The Smuggling discussion thread

Really not needed, you can smuggle 532 tonnes of goods in a T9 as long as you run silent. Can't see why anyone would bother hauling 500+ tonnes of illegal goods 4 tonnes at a time in a small shuttle..

Hopefully Frontier fixes smuggling to make it more balanced and rewarding for small cargo ships. Extremely difficult for medium ships. And virtually impossible for large ships (even the Clipper).
 
I have a completely different idea.

What if we can stash some goods inside a Sidey, than dock it inside the Anaconda and go inside the station like this? We don't know enough about the mechanics yet so we can only wonder how it will work:
- Will a scan of your big ship reveal what's in the cargo bay of the small ship docked inside?
- Will we be able to sell/manage cargo that is inside the cargo bay of the small ship inside the big one?
- In the big ship, will there be any kind of information/interaction with the cargo contained in the small ship, like transfer between the two?
 
So I was just thinking about the upcoming ability to be able to launch fighters. If the fighter has a cargo bay, you may be able to use it to get in and out of a port quickly. This could be an alternate way to smuggle contraband in from a large ship. You could dump some cargo from the main hold of the mothership, launch a fighter to scoop it up and then fly to the base in a less conspicuous and quicker craft. Any Thoughts?

My thought is that now we'll can carry ships it pave the way to new kind of ship, ship without fsd small and optimized for certain roles, like small hauler ship who would be able to carry 12 to 20 t ,no fsd, same for fighter, small fighter with c2 weapons and no fsd :)
 
Hopefully Frontier fixes smuggling to make it more balanced and rewarding for small cargo ships. Extremely difficult for medium ships. And virtually impossible for large ships (even the Clipper).

We can only hope.. As much as I love my Python, I really wanted the Cobra to be my goto smuggling ship. That fact that we can do bulk smuggling in a T9 is strange, hundreds of runs in my T9, 200+ million made in the last 8 weeks - caught twice, only because I was drunk... total fine 4.2 million credits.
 
My thought is that now we'll can carry ships it pave the way to new kind of ship, ship without fsd small and optimized for certain roles, like small hauler ship who would be able to carry 12 to 20 t ,no fsd, same for fighter, small fighter with c2 weapons and no fsd :)
Condors and Imp Fighters already have no FSD.
But I hope you all realize that the actual goal of a small fighter is for combat purposes and they will make a huge impact in that field. Their probably going to be most effectively used by previously vulnerable trade cows, sure, but in defense against pirates.
They may be able to carry 2-4 tons of cargo but I'm pretty sure if they can it will work like an srv. They can pick it up in a scoop, land in the mother ship, and then it automatically transfers to the motherships cargo.
Of course you could always dump and scoop but lets be realistic for a second... there's no way we'll be able to dock a deployed condor at a station. Theres just to many issues with that both in the lore and game mechanics.
It shouldn't be too much longer before FD tells us exactly how this works and if I'm wrong shoot me. :p
And answer this question for me, please. Why would stations grant your fighter permission to land if the only reason you can think of doing so is for illegal activity?
 
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Authority knows about these goods already. Why would someone take a risk at the black market, and buy goods the authority knows about? They even know the specific ship, the landing pad the goods are on. So impossible for anyone at black market to benefit from the situation.
I can accept this. This makes sense.
.
I think they should force jettison or blast you out of the sky if you're tagged.
 
And answer this question for me, please. Why would stations grant your fighter permission to land if the only reason you can think of doing so is for illegal activity?

Because...I think its cool to have that star trek moment where your approaching your ship to see it for the first time before an amazing adventure. :)

I think they'd grant it because not every launched ship would necessarily be smuggling. You might want to launch because you'd rather land a smaller ship to get in and out of a station to complete missions, turn in exploration data, refitting (assuming we could refit a fighter). Also you may have a friend who is multicrewing your ship and you may want to fly in to a station and transfer to another ship. Assuming we could do it, it would allow a friend to fly your ship and you to get into another one. This might be handy if you and a friend were flying in your space cow and you decided, "you fly this cargo bay with engines, I want to escort YOU in a good ship." Assuming you could do this.

I think this all is a fun musing and shows multicrew and launched fighters could provide for interesting mechanics. But more importantly it would give you variety in the activities you can do when launching a fighter.
 
So I was just thinking about the upcoming ability to be able to launch fighters. If the fighter has a cargo bay, you may be able to use it to get in and out of a port quickly. This could be an alternate way to smuggle contraband in from a large ship. You could dump some cargo from the main hold of the mothership, launch a fighter to scoop it up and then fly to the base in a less conspicuous and quicker craft. Any Thoughts?

I like the idea...

But only, if they actually fix smuggling minigame. It should be next to impossible with ships like T9.
 
Well I might not be the best smuggler. With my trade-aconda even in silent running I seem to get pinched. That's why I think this might be a way around it if your primary ship is a larger one and you want to be able to unload contraband in this way from time to time.

