Revive smuggling

See title.

2.1 mission update saw the decline of Robigo and the rise of Sothis/Ceos among others.

Changes to mission distribution and smuggling penalties/interdictions while smuggling have effectively killed smuggling. Simple. These changes have had the following negative effects:

- the rise of incredibly high profit hauling, which requires zero skill and consequently results in very large quantities of new players cheesing their way to the biggest ship possible within a short a time scale as possible and focusing little on flight development or ship progression. This has a number of more global secondary effects, which I won't detail here to avoid encouraging off-topic discussion or flame wars. If you want to discuss this point, let's discuss below.

- the death of skillful, involved and exciting high-profit hauling.

Pre-2.1, Robigo was notoriously high profit but with the caveats that a) you had an outpost only to start with, restricting you to a smaller vessel, and b) you had to work against risk for your profit.

There was once a small plethora of threads discussing smuggling tactics. How to best approach the station unscanned, how to avoid interdictions in transit, best ship loadouts, whether SR made a benefit to avoiding scans etc. While as much a part of the economy as Sothis is, there was a level of satisfaction knowing that the highest paying activity in the game was illegal smuggling, and it was in its own right a profession - there was a necessary skillset in flight technique and necessary consideration to your loadout, and would fundamentally develop yourself as a pilot in addition to the profit side.

And the best bit? It had risk, which with the above required skill meant that smuggling was fun. Exciting, sometimes genuinely pulse-raising fun. To any serious smugglers, don't tell me you never had a few sighs of relief touching down in your first station after hearing "scan detected" prior to making it through the mail slot.

Newer long range hauling is a disaster in terms of effectively huge amounts of free money, and on a gameplay level being boring as hell. You are being paid 70 million credits a run to practise using your FSD button. If you DO pick up smuggling missions, there is minimal incentive now to keep such a low profile, and is only a concern when docking - the in transit interdictions seem to have entirely disappeared (I actually seem to get interdicted LESS than normal when I have smuggling missions!)

On a technical level, to be completely honest, I can't provide the answers. But on a conceptual level I would recommend the following (discussion points, not absolutes):

-decrease the payout of standard long-range hauling missions
-increase the "bonus penalty" for being scanned while smuggling (I would be happy to see scan=fail again but we're supposed to be encouraging smuggling here)
-increase the proportion of available smuggling missions considerably compared to standard long-range hauling
-increase the base pay of smuggling
-increase the interdiction rate slightly again for mission runners with smuggling missions

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Let me see if I can understand this clearly:

- Smuggling was fun, and remains fun.
- but has lost its profitability and popularity to a rival method (?)
- requires expansion / changes to its structure (?)
 
Let me see if I can understand this clearly:

- Smuggling was fun, and remains fun.
- but has lost its profitability and popularity to a rival method (?)
- requires expansion / changes to its structure (?)

-Smuggling used to be fun, but the effective removal of interdictions during smuggling and the drastic change from fail on scan to relatively small payment decrease on scan removed a lot of the risk/fun

-It's lost raw profitability and yes popularity. The proposed changes are not just about the revival of smuggling, but the tempering - not the removal - of the "rival method", with the reasoning the rival method is skilless and unengaging for the frankly horrifying level of profit available

-Expansion, yes. Changes to structure - I guess so, partially around increasing the availability of smuggling, partially around reintroducing the risk/fun aspect
 
In the past I've found that prospecting and exploiting non-mission smuggling can be quite engaging.

I just load up a Cobra with a variety of some commonly illicit materials and then go hunting for black markets in systems where the cargo is prohibited.

You can find some very lucrative smuggling routes this way. Further, when you do find one, it is unlikely to get spoiled by EDDB or others b/c the black market prices are often times not collected.

I once had a run to bring Slaves (not the Imperial kind) to one station and personal weapons back. Very tidy profits for an Asp, ridiculous profits if you can manage to slip a big trade ship past security (helps to be allied with security forces as they don't pay as much attention to you).

You are also saved from the mission spawned pirates and police.
 
I use to run mostly 'smuggling missions', up until about 3 or 4 months ago. I could look at the board and fill my Cobra up and off into the black, with a constant look over my shoulder. Long or short range, my 32 to 40 ton cargo hold would be filled, with goods, to be smuggled. I never got to Robigo, Sothis or Ceos, so never saw a mission in the million credit range, but it was always worth while and lots of fun. I funded my 90% of my Clipper, with mission board smuggling missions.

These days however; I hardly see any on offer, which to me is very sad. Not sure why, they have become so rare, but look forward to seeing them in abundance again. Especially now the stations are becoming a little more 'dangerous'.
 
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I use to run mostly 'smuggling missions', up until about 3 or 4 months ago. I could look at the board and fill my Cobra up and off into the black, with a constant look over my shoulder. Long or short range, my 32 to 40 ton cargo hold would be filled, with goods, to be smuggled. I never got to Robigo, Sothis or Ceos, so never saw a mission in the million credit range, but it was always worth while and lots of fun. I funded my 90% of my Clipper, in mission board smuggling missions.

These days however; I hardly see any on offer, which to me is very sad. Not sure way, they have become so rare, but look forward to seeing them in abundance again. Especially now the stations are becoming a little more 'dangerous'.

Which is something I've admittedly missed out in favour focusing on the "big boys" of smuggling - though was in the back of my head when I was encouraging a higher population of smuggling missions. Agreed, take away the "most profitable station" aspect, and shadow deliveries in my early days were some of the more exciting to take on. The Asp I used was effectively a combat asp with cargo but I inadvertently came upon a rule I would later embrace for smuggling - "If you can't categorically outrun them, don't. Shoot them very quickly."
 
I agree with StiTch, particularly with shadow smuggling, and would love to revive my flying gas-tank asp and stock up on heatsinks!
 
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