Smuggling Desperately Needs Some Attention

I've watched over the years as so many professions have seen improvements. Whether it's improved credit rewards or additional gameplay loops. Yet smuggling has not changed since the game originally released. Here are the main problems I see compared to other professions in the game:
  1. PROFITS
    1. Smuggling profits haven't changed since the game released. You're lucky to find 3-4,000 credit/ton routes and you don't get the benefit of using Inara or other outside sources to find them.
    2. At any point in time I can easily find a legal trade route that will net me 24,000+ credits/ton.
  2. MISSIONS
    1. While legal trade missions were updated to use the mission depot system, which allows you to take on missions regardless of ship size/cargo capacity, smuggling missions were never updated. If your ship is too small or doesn't have the capacity, you can't take the mission.
    2. Profitability is also not much better for missions. You might get 10-20,000 credits/ton depending upon the distance you need to travel.
    3. They're unreliable, as you can never guarantee that a minor faction will generate smuggling missions.
    4. We used to have "Shadow Delivery" missions which offered high payouts for transporting a small amount of illegal goods over a long distance. You were also tailed by law enforcement for the entire duration. Any scan would fail the mission. You used to be able to stack up on these and make good money but they were removed from the game because it was "too profitable" at the time. These days you can make even more money than those missions ever could, but they never brought the missions back. So in a sense, we've lost smuggling gameplay since release.
  3. POWERPLAY
    1. With the new PowerPlay system, I was hoping smuggling would at least have some use there. Unfortunately, smuggling doesn't count as "committing a crime" for PowerPlay and thus doesn't earn any merits.
    2. It offers zero benefit towards acquiring, reinforcing or undermining a system, even for Archone Delaine.
  4. BACKGROUND SIMULATION (BGS)
    1. This is the only area where smuggling is truly beneficial as a tool to tank a factions influence in a system.
I've mentioned some of these things in the past, on the forums and during livestreams where FDev were fielding comments from the community. Obviously nothing has changed so I have no illusions that FDev will see this and do anything about it. However, with the lack of integration into the new PowerPlay I felt the need to speak up again. A whole profession listed in the Pilot's Handbook alongside trading has been forgotten.

The changes I think would be the simplest and most beneficial are as follows:
  1. INCREASED PROFITS
    1. Right now, smuggling illegal, non-stolen goods offers no bonus versus trading legal commodities. My proposal would be for black markets to offer a substantial bonus for any non-stolen goods sold. This bonus could help bring the profits inline with other professions and makes sense in-universe.
      1. We already know this is possible to do because black markets markdown the price offered for stolen goods fenced through the black market. So just add an additional bonus for non-stolen goods.
  2. UPDATE MISSIONS
    1. Give us back "Shadow Delivery" missions!
    2. Update smuggling missions to use the mission depot system.
    3. Give us more variety of smuggling missions. Instead of just deliveries, give us source and return missions.
    4. I would love to see smuggling missions offered through the black market, rather than come from the mission board. However, I understand that would be a stretch. But that would offer a more reliable source for smuggling missions. You'd only need to find a station with a black market.
  3. INTEGRATE INTO POWERPLAY
    1. Smuggling into undermine systems should benefit your chosen power and offer merits.
    2. Smuggling stolen/pirated goods from hostile power ships in reinforcement systems should benefit your chosen power and offer merits.
Anyways, that's my rant. I've been thinking about it for a while and wanted to put it out there.
 
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and some actual stealth mechanics instead of just coldship cant be targeted, i would prefer pirates didnt ALWAYS know exactly what im carrying the second i load it into my ship.
and some way to jump into a system without every one being able to track me, identify my ship and loadout.
wouldnt it be amazing if scanners had different featurs and properties based on ship and size instead of simply being power and tonnage tax ?
 
