First of all, hats off to the designers of the Krait. It's like you took all of my favourite elements of design and functionality from my most-used ships and put it all into one. It's perfect!
However, we now have a ship great for smuggling, but there's (literally) zero good smuggling missions. I remember back in the day there were plenty of really awesome smuggling missions, both short and long range-- I loved the long range ones and how it made me hop around the bubble, finding new places, and with the risk of one scan ruining every mission.
I hoped that there'd be an entry in the Patch Notes saying that long range smuggling and cargo missions were reinstated and a buff to their pay added, because we desperately need something aside from passenger missions as a way to make cash. And smuggling actually takes some skill to pull off each time! Ya can't go AFK during it like ya can with passenger missions.
I've asked before but never got an answer-- why were long range smuggling/legal hauling missions removed? Why do smuggling missions pay so much LESS than legal missions? Smuggling is my favourite activity in the game and ya already have all the mechanics in the game plus NPC AI already programmed, I really eagerly and respectfully request that you enable them again.
And please, make them fail on scan missions like they used to be. This is another thing I don't get; why was that changed? Smuggling should pay great but be risky with a chance to ruin every mission with one mistake.
Also, why do the original factions in places like Robigo not even offer missions at all? I know Robigo and places like it got changed back when ya basically removed smuggling as a viable career the other year, but why is this still in place? I know there was an exploit some players used to sell contraband back to the station, and I'm glad you removed that exploit (I never used it, I enjoy doing the missions), but there's no reason to STILL hamper Anarchy factions and smuggling missions so so so much.
(Side note: Back in 2.4, after the server would come back after downtime for the weekly tick, the classic "fail on scan" smuggling missions would spawn again for an hour or two! I would take the missions when I could get in the game on time, so I know the programming for the missions and the NPCs still exists, plus that they will indeed fail upon a scan (I tested it). The classic smuggling missions would then disappear after an hour or two, and in 3.0 I've not seen the missions spawn at all)
With Crime and Punishment and the NPC powerplant bug hurting pirates so much, we need some variety to our ne'erdowell gameplay. The Krait is perfect for this, but if I spend time smuggling I'm kinda a dope since it pays less than even data couriering. I ain't asking for new mechanics, but just reinstating the classic fail on scan missions and make the pay decent and the cargo requirements low enough for players to do them in a Cobra or other fast smaller ships (right now, I'd usually need a Python or larger to even accept a smuggling mission).
If this isn't possible, may I know why smuggling was nerfed and a great mission type removed? Is it intended?
In addition to smuggling, the old fail-on-scan Data Couriering missions were fun too. Just anything to give us some skill-based non-combat missions that actually make some money and provide some danger.
Again, the Krait is awesome. It's now my main Saturday night thang. I would love to use it how it's meant to be used by taking some super fun smuggling missions.
(If smuggling has been "changed" because you're looking to do a big overhaul of the mechanics, I would greatly appreciate even a wink in that direction so that I stop whining about it. Even still though, until the career can be overhauled I and other smugglers would really appreciate it if you could reinstate the classic smuggling so that we can enjoy it while we wait for Smuggling 2.0)
However, we now have a ship great for smuggling, but there's (literally) zero good smuggling missions. I remember back in the day there were plenty of really awesome smuggling missions, both short and long range-- I loved the long range ones and how it made me hop around the bubble, finding new places, and with the risk of one scan ruining every mission.
I hoped that there'd be an entry in the Patch Notes saying that long range smuggling and cargo missions were reinstated and a buff to their pay added, because we desperately need something aside from passenger missions as a way to make cash. And smuggling actually takes some skill to pull off each time! Ya can't go AFK during it like ya can with passenger missions.
I've asked before but never got an answer-- why were long range smuggling/legal hauling missions removed? Why do smuggling missions pay so much LESS than legal missions? Smuggling is my favourite activity in the game and ya already have all the mechanics in the game plus NPC AI already programmed, I really eagerly and respectfully request that you enable them again.
And please, make them fail on scan missions like they used to be. This is another thing I don't get; why was that changed? Smuggling should pay great but be risky with a chance to ruin every mission with one mistake.
Also, why do the original factions in places like Robigo not even offer missions at all? I know Robigo and places like it got changed back when ya basically removed smuggling as a viable career the other year, but why is this still in place? I know there was an exploit some players used to sell contraband back to the station, and I'm glad you removed that exploit (I never used it, I enjoy doing the missions), but there's no reason to STILL hamper Anarchy factions and smuggling missions so so so much.
(Side note: Back in 2.4, after the server would come back after downtime for the weekly tick, the classic "fail on scan" smuggling missions would spawn again for an hour or two! I would take the missions when I could get in the game on time, so I know the programming for the missions and the NPCs still exists, plus that they will indeed fail upon a scan (I tested it). The classic smuggling missions would then disappear after an hour or two, and in 3.0 I've not seen the missions spawn at all)
With Crime and Punishment and the NPC powerplant bug hurting pirates so much, we need some variety to our ne'erdowell gameplay. The Krait is perfect for this, but if I spend time smuggling I'm kinda a dope since it pays less than even data couriering. I ain't asking for new mechanics, but just reinstating the classic fail on scan missions and make the pay decent and the cargo requirements low enough for players to do them in a Cobra or other fast smaller ships (right now, I'd usually need a Python or larger to even accept a smuggling mission).
If this isn't possible, may I know why smuggling was nerfed and a great mission type removed? Is it intended?
In addition to smuggling, the old fail-on-scan Data Couriering missions were fun too. Just anything to give us some skill-based non-combat missions that actually make some money and provide some danger.
Again, the Krait is awesome. It's now my main Saturday night thang. I would love to use it how it's meant to be used by taking some super fun smuggling missions.
(If smuggling has been "changed" because you're looking to do a big overhaul of the mechanics, I would greatly appreciate even a wink in that direction so that I stop whining about it. Even still though, until the career can be overhauled I and other smugglers would really appreciate it if you could reinstate the classic smuggling so that we can enjoy it while we wait for Smuggling 2.0)
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