Smuggling post 1.3 buffs and nerfs

After the 1.3 buffs and the post 1.3 nerfs to the slave trade (which I can kinda see why, though they could have just made it near impossible to smuggle in anything bigger than an asp or t6), is smuggling outside of missions working?

Could I go to a large agri world where narcotics were legal and high supply, pick them up and sell them somewhere that they were illegal for a decent (1k/t plus) profit? what about battle/personal weapons, slaves etc?

Or is it still horribly gimped to the extent you earn less than trading per ton AND risk a fine AND can carry less? (if you find running a t7 or bigger immersion breaking, which I do, I mean how damn blind are the security ships?)

I'm going to go out on a limb and assume Ben Ryder has tested this somewhat since release :rolleyes: any luck Ben?
 
After the 1.3 buffs and the post 1.3 nerfs to the slave trade (which I can kinda see why, though they could have just made it near impossible to smuggle in anything bigger than an asp or t6), is smuggling outside of missions working?

Could I go to a large agri world where narcotics were legal and high supply, pick them up and sell them somewhere that they were illegal for a decent (1k/t plus) profit? what about battle/personal weapons, slaves etc?

Or is it still horribly gimped to the extent you earn less than trading per ton AND risk a fine AND can carry less? (if you find running a t7 or bigger immersion breaking, which I do, I mean how damn blind are the security ships?)

I'm going to go out on a limb and assume Ben Ryder has tested this somewhat since release :rolleyes: any luck Ben?

In my own experience, making >1k profit per ton is very easy to do. My current narcotics run is bringing in 2.2k, with just a single jump.
I only trade in illegal goods and I make more than enough to support work for Delaine (fast-tracks on contraband / marked slaves).

The trick us, you've got to pay attention to faction bonuses in PowerPlay to get the good smuggles.
Delaine's control systems have 15% bonus to their black markets, but they also legalise a lot of goods, making them a good place for pirates to sell stolen booty, but not so good for smugglers to sell legally-bought goods. However, their production of narcotics and battle weapons is cranked-up, making them good sources.

The exploited systems have 10% bonus on their black markets but they aren't legalising anything that they wouldn't usually do. So these become the smuggler's target markets.

Delaine's influence also messes about with local economies, bringing those Seeking Goods convoys to the systems. They buy tobacco ir narcotics for fairly high prices and make for nice quick runs.

And remember that other factions have influence over legallity and price of goods too.

Smuggling is now profitable, no doubt abou that. My main concern now is in the details, such as security patrol AI and some fancy mods. But that's for another thread ;)
 
So it does work, but only for delaine's systems? Gotcha. Shame about the limits of that, as his influence is relatively small, I was hoping to find a location where caffeine products were illegal and smuggle tea using my empire aligned character (basking without tea, how barbaric!). But I guess running narcotics and guns on my lil' pirate character will do for now, and he's already in the right place. Bonus.

I'm still hoping it gets harder personally, so big obvious ships get scanned fairly often even when silent running (because of their increased visual range). it would make the case for increasing non stolen bm profits at stations (not outposts) due to the increased difficulty/low amount of cargo possible :)

Of course what I really would like is a return to the old silent running with the iced up canopy, but never mind, I fear that's gone for good :/
 
I'm still hoping it gets harder personally, so big obvious ships get scanned fairly often even when silent running (because of their increased visual range). it would make the case for increasing non stolen bm profits at stations (not outposts) due to the increased difficulty/low amount of cargo possible :)

Of course what I really would like is a return to the old silent running with the iced up canopy, but never mind, I fear that's gone for good :/

not sure what you mean by this? is it too easy for big ships? Does Silent Running + heat sinks no longer work? Or do you mean it's overkill due to speed or simple silent running at the last moment while docking?
 
Back
Top Bottom