Smuggling Fun

Smuggling and Illegal goods were a neat concept, lets use it!

There isn’t’ a all exclusive list of “Contraband” in the game. It is based on empires legality list. I think they should expand this a little by making it grades and determines severity/punishments.

You are scanned only when near gates, so once you enter and right as you leave. If you are caught entering you will be given a timer 5-30 seconds, based on the grade of the material. If you decide to “run” (Warp off) you will than be flagged by the respective empire and the stations/gates and their respective ships will attack you for running. Reputation loss is instant.
If you are caught leaving right when you get on other side you will be given the timer to run or wait till confiscated.

The timer is 2 minutes, you can ether hide somewhere in space and hope they don’t scan you down or attempt to jump through gates hoping to survive till runs out or you enter new empire space.

T2 Haulers do not make you immune to the Empire Scanners. They naturally lower the chance by 5% but not immune to empire scanners. Nothing can go below 10% chance to be detected.

Grade 1 - Lowest Threat, confiscated, 5% of market value fine.
Grade 2 - Confiscated, Fined, and Small Reputation Loss, 25% of market value.
Grade 3 - Confiscated, Medium Reputation, Fined Loss 75% of market value.
Grade 4 - Attacked by Empire Ships/Stations/Gates, Reputation Loss

Personal Weaponry:
-Small Arms (2)
–Low Chance to be detected (30%)
–Manufactured in player stations or in Low/Null Sec NPC Stations
–Sometimes found during Combat Anons or Relic Sites

-Explosives (4)
–High Chance to be detected (90%)
–Manufactured in Null Sec NPC Stations/Player Stations

Medical
-Stolen Corpses (2) (NOT the player ones)
–Extremely Low Chance to be detected (5%)
–Can be found at Relic Sites

-Illegal Drugs (2) (Sorry cant think of a good name)
–Low Chance to be detected (30%)
–Manufactured in Player stations or in Low/Null Stations

-Vitoc (3)
–Low Chance to be detected (30%)
–Found in Combat Anons

-Addictive (4)
–Medium Chance to be detected (60%)

Slaves-- NOT APPLICABLE TO AMARR
-Slaves (2)
–Medium Chance to be detected (60%)
–Found in Combat Anons

-Elite Slaves (3)
–High Chance to be detected (75%)

Misc
Toxic Waste (2)
–Medium Chance to be Detected (60%)

Plutonium (3)
–High Chance to be detected (90%)
–Manufactured in Player Stations or Low/Null Stations

Relics (1-3)
–Low Chance to Medium Chance to be detected (30-60%)
–Found in Relic Sites and Combat Anons
–Special NPC Missions

Protein Delicacies (2)
–Low Chance to be Detected (30%)
–Manufactured in Player Stations or Low/Null Stations

Pirate Faction: (DISTRO)
Smugglers of Eve Faction, Work with Respective Pirate Factions:
-New NPCs will be located all over the space. The Level of the NPC will determine the grade of material you will haul. They are also will send you to the respective location IE If you have slaves you are not going to Amarr space.
-They never lower faction of other factions, due to if caught you already lose faction
-Their Storyline missions give reputation to their home faction (If you are doing a mission for them out of Caldari Station you get Caldari reputation) again, never lower reputations.
-New Modules/Items available:
–Smuggling Modules (See below)
–Ships (working on)
–Still required to go to Low Sec/Null Sec stations to buy their normal items. You can buy their smuggling stuff in LS.

Black Markets
-There will be numerous Black Markets through the Empire that you can sell the contraband to. Some contraband can’t be sold at certain locations. IE You can’t sell Slaves in Amarr, they aren’t illegal BUT you can buy them there and haul them to a illegal place. (10-50% uptick based on grade value)

Modules (Low Slot)
-False Cargo Hull
–Maximum Velocity Modifier -5%
–Cargo Capacity Bonus -10%
–Lowers the Detectability of Non Grade 4 goods by 10%

-Double Walled Cargo Hull
–Maximum Velocity Modifier -10%
–Cargo Capacity Bonus - 20%
—Lowers the Detectability of Grade 4 and below goods by 15%

New Ships - Smuggler/Scanning Frigates


Sister of Eve, Even though are a “Friendly” faction will have own respective “Smuggler” events/chains. Mainly focusing on legal goods but the goods are hunted for by respective systems. IE People trying for Asylum from a particular empire OR sneaking food/humanitarian goods pass blockades.

SOE will NOT have the Modules that the Pirates have.

SOE Special Goods
L1 - L2 Missions are ALWAYS Grade 2
L3 - L4 Mission are ALWAYS Grade 3

Other “Special Goods” can be found during Hacking/Combat Anomalies (Will be based on the Level of the Site divided by 2 Rounded Up. (1-2 = Grade 1, 3-4 = Grade 2, etc)

You will always be required to deliver the goods to a SOE System outside of the respective empire space found. So if you found it in Amarr Space you can’t deliver it to the same space.

Due to design of SOE ships the only change that should be added:

Astero
Role Bonus:
5% Immune to Empire Scanners for SoE GOODS ONLY.

If you ask why SoE Goods only, this is because the nature of SoE is to be helpful and beneficial and slavery/illegal goods are not their nature. Story Line wise The sensors that cover the ship interfere with scanning of their containers as a default security mechanism.

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Drugs (Combat Boosters) used to be illegal in highsec and we used to have to smuggle them about the place.

I made considerable ISK drug running when I had an alt in microPush.

They decided it made life too difficult and drugs weren’t being used enough so they legalised them.

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Drugs are bad… mckay?

Nancy told me:

Drugs Are Really Excellent.

https://stargate.fandom.com/wiki/Meredith_Rodney_McKay

:ccpguard:

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The general concept… the devil is in the details though.

and yes, in the olden golden dayz of EVE, smuggling was fun.

All of this take Dev resources and getting it past accounting will be impossible. Sadly.

I wasn’t around for the old smuggling days, but the old ‘illegal NPC goods’ never seemed as fun to me as smuggling real player goods like boosters.

Illegal drug smuggling does the same thing as illegal ‘weapons/slaves/insert good here’, but with as difference that players don’t care at all about the latter, while many players do wish to use boosters.

If FCCP is to bring smuggling back I’d love for boosters to become illegal again so that it impacts real player gameplay over some NPC conflict that doesn’t bother anyone besides the smuggler when they get caught with it.

I like the idea of smuggling cargo to major trade hubs to save on the tax.