I agree that the 20T maximum should only be applied to the station instance otherwise it should only be dictated between pirate and prey. Not with FD being a middle man in negotiations.
upping the price of commodities however is not something I agree with. Sure it would double the profit for the pirate but it would also double the loss for the trader. Traders don't make enough per ton to justify the loss. Trading should be the easy way to make credits if you want to put in the time, just as it's now.
However smuggling is a different ballgame which should be expanded and the cost per ton drastically increased to make it risky for exactly this reason. Smuggling should be the hardcore traders profession, huge risk, huge profit.
If a pirate wants to make good money on the goods there should be an additional skill element to it, being able to discern a trader from a smuggler in SC. Catch a trader and eat for a day, catch a smuggler and feast for a week provided you're able to sell the goods which smuggling items purchased at an expanded black market should have an npc aggro modifier coded in.
upping the price of commodities however is not something I agree with. Sure it would double the profit for the pirate but it would also double the loss for the trader. Traders don't make enough per ton to justify the loss. Trading should be the easy way to make credits if you want to put in the time, just as it's now.
However smuggling is a different ballgame which should be expanded and the cost per ton drastically increased to make it risky for exactly this reason. Smuggling should be the hardcore traders profession, huge risk, huge profit.
If a pirate wants to make good money on the goods there should be an additional skill element to it, being able to discern a trader from a smuggler in SC. Catch a trader and eat for a day, catch a smuggler and feast for a week provided you're able to sell the goods which smuggling items purchased at an expanded black market should have an npc aggro modifier coded in.