Smuggling is broken because of wrong choice of illegal trading.

FD may be aware of the issues but they don't care in any way, nor do I think that it will change.

Just look at the Design Document Archive and compare it with what we got ingame

https://forums.frontier.co.uk/showthread.php?t=6562

https://forums.frontier.co.uk/showthread.php?t=6276

Sounds a lot better than what we have now. They also make the distinction between smuggling prohibited goods vs. illegal goods fencing.

KEY CHARACTERISTICS OF A SMUGGLER

Smugglers trade illegal or stolen goods to black markets, fences and criminal faction bases without being caught by the authorities
The smuggler's key aim is to stay off radars and under noses, whether hiding in plain sight, or just plain hiding
Smuggler ships tend to be in smaller ships as such vessels are usually less interesting to the authorites , which means smuggler's favour high value cargo to keep the profit margins high
 
I would like a return to the Elite 2 black market idea, along with agreeing that illegal items should carry a high reward and a high risk.

I already suggested a "scan proof" compartment only sold at anarchy systems for LOTS and taking a 16 ton slot but only giving 8 space.

Along with it, and I don't know how easy this would be to change, "stolen" goods should flag a fine "illegal" goods should make you wanted BUT illegal goods sell for a high premium on the black market.

However, the black market should have multiple contacts with the danger of having the coppers being the contact you choose, garnering a large fine and confiscation of the goods.

"I wish to sell stolen goods"
"I wish to sell illegal goods"

2 or 3 contacts show up and you have to identify the "legit" one(s) - then remember them for future.

Again adds some depth to smuggling goods with the high risk v reward of an RPG.

I also like the idea of hiding illegal cargo in amongst legit stuff... That's how its done in reality.
 
Yeah, sorry...missed the boat there a bit with the "illegal" goods, of course you'll have to hand those in where you got the mission.

Not talking about missions here, nor dropped cargo.

I'm talking about if I buy Narcotics, etc. in an anarchy where it's legal, and want to run these into another system where they are illegal so I can sell them for a profit.

Running drugs or other illegal goods (weapons, etc.) should give a high profit at a high risk if you're going to a station (outposts should be lower reward for their lower risk). As it is, trade routes involving selling illegal goods on the black market give a pitifully low reward compared to just trading normal goods.
 
Smuggling works you guys just struggle with it.

You can make profits. No i dont want profit in every station i smuggle things to. Also you must have a demand for smuggled things.

Ie your example of buying illegal guns and bringing them to canada. Who would you sell them to? You would end up with a load of guns in your garage and no sales. You woulfnt go to the local market and sell them for instant profit like you want. In fact you would end up scared to sell them and using a local fence on the black market who wouod fleece you and take your profit (as in the game)

The point you are making is demand which is modelled in game. Especially so through missions.

Buy 20 tons of slaves and then smuggle them into different stations finding buyers (in the missions) just like real smuggling life. If you can't find buyers take the easy route and sell to the black market at lower profit. (Or loss if you are a bad player)

No... to... easy... mode...

However if you would have more mission variation.

Like please take these 10 tones of slaves amd take them to these 4 stations pls. Or whatever. I woulsnt mind. Not ohh sell your illegal stuff on the market for lots!!
 
Smuggling works you guys just struggle with it.

You can make profits. No i dont want profit in every station i smuggle things to. Also you must have a demand for smuggled things.

Ie your example of buying illegal guns and bringing them to canada. Who would you sell them to? You would end up with a load of guns in your garage and no sales. You woulfnt go to the local market and sell them for instant profit like you want. In fact you would end up scared to sell them and using a local fence on the black market who wouod fleece you and take your profit (as in the game)

The point you are making is demand which is modelled in game. Especially so through missions.

Buy 20 tons of slaves and then smuggle them into different stations finding buyers (in the missions) just like real smuggling life. If you can't find buyers take the easy route and sell to the black market at lower profit. (Or loss if you are a bad player)

No... to... easy... mode...

However if you would have more mission variation.

Like please take these 10 tones of slaves amd take them to these 4 stations pls. Or whatever. I woulsnt mind. Not ohh sell your illegal stuff on the market for lots!!

I can agree with you on your statements. We only have black markets. We have no where else, or no one else to sell to. Profits should offset possible losses...they don't. If there is a black market, then I can smuggle items into an outpost for ROI, or bring them into a station that is heavily guarded for more.

The game design forum discussion even states there should be people to buy from that would pay premium. There are no real smuggling missions EXCEPT for slaves. All others clearly state the items MUST be stolen. SO I guess it's ok to drop and pick up my own cargo and make them illegal, but that just seems silly.

