I'd like to see a slave trading CG to create a new rare good meat commodity.
But explain to me then how you're seemingly ok with the suffocating effect this game has, but consider my suggestion to be too much? And also, would something way less drastic be ok then? What i'm looking for is to make smuggling and slavery feel like you're doing something bad. Right now it's clearly the best way to make money, and i have friends who'd never even consider pirating since they think it's too cruel, but smuggling slaves is completely ok to them and i guess alot of others, despite (in my mind) being just as bad if not worse. If there was something that would indicate just how evil this job is, people might think twice about doing it, and instead focus on legal and less evil jobs.
Elite right now preys on the basic instinct of greed. These jobs pay more, a lot more, millions more. Same with the narcotics ones.
No apology needed, you gave your point of view and to be honest i hadn't seen it from that side. I might have come off as too morbid in my first post, and i guess i could have been more clear about my reasons for wanting something like that.Elite right now preys on the basic instinct of greed. These jobs pay more, a lot more, millions more. Same with the narcotics ones. I don't think it will stop anyone doing it. Look at robigo. I'm sure you could do almost anything and players will just keep churning out the slaves. You want people take a moment to reflect and possible not do it, hit them where it hurts, in the credit balance.
Make it so there is no possible way to come out on top if you get caught. Make the cargo unsalable, and the fines huge.You get caught with slaves, you lose money, and the cargo.
One of the other problems is in the empire slavery is legal.
Didn't mean to be a huge about it.
So a couple of friends and I were talking about smuggling and how to improve it, and we came up with a few ideas i thought i'd run past the people here.
1. First off we all know how sometimes you'll get overheated and the cargo hatch will start pumping the slaves out.
1 and 2 I could do without, but number 3 seems like a no brainer.So a couple of friends and I were talking about smuggling and how to improve it, and we came up with a few ideas i thought i'd run past the people here.
1. First off we all know how sometimes you'll get overheated and the cargo hatch will start pumping the slaves out. But how about a warning first? Our idea was adding a few extra sounds like banging on the hull, maybe even yelling and screaming to indicate what they're experiencing back there. It might be kinda morbid, but smuggling shouldn't be happy and cheerful anyways, especially when dealing with slaves.
2. Another one had to do with pirate outposts. Right now those places seem to be the safest places to smuggle to, but how about adding some extra kind of risk? Say they see your hull is full of cargo, so they decline your offer but tell you you'll be fired upon by the station if you don't turn them over for free.
3. The last one is regarding the security forces, and the constant "follow me" dudes that stalk you all over the place. Now in real life there's corruption in almost every security force in the world, so in the future it would seem strange that so many systems and people are suddenly all straight arrows. I'd never wanna go with any of the "follow me" dudes since the offers they make are just downright silly (40k for my 4 mill mission that i'm close to dropping off? I'll pass). But if you were intercepted by a security force and they told you to either give them a bribe or they'd scan/shoot you, i would most certainly consider it.
-I'd like to see a slave trading CG to create a new rare good meat commodity.
-They have a limited lifespan once they are dropped. You can see it decrease when you target them.
Spoiled!Have a read of [thread=[URL]https://forums.frontier.co.uk/showthread.php?t=7276&highlight=spoiled+slaves[/URL]]this post by Sandro Sammarco[/thread] from 2013.
If you get into a particularly bad firefight and suffer some damage to internal systems, there should be a chance that some of the cargo pods burst open in your hold, letting the slaves loose. Sometimes, if you pay attention, you'll have time to pop the cargo scoop and asphyxiate them, but sometimes the last thing you'll see before the rebuy screen is an arm reaching from behind the pilot seat to grab your throat.
id also like to see getting caught having real consequences. Say you have a load full of missions worth 50 mill and get scanned. What happens now is you get a fine for a paltry amount and fail your missions waisting your time. Big whoop a new player can afford that fine and can mindlessly keep rolling the dice until they get it right and still make way more money than they lost in fines.
id like to see some real risk to smuggling. An instant bounty worth your missions total on top of losing all your missions and time.
id also like to see bounties not be avoidable, if you get a bounty and blow up there should be no way to weasel out of it. That can be exploited and would need to change if we are going to see any real risk to illegal activities in elite.
Well yeah, it does ofcourse. But they do the exact same thing if you're caught smuggling narcotics, and slave smuggling is both alot more evil and alot more profitable, so i think it should either be alot more risky, or have something in the game hit you in the feels.Re: making slavers "feel bad" about their trade: what, having the cops shoot at you, fine you and otherwise harass you isn't enough of a clue that what you're doing is considered unethical and against the law in most places?![]()
That would be a way of doing it, and it might reduce the amount of smugglers for sure. But still doesn't really show what an appalling business you're in.Re: increasing risk for smuggling: absolutely. The simplest, easiest and best way of doing this is for the station to confiscate your smuggled goods if you got caught with them coming in. So you get fined, PLUS you don't get to sell your illegal cargo.
Now i don't wanna get into a whole discussion on whether or not cops are even able to be corrupt, but there's several security forces thats "Lawless", surely they wouldn't be as supervised as you're saying? Either way i believe corruption can sneak in anywhere, no matter what kind of supervision they're under.Re: corrupt cops: no. This is 3302. The Authorities know that corrupt cops within their ranks could wield considerable power and influence, so they keep a watchful eye on all their patrol ships. Each one continuously records all its comms and activities and streams that data back to police HQ. This keeps each cop on their best behaviour. So any corruption would have to come in the form of official, government-sanctioned corruption i.e. in smaller indie systems where the governments themselves are corrupt.