Smuggling - hows it going?

Well back in 2013 some stuff was discussed and worked out and I'm just doing a sanity check on what was goint to happen and what has happened.

KEY CHARACTERISTICS OF A SMUGGLER


Smugglers trade illegal or stolen goods to black markets, fences and criminal faction bases without being caught by the authorities - Yes
The smuggler's key aim is to stay off radars and under noses, whether hiding in plain sight, or just plain hiding - Yes
Smuggler ships tend to be in smaller ships as such vessels are usually less interesting to the authorites, which means smuggler's favour high value cargo to keep the profit margins high - No. Anaconda with docking computer works fine
Smugglers tend to plot unusual routes accross the galaxy, often crossing between very safe and very dangerous systems (though ironically for the smuggler the threat is often reversed) - No. No point. Makes no difference in general
They often prefer the inconspicuous, even ubiquitous ships, to avoid the interests of the authorities - this is one profession where being the best often means flying the worst - No. People smuggle in Anacondas and boost in the letter box
The lack of bling may be skin deep - smugglers will likely soup up every possible ship part that can be concealed; deception is the keyword at all times - No. People just boot in through the letter box
A certain type of smuggler relies on overt overkill with regards to speed and defence; these bravuras live for the thrill of the ride and infamy that comes with it - No. See above

SMUGGLER PROGRESSION
The basic progression for smugglers is to trade in higher and higher value ilegal commodities - No. You get more by running a legal route.
Distance is often factored in to risk and reward; the longer the journey, the more value many illegal commodities gain, like rare legal goods - No even smuggled rares sell for less than legal rare goods
Higher rewards can also be accrued by looking for trade runs that are especially risky due to the nature of the authorities present - No. risk has never mattered.
The smuggler willing to trade anything, anywhere, anytime is more likely to accumulate a growing list of "contact" NPCs who can offer specific missions of increasing risk and reward - smuggling reputation is a key component for progression - No. Contacts do not exist
A high smuggling reputation will open more of these missions up to the player - Nope. smuggling rep came in in 1.3 and was not back dated and all stats are broken or meaningless
If successful and notorious enough, a smuggler can expect to be petitioned into working directly for criminal factions, where the rewards are greatest but the danger never more deadly as these factions vie for supremacy - No. Pick a mission do a mission care nothing.
Ship progression for the smuggler is often less about better ships and more about better equipment; of which there is an abundance, often specialised to minimise size, power and heat parameters - No. Just boos through letter box


BUYING AND SELLING ILLEGAL GOODS
Players cannot trade in illegal goods on the open market (although some illegal goods can be legal in more tolerant systems). There are a number of lawless systems and hidden smuggler bases where black market trade is welcome, but if the player needs to trade at a normal space station they must tread with care. - No. Every single black market is on the maps and even the local security pays a traded dividend on stolen, found and prohibited goods sold on the black market

When buying and selling illegal goods on the normal market smugglers must trade through contacts and business partners. Finding a reliable trading partner is a key part of a successful smuggling operation, and there are numerous ways to do so. - No.


Many stations/settlements will have contacts that are interested in black market trading
The statistics and simulation for a system will affect and dictate the likelihood of a black market trader being present on a station/other settlement
A systems lawfulness, government type etc. can affect contacts - Yes but meaningless
There can be multiple contacts to trade with, with varying prices for different commodities - yes BB Missions
Players must discover contact details for black market traders before they can instigate illegal trade - No. Its on the maps.
There are a number of methods in which details can be found
Bulletin board posts such as personal ads and notifications can have contact details hidden in them - No. There's a big logo beside it saying this is a smuggling mission
These will be suggestive towards being a black market trader (e.g. Looking for a partner, must be well stocked etc.) - No. See above. They even tell you if it's an out post or a station.
Many bulletins will be from non black market traders, who may not understand why the player is calling, and may even alert the authorities if the player raises black market trade with them. Players must use their wits and experience to gather if a post is from a black market dealer or not - No.
Ships marked with a recognizable smuggler’s mark can be communicated with and interrogated for details- Kind of. Look for seeking x vessles
Ships may require payment or proof of a players intent (based on reputation- No.
Details can be hidden on nav buoys in space- Well I bestgo have a look but they have looked the same since alpha more or less.
Etc.