Do you realize how 'easy' this would be to fix? Add the buyable items to the black market with REASONABLE profits for the risk (reasonable would be profit equal to the fine you would pay if caught), then reduce the scan times on the front door down to 2 seconds. Smuggling becomes viable, profitable, and fun for those that want to partake in it. The hardest part would be changing the profit code to provide the proper profit level.
 
I wholeheartedly agree with the OP, and have felt this way for some time. I also like labeling the distinctions separately (Fencing vs. Smuggling), because they're different things in real life, and should be different things in-game. It wouldn't be hard for them to make a very easy distinction between the two. Perhaps illegal goods sell for ~2x the Galactic (or even semi-local) average on the Black Market, while fenced items get ~.5x the average price in the same Black Market. Also, fenced items being detected should have a lesser penalty than illegal goods (fine vs. death), and the odds of detecting fenced goods should be smaller than detecting illegal goods during a routine ship scan (it would be easier to detect cocaine in a ship's cargo hold than some coffee that just wasn't listed on the manifest).
 
Smuggling works you guys just struggle with it.

You can make profits. No i dont want profit in every station i smuggle things to. Also you must have a demand for smuggled things.

Ie your example of buying illegal guns and bringing them to canada. Who would you sell them to? You would end up with a load of guns in your garage and no sales. You woulfnt go to the local market and sell them for instant profit like you want. In fact you would end up scared to sell them and using a local fence on the black market who wouod fleece you and take your profit (as in the game)

The point you are making is demand which is modelled in game. Especially so through missions.

Buy 20 tons of slaves and then smuggle them into different stations finding buyers (in the missions) just like real smuggling life. If you can't find buyers take the easy route and sell to the black market at lower profit. (Or loss if you are a bad player)

No... to... easy... mode...

However if you would have more mission variation.

Like please take these 10 tones of slaves amd take them to these 4 stations pls. Or whatever. I woulsnt mind. Not ohh sell your illegal stuff on the market for lots!!

You know, that's an interesting take I've never thought of. It is quite a pain in the ass though due to the random nature of mission generation and legal traders don't need to do this to get any profit. You could actually, technically, just sit in a station with the illegal goods until a mission generates asking for the goods you bought since no faction is above asking you to do something illegal. Also, missions vary rarely ask you just simply for illegal goods, usually they require you to have stolen the items.
 
The most profit I had from smuggling was during the Lugh conflict. I was making 1500/tonne on battle weapons (smuggled for both sides) and the only risk was other players The trouble is that was exceptional and if I looked hard enough I could probably find a conventional trading route with similar profits and even less risk. Actually the best money to be made was the intel smuggling CG with a payout of around 49k/tonne and yet most of the players ignored the canisters and continued to pew pew at the Fed ships...
 
The most profit I had from smuggling was during the Lugh conflict. I was making 1500/tonne on battle weapons (smuggled for both sides) and the only risk was other players The trouble is that was exceptional and if I looked hard enough I could probably find a conventional trading route with similar profits and even less risk. Actually the best money to be made was the intel smuggling CG with a payout of around 49k/tonne and yet most of the players ignored the canisters and continued to pew pew at the Fed ships...

These were great money making opportunities and did make a lot of folks big money, particularly the Dulahan mission (intel recovery and return). I smuggled a lot of intel in to Hartsfield. It was easy and never had to worry about losing money to being scanned! I was hostile with LFE in Lugh, the owners of the market. Once that occurs, they never try to scan you...just try to kill you all the way to the landing pad! I was running an A grade cobra to do this with some extra goodies to make me sturdy. I was golden.

My opinion hasn't changed, I still believe they need to make a different profit mechanic designating the difference between fencing and smuggling. It is truly about demand vs. supply...as well as the difference between the two modes of illegal goods payment method. Logically, if there is a government blockade on a desired good, then there should be pent up demand for that good. If there is little to no risk to the transaction, as in an outpost, then the price should be based off the average galactic market price. If you bring the same goods into a station, then there should be higher demand and higher profits to be made.
 

Rafe Zetter

Banned
I am not an expert in illegal trading, however, there are 2 differing models that I am aware of. One is fencing. You bring illegal goods to someone, who buys it at a discount against the expected price, then taking the risk of reselling it marks up the price and receives the difference. This makes sense when we are turning in 'found articles'..black boxes, rare art, etc. We sneak in the stolen goods and receive a price for them...since the items were 'found' we have no money in the inventory so any price given is profit. 'Smuggling' stolen goods in plays correctly within the game...this is not really smuggling, this is dealing in stolen goods and fencing.

Smuggling is altogether different. True smuggling is buying contraband in a system where said contraband is legal and bringing those goods to a market where they are prohibited. In these places, the contraband SHOULD be highly desired and short on supply, which would make the exchange highly profitable..until the prohibition is lifted OR demand is sated.

