce your chance to get caught with illegal goods. Or maybe an all around reduction in the chance to be scanned with cargo scanners, such that both players and customs will have a difficult time trying to see what is in your cargohold. Say something on the order of 16% per level reduced chance to be successfully scanned.

Then under mechanic, have a hidden cargohold skill (4x train speed), where upon being discovered by customs you are fined for 10% less per level of your total cargo of illegal goods. So if you had 100 illegal goods, customs would only 'find' (and confiscate?) 50% of them at skill level 5. This would also mean you would still have some stuff left over after being caught.

Then under social there be a skill called drug runner (4x train speed), where upon being discovered you have your fine reduced by say 2% or 4% per level.

There should be another skill under social called drug addict (0.5x train speed). Where every level it reduces the security status hit from carrying drugs/boosters (not slaves, not navy dog tags, just commodity drugs/boosters). Now it does not really make sense to have a purchasable skill book for this so I think it should already be ‘injected’ on everybody

Level 1 – reduces security standing loss with carrying drugs by 15% if you have 1 or fewer units of drugs/boosters
Level 2 – reduces security standing loss with carrying drugs by 30% if you have 2 or fewer units of drugs/boosters
Level 3 – reduces security standing loss with carrying drugs by 45% if you have 3 or fewer units of drugs/boosters
So on…
Note that this skill should not stop customs from confiscating your boosters/drugs.


I’m sure CCP can think of better names, more appropriate categories to put these skills under, more thought out percentages on these skills and appropriate implants for making a smuggling profession.

This will have a significant impact on eve, increase the market for booster consumption/production significantly and make drug/booster smuggling more appealing to players than it currently is. Yet it will still have its draws.

Playing Eve
Posted - 2011.08.24 22:58:00 - [2]
 

I'm also interested in seeing expanded/better smuggling.

Rather than a hidden cargohold skill, I'd rather see these as fittings. Similar to cargo expanders, you could have small, med, large hidden cargo hold. The size would indicate the volume of the hidden hold, rather than the size of ship to which it is fitted. These could be either actively or passively shielded with correspondingly different protections from various types of scans. There are a number of modules and scanners that could be added to the game to support the smuggling/smuggling-detection process.

Then also I see no reason to limit smuggling to drugs/boosters. Maybe some tech from various pirate factions should be illegal in certain empire space. Perhaps things like Stolen Formulas must be smuggled. Have a bunch of officer tags from murdered Amarr navy pukes while in Amarr space? Bang, you're dead, unless you smuggle them in.

Nyarlothotep
The Blue Dagger Mercenery Agency
Posted - 2011.08.24 23:29:00 - [3]
 

Originally by: Playing Eve
Rather than a hidden cargohold skill, I'd rather see these as fittings.
Hidden cargohold rigs.


 

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