These ideas have my vote. Hacking of station terminals , data piracy and malware insertion are interesting and (mostly) non-violent PP 2.0 activities that enrich the gameplay. Adding smuggling to the mix gives players the option of carving out a unique and specialized profession that few other (if any) space games have.
 
I'd also like to see smuggled data delivery but restrictions on ship types - e.g. small ones to give you a reason to use them again, or sub optimal medium or large ships.

The far off dream is having to use an E rated Type 6 to get smuggled cargo somewhere for a maximum reward/max risk type scenario (against the clock, in Open only).

Perhaps some of these new player led colonisation systems will want some narcotics or booze delivered?
 
I'd also like to see smuggled data delivery but restrictions on ship types - e.g. small ones to give you a reason to use them again, or sub optimal medium or large ships.

For one, large ships attract more attention and should be more likely to get scanned.

And small secret compartment modules (if it's large, it isn't secret) that a small ship is better off carrying because ☝️
 
For one, large ships attract more attention and should be more likely to get scanned.

And small secret compartment modules (if it's large, it isn't secret) that a small ship is better off carrying because ☝️
You know, I think back when they introduced the Krait Mk II, FDev mentioned that there's a hidden stat that determines how likely ships are to get scanned based on size/type. They mentioned the Krait has a naturally lower chance. I haven't heard it mentioned since so I don't know if any other ships have special bonuses.
 
You know, I think back when they introduced the Krait Mk II, FDev mentioned that there's a hidden stat that determines how likely ships are to get scanned based on size/type. They mentioned the Krait has a naturally lower chance. I haven't heard it mentioned since so I don't know if any other ships have special bonuses.

A Krait smuggler variant that's SCO friendly would be fantastic! And the small secret compartments could function the way first class passenger cabins do - if you don't have them, you don't get first class smuggling missions.

Maybe a max module size of 3? Another incentive to use smaller ships.
 
A Krait smuggler variant that's SCO friendly would be fantastic! And the small secret compartments could function the way first class passenger cabins do - if you don't have them, you don't get first class smuggling missions.

Maybe a max module size of 3? Another incentive to use smaller ships.
Well the Cobra Mk V might fit that bill. It's a medium, instead of a small, and will most certainly be a SCO-optimized ship. It's definitely a smaller medium though, like the Mandalay, so it won't have the capacity of a Krait or Python.
 
Well the Cobra Mk V might fit that bill.

It might.
But it depends on one thing: her agility.

Cobra III was an undisputed king of Robigo smuggling due to her thruster speed, fantastic agility in all axes, but most of all for her breaking characteristics. I had a fun method for my runs, not cold running but speed: they don't have enough time to scan me, full approach and entering the mailslot was done under the boost. At the moment I'm passing the actual slot, hard breaking with reverse throttle, opening cargo scoop and lowering the landing gear. Man, you could hear "the tires screeching", that effect was intoxicating. (Mind you, i was flying shieldless so I had to stop before the nasty back wall of the station).

Mark IV was a bit of a let down, fattish and clumsy compared to III, like wishing to cut all the ties to the family and marry a Python.

But the saddest of all, Robigo smuggling runs were deleted.

Now if Mk V retain the agility of Mk III, and if there is some new meaningful smuggling to be done, it would be fantastic.

EDIT
Just bring back some meaningful dynamic smuggling "a la Robigo runs", there always is an old trusty Mk III. That's more important than will Mk V be up for the job.
 
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It might.
But it depends on one thing: her agility.

Cobra III was an undisputed king of Robigo smuggling due to her thruster speed, fantastic agility in all axes, but most of all for her breaking characteristics. I had a fun method for my runs, not cold running but speed: they don't have enough time to scan me, full approach and entering the mailslot was done under the boost. At the moment I'm passing the actual slot, hard breaking with reverse throttle, opening cargo scoop and lowering the landing gear. Man, you could hear "the tires screeching", that effect was intoxicating. (Mind you, i was flying shieldless so I had to stop before the nasty back wall of the station).