This is why people are upset with the smuggling system in E: D. We fence everything, there is no reason to bring in prohibited items since they are treated as a fenced good. I have done this type of trade run 4 or 5 times and lost my shirt each time. I have tried to bring in battle weapons to Civl War stations, Tobacco into various stations, etc.

How can this be fixed? Either allow the sale of a good that is traded on the commodity market to be traded there (even in a prohibited market), openly showing the price and demand or allow traders some glimpse into the demand for the prohibited item on a black market within the system.

Otherwise this gameplay is not viable...as the only 'smuggling' anyone will do is to bring in 'found' items that are illegal.

Why the hell is this even a thing???? Geez I'm seriously staggered this is occurring in Elite 4. This backwards version of the illegal goods mechanic was not present in the original Elite or FE2. Has DB gotten amnesia? Have any of the game dev's even played Elite and FE2 or FE3?

Seriously, I've not played the game yet because of too many things currently present I know I'll have a problem with if I encounter them and this is just a +1 to that LOOONG list.

If I were making Elite 4 I would have gone to my team months beforehand and said "OK, I want all of you to be properly grounded in the Elite Universe and what has come before, so go play Frontier for several WEEKS; I want to see at least 100 hours logged from each of you, make notes about what you like and don't like; then write a brief about how this or that may be improved or expanded, however trivial or outlandish you may think - I want all of it - Elite 4 has to be all Elite / Frontier / Frontier First Encounters had AND MORE AND BETTER!"

For those not familiar; in Elite, Corporate States had no black market, but would buy drugs if you had them in your cargo and for significantly higher than they are bought for (CS's giving you the best price with lower tier Govt's giving less money) - my moneymaker was Riedquat (anarchic) > Diso with DRUGS buying for 9cr and selling for about 100cr. In Frontier there was a black market, but the values were DOUBLE galactic average for prohibited goods and not just drugs / guns etc but occasionally weirdly "normal" things like Liquor. Also once in a while if you paid attention to the bulletin board you'd see a buy order for X amount of Y (which could be anything) at twice the normal value, but if it was an illegal item you'd get FOUR TIMES the gal average, giving you a real payday, and worth the trouble of going to an anarchic system, and possibly facing having to fight your way to dock.

@ FDEV Developers and code writers: ^^ This is how you have a Black market economy. Done by your predecessors in the SAME franchise but to a FAR SUPERIOR standard. Shame on you DB for letting this get bungled.

The more I read about the games economy the more I think the programmers in charge of the code have absolutely no clue how an economy works.... rare's are only rare within a certain band, yet further away from point of origin they are worth less and now this...

E: D has Anarchic states that sell goods prohibited many other places, and more vigilant police plus ARMED station entry scanners elsewhere, making station entry a real trick, but there's no point taking the risk because you are actually going to make a LOSS for doing so...

Stupid Stupid Stupid.

@ the fanbois - you think Elite 4 is great simply because you don't know any better.

Gobsmacked - I'm sat here shaking my head in disbelief this, and all the other problems, is the state of code in Elite 4; a game written 22 years AFTER it's predecessor Frontier that had better gameplay and mechanics almost across the board. In the gaming industry 22 years is TWO THIRDS the total lifetime of the industry

The sooner FDev get off their proverbial and I get my refund the better, then I can finally turn my back on this farce. I expected a Sirloin Dinner not a pierce and ping TV dinner.
 
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The most profit I had from smuggling was during the Lugh conflict. I was making 1500/tonne on battle weapons (smuggled for both sides) and the only risk was other players The trouble is that was exceptional and if I looked hard enough I could probably find a conventional trading route with similar profits and even less risk. Actually the best money to be made was the intel smuggling CG with a payout of around 49k/tonne and yet most of the players ignored the canisters and continued to pew pew at the Fed ships...

Conversely we cannot take profits from a Community goal as the norm.
Running guns to Khaka was the only time I ever made a profit from buying any sort of weapons legally and selling them to a place where they were illegal, and that was ignoring the fact we were delivery to a Government contract so....

Unfortunately I never had a chance to fly guns to the Weapons Wanted Type 9 that pop up akin to the Luxuries traders and wonder if they have been removed with the Luxuaries Traders
 
An issue is that there is no extra incentive to smuggle into large stations, and outposts have zero scanning potential

If they make outposts have low profit potential from illegal goods (fenced, as well as actually smuggled) then boost the profit for large stations, and make scans faster (so going in stealthy has a point) then it would have a risk reward system going on to balance out.

Currently if you just boost profits, outpost smuggling would be easy money
 
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