Line up and just boost at station in a straight line dont bother with sr.

So broken at moment I want to smuggle with stealth but why bother when I can do this in my conda. As others have said if you can get a t9 in there Something mmust be wrong. Even if sr caused you to dissappear of scanner you can see it coming miles away.

Like your idea though.
 
Smuggling 101: Docking made easy

[video=youtube;cKOQ_FHfAkw]https://www.youtube.com/watch?v=cKOQ_FHfAkw[/video]

This video is meant to help those who may be having trouble docking with illicit cargo. There are many ways, this is my preferred method. I find it works well even with large ships like the Type-9 (shown) or Anaconda. It's largely inspired by Isinoa's smuggling video from an old beta, I simply adapted his ideas (done in a sidewinder) to work in a Type-9.

PS: I originally posted the video on reddit after a few CMDRs mentionned having trouble smuggling. I figured I'd share it here as well.
 

Deleted member 38366

D
Smuggling 102 Hints : :D

Heat outside ~5.5km from the front Station entrance is irrelevant. No Security NPC will ever venture that far, unless in the rare occasion you disengaged into an already alive instance and Security had business in the vicinity.
The moment when you passed the critical area, you'll notice your heat was already all the way back up to normal - just when you needed to be cold the most. 3km and closer is where it gets critical.

IF they have business, i.e. they're engaging another Target that scanned as Wanted - all Security Ships will join that fight. During that period, you technically could run in with Docking Computer and 90% heat and noone will be left to scan you ;)

Keeping Throttle up somewhat sabotages your Silent Running - Thrusters at full aren't covered by it and can give you away (Engine Exhaust = external, thus Silent Running can't cover them).
Keeping the Vector with FA off and at speed - but Throttles in idle - reduces your signature. Additionally prevents building up excess and undesired heat from the Engines @ full Throttle.

The worst danger in a Type-9 is encountering opposite Traffic while already close to the entrance. Then you're screwed *g*

Using above details, you'll be able to run in shielded (if you wish, an unshielded Type-9 carrying lots of expensive stuff attracts alot of NPC Pirates) and technically won't need Silent Running.
Latter has been proven to be rather ineffective at preventing Security Scans all by itself - only the % heat and your graphical thermal signature is what matters when it comes to Security Scans.
Just stay cold inside 5km and you'll be fine. A 2nd or 3rd Heat sink launcher on another Firing Group doesn't cost much, so you'll be able to carry as many as you need and spam them at all times :)

-- edit --

Just parked my own Type-9 (fully kitted, 28% heat @ idle) 5km in front of a large Orbis Station.
No Security Ships came closer than 3.9km doing their standard Orbits.

Upon closing in, I saw one Security NPC approaching me - so I went Silent running when it was still 1.7km out.
As expected, the Scan was conducted from 1km range without problems by the NPC - as I had approx. 38% heat at that time (no heat sinks).
 
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Long range smuggling missions [nerf]

Good afternoon commanders, F: D

I know it's been discussed countless times, yet, the smooth spot isn't quite there yet.

The subject of this thread concerns the long range smuggling missions obtained at the further outposts far beyond the "bubble". Not only the smuggling missions, but the common ones equally.

It was obvious to most of us ( I hope ) that these at first introduction were way beyond reasonable in terms of resources that could be acquired by performing these missions.
Therefore a nerf was strictly necessary, and so it was.

To share my experience at the current state of things, I've spent 2 hours at these outposts trying to fill an 80T cargo hold with these missions.
In these 2 hours, I acquired 1 smuggling mission have filled 70/80T of cargo with more "current" missions requiring the transport of little goods into the bubble.

The current state of politics within the stations may play a role, however to put things in context 2 hours to spawn missions plus another 3 to 4 hours of accomplishing them totals to about 5 to 6 hours with missions worth roughly about 20 million credits. A simple division brings this to 5 million credits an hour as an entrepreneur.

I'd like to bring up a sense of merit for these missions. Non-stop interdictions, transport of illicit cargo, and countless pirates waiting to get a taste of that cargo. Submitting and throttling back up is not an option as NPC's do follow, and interdict within seconds on your way to the stations.

To contextualize this, I make 3500 credits per ton, per 15 minute trip for a low risk activity requiring little to no thought ( roughly 6 million credits / hour ). The casual grind of trading back and forth has a merit that is superior to long range missions requiring constant input, and definite thought in avoiding and/or facing the risks involved.

How much nerf is too much nerf?

Either we praise the brainless activity of boredom or we value higher merit to higher risk and intensity. If the latter is not the case, then mining will require a significant boost of merit to meet these requirements.

Resetting the RNG seems to have been fixed, which is a good thing, yet the addition of that with the sparsity of the missions, the profit loss, and risk involved have simply eliminated the entire activity of long-range smuggling as a profitable activity.

Are we back to brainless back & forth trading after having experienced an actual fun and engaging way to spend our time?