The player may have to follow a chain of clues to establish a contacts details- No

These steps may include authorities ‘sting’ operations - No
Contact details can be bought and sold to other players - No
Player can sell details to authorities, increasing the chance of a contact being discovered - No
Players can communicate with their contacts present on a station/settlement once they have docked - No
Contacts will offer players trade in any items they are interested in buying and selling- No
This is a separate market from the main economy - No
This will mostly be goods considered illegal in that location- No
Profit margins will be much higher than in the main markets - No. Unless you are talking naff BB missions. Smuggles some chips in to the chip shop.
Contacts could be police agents looking to catch smugglers- No
Confirming a contacts details with multiple sources is a good way to confirm a black market trader is a legitimate contact- No
Smuggler contacts may change over time - No
Black market traders may be caught or change to legitimate traders- No
The player may earn the confidence of a traders superiors, and be introduced to a new contact etc.- No
Systems may become more/less hostile towards smugglers, forcing traders to move/quit- No
Smuggler contacts may give players specific missions from time to time that can earn the player rewards and reputation- No




THE AUTHORITIES
There will be a variety of obstacles in the smugglers in the form of the authorities
In the more secure systems the authorities will conduct random stop and searches on ships that are docking- No
Certain ships are more likely to be searched. - Yes but makes no in game difference. Fly a T9 or a sidewinder past a letter bix for three seconds
Ship appearance will affect likelihood of being searched - No. Never noticed. I dont bother painting my ship.
Certain reputations will affect likelihood of being searched - Criminality for example. - No. Never noticed
Distance from authority ships can help players avoid being searched - Yes
Being caught will result in fines and often confiscations- yes
There will be options available for greasing the authorities for those with the right reputations- No
Different types of authorities may have a higher or lower chance of detecting any illicit cargo- No idea
E.g. a patrol police ship has a 20% chance of detecting illegal cargo, a police border patrol special unit has an 80% chance- No or it doesnt work
There will be meta game injected blockades on certain systems by military ships, these will provide obstacles for Smugglers to navigate in real space. - No
Rival crime factions can pose just as big a threat to smugglers if they start to trade/work for such organizations. - No. Vague as snow
Authorities may use check points on borders where illegal goods are often brought into the system, or on commonly used smuggler routes
These can be temporary or permanent - - No. Yup seen them and they stop you and even if your hold is full for gear but your freinds or not wanted they leave you alone
Players can use special (and often illegal) equipment to hide illegal cargo better from searches- No
Equipment like this may further reduce the players cargo space- No
It's up to the smuggler to decide whether their trades are worth the fines/crimes/threat they might incur - - Yes
Authorities or rivals may decide to pay bounty hunters to quietly take you out if you are indiscreet enough to be linked to too much black market trade- No. Its on the Bulletin Board




QUESTIONS
What kind of missions can we give to smugglers?
What other clues can we give players about contacts?
How should other players interact with smugglers that makes both their games fun?

Moderators I hope the big text is okay? If not I will reduce it on request
 
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Yep. This makes me sad, and I'm not a smuggler, I'm a pirate! Damn this huge-scale, PvP focused crap, Powerplay, all of it! FD are trying to make the game they want to play, but they're laying the bricks so quickly, they're forgetting the mortar!
 
Scanning ships and finging contraband could get you a cargo scan data that you can hand in at the local police station.

a hull modification instead of armor, it gives you 20% on scan time and/or radar detection distance. With a cost to jump range and agility.

pirates could be heard chatting about a sertain contact. Or perhaps a secret out post own buy the local smugling crew for top credit payed for ilegal goods and mission to smuggle prohibited items and comoditys to statioms in near buy systems that could lead to a smuggling ring expansion to that system forming a new out post there.
 
Can you just tell them to drop it or you will blow them to bits?

Doesn't work, they don't understand speech. You wither shoot them and hope for that 5% chance that they'll drop 8t of their worst cargo and run, you can use a hatch breaker for a pitiful amount of cargo, or you can shoot their cargo hatch, for the same effect as the hatch breaker. Also, shooting drives doesn't bring the ship to a halt, so you can't "blow out their sails".
 
This --> get more by running a legal route I smuggled slaves 1 time for 800 Cr profit each... promptly went back to my usual rout making 1200 Cr Profit each
 
OH MY DEAR!

You cant blow out their sails.

That is truly bad.

I always go for drives on Clippers. There cannopy is tough but drives are easy. Thats how you stop the ramming. But it doesnt work on NPC~?
 