Mark IV was a bit of a let down, fattish and clumsy compared to III, like wanting to cut all the ties to the family and marry a Python.

But the saddest of all, Robigo smuggling runs were deleted.

Now if Mk V retain the agility of Mk III, and if there is some new meaningful smuggling to be done, it would be fantastic.

EDIT
Just bring back some meaningful dynamic smuggling "a la Robigo runs", there always is an old trusty Mk III. That's more important than will Mk V be up for the job.
From what was released, it sounds like the Mk V will be a fast and agile multi-role ship, like the Mk III, but in a medium-sized vessel. I'm really hopeful!

The Cobra Mk III has been my daily driver for a long time now, but it's hard to stay in a small ship as it limits what you can do. A medium is a lot more versatile for a daily driver, which is why I've switched over to the Mandalay now. It's fast, agile, runs cool and has great jump range, all while having a decent amount of optional internals for flexible builds and decent cargo. However, the Mk V might replace the Mandalay for me.
 
For one, large ships attract more attention and should be more likely to get scanned.

And small secret compartment modules (if it's large, it isn't secret) that a small ship is better off carrying because ☝️
That's what smuggling should be about, to me. Legal trading is all about working with small profit margins but large quantities to generate revenue. Whereas, I feel like smuggling should be about working with small quantities of illegal goods that generate a large profit when sold at a black market. I imagine a system similar to rare goods where you're limited in the amount that you can haul, but they generate a competitive profit.

Limiting the quantity allows you to use smaller ships and prevents you from loading up a Type-9 full for obscene profits.
 
I have to admit, the Cobra Mk5 looks like a sweet ship. Just hope it has the stealth & speed characteristics necessary for smuggling. Jump range isn't an issue as long as it's good enough for Bubble travel - the Mandalay already holds the role as king of the medium ship explorers and even rivals the Cobra for jump range.
 
I would like an additional type of smuggling mission that can only be completed with a small very fast lightweight ship, anything slower than a small racing ship would be scanned by fast NPCs (enhanced performance thrusters, barely any shield, >750m/s boost ). Make it skillful, like having to boost into the station and land fast enough to avoid the station's automatic sensors.

Possibly buckyball it thru multiple systems, having to stop at stations and complete the entire trip under a certain amount of time.
 
I really do miss the old shadow delivery missions. There was just something about hauling ass from Robigo to wherever with a dozen ships in tow. Half wanting to rip the cargo racks out, the other half desperate to scan. All the time, the clock kept ticking.. Zipping through the mail slot, throwing heatsinks like frisbees.. it may have been fairly basic, but boy did it have the right mix of ingredients.
 
I have to admit, the Cobra Mk5 looks like a sweet ship. Just hope it has the stealth & speed characteristics necessary for smuggling. Jump range isn't an issue as long as it's good enough for Bubble travel - the Mandalay already holds the role as king of the medium ship explorers and even rivals the Cobra for jump range.
I haven't got access to a Mandalay in game, but using EDOMH build editor, a Mandalay can be kitted out with 54 cargo space (or more depending on shields), has a laden jump range of 55ly and a heat signature of under 15% under thrust. (If engineered right)
 
I haven't got access to a Mandalay in game, but using EDOMH build editor, a Mandalay can be kitted out with 54 cargo space (or more depending on shields), has a laden jump range of 55ly and a heat signature of under 15% under thrust. (If engineered right)

Is there anything that ship can’t do!?!

I’d love for smuggling to get some loving. I switched to piracy because smuggling is just low return trading as it stands.
 
Is there anything that ship can’t do!?!

I’d love for smuggling to get some loving. I switched to piracy because smuggling is just low return trading as it stands.
My bad ... I meant 61ly jump range. Whether the numbers are accurate or not, someone with Arx to spare will have to tell you.

Can knock another % off the heat by swapping monstered to thermal spread, or use up your spare power capacity on some chaff launchers, heat sinks etc.

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