So, in line with the upcoming looting & crafting system, I thought I would list off some possible crafting options for those who sought a less legal profession-& what some of their potential drawbacks might be. Obviously these items would be hard to get outside of systems controlled by criminal factions
1. Smuggling compartments. They have smaller capacity than a cargo rack of similar size, & would require you to sacrifice an internal slot not normally used for cargo racks. However, as they are where people don't expect them to be, they can be used to carry cargo unscanned.
2. Pressurized Cargo racks: again, slightly less capacity than regular racks, but they would become the only means by which you could carry slaves-short of a passenger cabin-unless you want it to become animal meat. They might also be necessary for collecting escape pods.
3. False transponder: requires power, but sends out a false signal about your wanted status....even on Kill Warrant scanners. More highly rated scanners & KWS's can penetrate-at short range-at which point you'd cop an additional fine for having illegal equipment.
Stealth hull: sacrfices hull strength for being almost entirely impervious to scanning by all but the highest rated scanners. Will also make it difficult for ships to maintain a lock on you-in combat-if you get beyond a certain range
Scrambler Unit: requires power. This allows you to scramble signals that might be sent to wing-mates & local authorities. It can also be used to compromise Nav Beacons. There would be modules that could punch through this-but it would be expensive.
Shielded Cargo Compartments: Same size as regular compartments, but requires power. Prevents detection of cargo-especially illicit cargo-by casual scanning by all but the most powerful scanners. Even these will require shorter rsnge & a longer time frame to work. As with the false transponder, however, successful scanning will most likely score you an additional fine.
So what do people think?
1. Smuggling compartments. They have smaller capacity than a cargo rack of similar size, & would require you to sacrifice an internal slot not normally used for cargo racks. However, as they are where people don't expect them to be, they can be used to carry cargo unscanned.
2. Pressurized Cargo racks: again, slightly less capacity than regular racks, but they would become the only means by which you could carry slaves-short of a passenger cabin-unless you want it to become animal meat. They might also be necessary for collecting escape pods.
3. False transponder: requires power, but sends out a false signal about your wanted status....even on Kill Warrant scanners. More highly rated scanners & KWS's can penetrate-at short range-at which point you'd cop an additional fine for having illegal equipment.
Stealth hull: sacrfices hull strength for being almost entirely impervious to scanning by all but the highest rated scanners. Will also make it difficult for ships to maintain a lock on you-in combat-if you get beyond a certain range
Scrambler Unit: requires power. This allows you to scramble signals that might be sent to wing-mates & local authorities. It can also be used to compromise Nav Beacons. There would be modules that could punch through this-but it would be expensive.
Shielded Cargo Compartments: Same size as regular compartments, but requires power. Prevents detection of cargo-especially illicit cargo-by casual scanning by all but the most powerful scanners. Even these will require shorter rsnge & a longer time frame to work. As with the false transponder, however, successful scanning will most likely score you an additional fine.
So what do people think?