This --> get more by running a legal route I smuggled slaves 1 time for 800 Cr profit each... promptly went back to my usual rout making 1200 Cr Profit each

I mean, smuggling imperial slaves from Sopontet to 34 Pegasi makes me 2,800 cr/t, and beryllium back is 1,475 cr/t. However, being that Imperial Slaves are so controversial and expensive, profits should be higher, as well as security.
 
OH MY DEAR!

You cant blow out their sails.

That is truly bad.

I always go for drives on Clippers. There cannopy is tough but drives are easy. Thats how you stop the ramming. But it doesnt work on NPC~?

NPCs will continue to roll and spin, and will even accelerate. I have never had an instance, PvP nor PvE, where shooting drives caused a stop, since beta.
 
NPCs will continue to roll and spin, and will even accelerate. I have never had an instance, PvP nor PvE, where shooting drives caused a stop, since beta.

I've been bashin anacondas and they do that spinney thing at about 30 per cent. It went for a while in 1.2 but its definitely back in 1.3.

I don't read many piracy threads. Does it play as poorly as smuggling?
 
I've been bashin anacondas and they do that spinney thing at about 30 per cent. It went for a while in 1.2 but its definitely back in 1.3.

I don't read many piracy threads. Does it play as poorly as smuggling?

Worse. you can make money smuggling, but with piracy, it's so ridiculous that you van't have much fun (AIs are suicidal), and you don't get paid.
 
Is that a legal slave trade? Or a black market run?

The Imp slaves are illegal.
Although the PP stuff says Delaine makes all slavery legal in his control systems, it doesnt. Slaves and Imperial slaves are illegal everywhere they were illegal before if was a control system.

I got over 26000cr / t profit in 1.3 beta. Thats not a typo.

I've racked up millions in fines smuggling over the past week, and usually its been for 800-1100 a ton.
Most of the profitable smuggling routes I've found have very low demand, so the good profits are all gone after one run.

The cheapest Narcotics I've found are at Matucanth, for 8375
The highest price for selling them is at Ltt 9593 for 10700, but these systems aren't close. 2300/T is nothing special when it comes to PP figures. Alisling can get better than that in LEGAL trade one jump away. I would think Patreus and Torval are the same, but I haven't tried any of their stuff.

What sort of prices are you seeing in Antel space, Ben?
 
Piracy is close. NPCs carry the correct and believable cargoes for their locations (the system's economy matters). We just need a way to steal it!

I tried your recommendation. I went to an extraction system with low security. I ended up with palladium, gold and imp slaves! I skipped over lesser minerals and just kept the good stuff. But it took me over an hour and I made 400k with bounties as well. So still lowest paid, but at least it's more than I normally make.

- - - Updated - - -

Well back in 2013 some stuff was discussed and worked out and I'm just doing a sanity check on what was goint to happen and what has happened.

KEY CHARACTERISTICS OF A SMUGGLER


Smugglers trade illegal or stolen goods to black markets, fences and criminal faction bases without being caught by the authorities - Yes
The smuggler's key aim is to stay off radars and under noses, whether hiding in plain sight, or just plain hiding - Yes
Smuggler ships tend to be in smaller ships as such vessels are usually less interesting to the authorites, which means smuggler's favour high value cargo to keep the profit margins high - No. Anaconda with docking computer works fine
Smugglers tend to plot unusual routes accross the galaxy, often crossing between very safe and very dangerous systems (though ironically for the smuggler the threat is often reversed) - No. No point. Makes no difference in general
They often prefer the inconspicuous, even ubiquitous ships, to avoid the interests of the authorities - this is one profession where being the best often means flying the worst - No. People smuggle in Anacondas and boost in the letter box
The lack of bling may be skin deep - smugglers will likely soup up every possible ship part that can be concealed; deception is the keyword at all times - No. People just boot in through the letter box
A certain type of smuggler relies on overt overkill with regards to speed and defence; these bravuras live for the thrill of the ride and infamy that comes with it - No. See above