-EValve
 
Good afternoon commanders, F: D

I know it's been discussed countless times, yet, the smooth spot isn't quite there yet.

The subject of this thread concerns the long range smuggling missions obtained at the further outposts far beyond the "bubble". Not only the smuggling missions, but the common ones equally.

It was obvious to most of us ( I hope ) that these at first introduction were way beyond reasonable in terms of resources that could be acquired by performing these missions.
Therefore a nerf was strictly necessary, and so it was.

To share my experience at the current state of things, I've spent 2 hours at these outposts trying to fill an 80T cargo hold with these missions.
In these 2 hours, I acquired 1 smuggling mission have filled 70/80T of cargo with more "current" missions requiring the transport of little goods into the bubble.

The current state of politics within the stations may play a role, however to put things in context 2 hours to spawn missions plus another 3 to 4 hours of accomplishing them totals to about 5 to 6 hours with missions worth roughly about 20 million credits. A simple division brings this to 5 million credits an hour as an entrepreneur.

I'd like to bring up a sense of merit for these missions. Non-stop interdictions, transport of illicit cargo, and countless pirates waiting to get a taste of that cargo. Submitting and throttling back up is not an option as NPC's do follow, and interdict within seconds on your way to the stations.

To contextualize this, I make 3500 credits per ton, per 15 minute trip for a low risk activity requiring little to no thought ( roughly 6 million credits / hour ). The casual grind of trading back and forth has a merit that is superior to long range missions requiring constant input, and definite thought in avoiding and/or facing the risks involved.

How much nerf is too much nerf?

Either we praise the brainless activity of boredom or we value higher merit to higher risk and intensity. If the latter is not the case, then mining will require a significant boost of merit to meet these requirements.

Resetting the RNG seems to have been fixed, which is a good thing, yet the addition of that with the sparsity of the missions, the profit loss, and risk involved have simply eliminated the entire activity of long-range smuggling as a profitable activity.

Are we back to brainless back & forth trading after having experienced an actual fun and engaging way to spend our time?

-EValve

Try the other colonized systems Sothis seems to be hand edited, I visited systems a bit closer to human space and there were smuggling missions available, not as before but they were there,on sothis there was nothing. Robigo,Almagest, and others on route to Sothis.
 
At the moment long range smuggling only pays out high if you are Elite Tycoon rank, the devs have said they will make further adjustments for 1.5

I doubt they want to kill regular trading for lower ranked cmdrs. For Elite traders I think it's fair that long range pays out more, we have all been trading regular routes for a long time. I'll pull in about 150 tonnes of mission cargo in an hour if I'm not too picky (I don't log out and back in) So I'm pulling in about 15-20 mill an hour, pre adjustment I was making 50+ mill an hour.. The balance on my end of the scale feels right.
 
Try the other colonized systems Sothis seems to be hand edited, I visited systems a bit closer to human space and there were smuggling missions available, not as before but they were there,on sothis there was nothing. Robigo,Almagest, and others on route to Sothis.

I have, Atese as-well! My usual go-to still remains the little Fed cluster Sothis, Robigo, Ceos.

At the moment long range smuggling only pays out high if you are Elite Tycoon rank, the devs have said they will make further adjustments for 1.5

I doubt they want to kill regular trading for lower ranked cmdrs. For Elite traders I think it's fair that long range pays out more, we have all been trading regular routes for a long time. I'll pull in about 150 tonnes of mission cargo in an hour if I'm not too picky (I don't log out and back in) So I'm pulling in about 15-20 mill an hour, pre adjustment I was making 50+ mill an hour.. The balance on my end of the scale feels right.

Have you performed this route recently? Mode dancing seems fixed on my end. Higher ranking missions ( which I do keep an eye out for out of curiosity ) don't seem to spawn at much higher rate, neither do they pay significantly more ( in terms of payout/Tcargo ).

I've taken my Anaconda there once, where not a single mission appeared neither commodity or smuggling in over an hour and a half. This made me switch back to the ASP hoping I'd get more at the outposts. Anyway, for a single rank or even two; entrepreneur to tycoon/elite, if as you say, you make 15-20 mil an hour, I hardly believe the gap needs be this huge. 5mil /h to 15/20mil/h.
At your end and rank profit seem exactly reasonable, but right below that it's absolute misery.
 
I did a few last night in a 72T Asp, and did about 8-10 million in 3 hours, (plus 20T of the Sothis Crystalline Gold) so really 52T for the missions, I did hit all 3 stations i.e. Robigo, Ceos and Sothis)
88% of the way to Elite for trading and Elite for Combat.
 
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I have, Atese as-well! My usual go-to still remains the little Fed cluster Sothis, Robigo, Ceos.



Have you performed this route recently?

Yes, 85% of my current gameplay is long range hauling in my Python. I only fly out of two remote stations, one takes me to Fed space, the other outpost takes me to Imperial space.

You think 5 mill an hour is bad for a low ranked trader? Kids today... :p
 
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