SMUGGLER PROGRESSION
The basic progression for smugglers is to trade in higher and higher value ilegal commodities - No. You get more by running a legal route.
Distance is often factored in to risk and reward; the longer the journey, the more value many illegal commodities gain, like rare legal goods - No even smuggled rares sell for less than legal rare goods
Higher rewards can also be accrued by looking for trade runs that are especially risky due to the nature of the authorities present - No. risk has never mattered.
The smuggler willing to trade anything, anywhere, anytime is more likely to accumulate a growing list of "contact" NPCs who can offer specific missions of increasing risk and reward - smuggling reputation is a key component for progression - No. Contacts do not exist
A high smuggling reputation will open more of these missions up to the player - Nope. smuggling rep came in in 1.3 and was not back dated and all stats are broken or meaningless
If successful and notorious enough, a smuggler can expect to be petitioned into working directly for criminal factions, where the rewards are greatest but the danger never more deadly as these factions vie for supremacy - No. Pick a mission do a mission care nothing.
Ship progression for the smuggler is often less about better ships and more about better equipment; of which there is an abundance, often specialised to minimise size, power and heat parameters - No. Just boos through letter box


BUYING AND SELLING ILLEGAL GOODS
Players cannot trade in illegal goods on the open market (although some illegal goods can be legal in more tolerant systems). There are a number of lawless systems and hidden smuggler bases where black market trade is welcome, but if the player needs to trade at a normal space station they must tread with care. - No. Every single black market is on the maps and even the local security pays a traded dividend on stolen, found and prohibited goods sold on the black market

When buying and selling illegal goods on the normal market smugglers must trade through contacts and business partners. Finding a reliable trading partner is a key part of a successful smuggling operation, and there are numerous ways to do so. - No.


Many stations/settlements will have contacts that are interested in black market trading
The statistics and simulation for a system will affect and dictate the likelihood of a black market trader being present on a station/other settlement
A systems lawfulness, government type etc. can affect contacts - Yes but meaningless
There can be multiple contacts to trade with, with varying prices for different commodities - yes BB Missions
Players must discover contact details for black market traders before they can instigate illegal trade - No. Its on the maps.
There are a number of methods in which details can be found
Bulletin board posts such as personal ads and notifications can have contact details hidden in them - No. There's a big logo beside it saying this is a smuggling mission
These will be suggestive towards being a black market trader (e.g. Looking for a partner, must be well stocked etc.) - No. See above. They even tell you if it's an out post or a station.
Many bulletins will be from non black market traders, who may not understand why the player is calling, and may even alert the authorities if the player raises black market trade with them. Players must use their wits and experience to gather if a post is from a black market dealer or not - No.
Ships marked with a recognizable smuggler’s mark can be communicated with and interrogated for details- Kind of. Look for seeking x vessles
Ships may require payment or proof of a players intent (based on reputation- No.
Details can be hidden on nav buoys in space- Well I bestgo have a look but they have looked the same since alpha more or less.
Etc.


The player may have to follow a chain of clues to establish a contacts details- No

These steps may include authorities ‘sting’ operations - No
Contact details can be bought and sold to other players - No
Player can sell details to authorities, increasing the chance of a contact being discovered - No
Players can communicate with their contacts present on a station/settlement once they have docked - No
Contacts will offer players trade in any items they are interested in buying and selling- No
This is a separate market from the main economy - No
This will mostly be goods considered illegal in that location- No
Profit margins will be much higher than in the main markets - No. Unless you are talking naff BB missions. Smuggles some chips in to the chip shop.
Contacts could be police agents looking to catch smugglers- No
Confirming a contacts details with multiple sources is a good way to confirm a black market trader is a legitimate contact- No
Smuggler contacts may change over time - No
Black market traders may be caught or change to legitimate traders- No
The player may earn the confidence of a traders superiors, and be introduced to a new contact etc.- No
Systems may become more/less hostile towards smugglers, forcing traders to move/quit- No
Smuggler contacts may give players specific missions from time to time that can earn the player rewards and reputation- No




THE AUTHORITIES
There will be a variety of obstacles in the smugglers in the form of the authorities
In the more secure systems the authorities will conduct random stop and searches on ships that are docking- No
Certain ships are more likely to be searched. - Yes but makes no in game difference. Fly a T9 or a sidewinder past a letter bix for three seconds
Ship appearance will affect likelihood of being searched - No. Never noticed. I dont bother painting my ship.
Certain reputations will affect likelihood of being searched - Criminality for example. - No. Never noticed
Distance from authority ships can help players avoid being searched - Yes
Being caught will result in fines and often confiscations- yes
There will be options available for greasing the authorities for those with the right reputations- No
Different types of authorities may have a higher or lower chance of detecting any illicit cargo- No idea
E.g. a patrol police ship has a 20% chance of detecting illegal cargo, a police border patrol special unit has an 80% chance- No or it doesnt work
There will be meta game injected blockades on certain systems by military ships, these will provide obstacles for Smugglers to navigate in real space. - No
Rival crime factions can pose just as big a threat to smugglers if they start to trade/work for such organizations. - No. Vague as snow
Authorities may use check points on borders where illegal goods are often brought into the system, or on commonly used smuggler routes
These can be temporary or permanent - - No. Yup seen them and they stop you and even if your hold is full for gear but your freinds or not wanted they leave you alone
Players can use special (and often illegal) equipment to hide illegal cargo better from searches- No
Equipment like this may further reduce the players cargo space- No
It's up to the smuggler to decide whether their trades are worth the fines/crimes/threat they might incur - - Yes
Authorities or rivals may decide to pay bounty hunters to quietly take you out if you are indiscreet enough to be linked to too much black market trade- No. Its on the Bulletin Board




QUESTIONS
What kind of missions can we give to smugglers?
What other clues can we give players about contacts?
How should other players interact with smugglers that makes both their games fun?

Moderators I hope the big text is okay? If not I will reduce it on request

So thorough. Very nice goals.
 
Worse. you can make money smuggling, but with piracy, it's so ridiculous that you van't have much fun (AIs are suicidal), and you don't get paid.

The Imp slaves are illegal.
Although the PP stuff says Delaine makes all slavery legal in his control systems, it doesnt. Slaves and Imperial slaves are illegal everywhere they were illegal before if was a control system.

I got over 26000cr / t profit in 1.3 beta. Thats not a typo.

I've racked up millions in fines smuggling over the past week, and usually its been for 800-1100 a ton.
Most of the profitable smuggling routes I've found have very low demand, so the good profits are all gone after one run.

The cheapest Narcotics I've found are at Matucanth, for 8375
The highest price for selling them is at Ltt 9593 for 10700, but these systems aren't close. 2300/T is nothing special when it comes to PP figures. Alisling can get better than that in LEGAL trade one jump away. I would think Patreus and Torval are the same, but I haven't tried any of their stuff.

What sort of prices are you seeing in Antel space, Ben?


So people pirate because the game is weak but their imagination is strong? More power to you guys.

Never done slaves. In game doesn't suit my character but It's always been the profit thing in Elite. Sadly., for me, people say smuggling and everyone thinks slaves. and forgets Narcs, Tabasco (darn spell check), Battle Weapons , Personal Weapons, Liquor etc. So I dont talk about smuggling so much these days coz it I made blah superboosting through a slot wiv me slaves on board. But even the illegal slave trade sounds pretty poor, in context.

Havent had much chance to get busy with selling the naughties in Antal and make notes. Made a stack on instinct for a while though. I mean a solid stack of cash trading drugs. Bought myself 15 LY of space Anrachy (cost about 250m cr and about 200m cr to maintain) space with it in PP but it all went dry so Im looking for the next break.Holly smoke! I just realsied what I wrote.
 
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So people pirate because the game is weak but their imagination is strong? More power to you guys.

Never done slaves. In game doesn't suit my character but It's always been the profit thing in Elite. Sadly., for me, people say smuggling and everyone thinks slaves. and forgets Narcs, Tabasco (darn spell check), Battle Weapons , Personal Weapons, Liquor etc. So I dont talk about smuggling so much these days coz it I made blah superboosting through a slot wiv me slaves on board. But even the illegal slave trade sounds pretty poor, in context.

Havent had much chance to get busy with selling the naughties in Antal and make notes. Made a stack on instinct for a while though. I mean a solid stack of cash trading drugs. Bought myself 15 LY of space Anrachy (cost about 250m cr and about 200m cr to maintain) space with it in PP but it all went dry so Im looking for the next break.Holly smoke! I just realsied what I wrote.

Smuggling Tabasco sauce is risky, those commies can't handle our spicy pirate zing.
 
Is that a legal slave trade? Or a black market run?

It was to a black market. and it said illicit cargo on my way into the dock.

I mean, smuggling imperial slaves from Sopontet to 34 Pegasi makes me 2,800 cr/t, and beryllium back is 1,475 cr/t. However, being that Imperial Slaves are so controversial and expensive, profits should be higher, as well as security.

Thanks for the heads up I might try it sometime. I am currently doing the 100 stop imperial trade circuit
 
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