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Post by Deleted on Nov 13, 2013 20:14:53 GMT -5
Governments also use smugglers to both destabilize their enemies and to help fund the black budgets of their intelligence arms. For instance, the FBI and OSS working with mobster Lucky Luciano to smuggle drugs and weapons into Corsica during WW2, helping both the Italian and French Resistance forces to fight the Nazis until D day. Or the CIA's special activities division smuggling Stinger MANPADS into Afghanistan so the Mujahideen could raise merry hell with the Soviet occupation.
As long as something is a crime, there will always be an economy that takes advantage of it. Studies ive read showed that the production and sales of alcohol actually INCREASED during prohibition. And psychological studies done afterward showed that demand for alcohol (and anything contraband) go up in direct correlation to the level of its illegality.
Kinda makes me wonder what kind of illegal spice trade is going on given the regulations around its production, refinement and natually- taxation.
One of the mafia's go to moneymaking schemes has centered around stealing and trading untaxed tobacco.
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Post by Cory Trese on Nov 13, 2013 20:31:38 GMT -5
@corytrese, @cory Trese (not sure what works. Granted you are correct, however you can sell during both.. could you explain on the Indy-smuggler XP? What special abilities regarding selling during the afformentioned events? Sent from my Huawei u8650 using proboards I think it is primarily generation of the trade good Records, Rumor XP stacking and contract bonus -- and the ability to cut deals faster than any other character class in that situation. I'd have to dig into the help file to find specifics.
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chronic
Exemplar
[ Star Traders 2 Supporter ]
I bloody well hate two things in this galaxy; Independants and Xenos.
Posts: 389
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Post by chronic on Nov 13, 2013 21:10:22 GMT -5
Cory Trese thanks for all the attention you've given this thread. First and foremost for me, the economics based class is by far the most challenging, and the most rewarding. Actually I just had a thought; since you seem to encourage discussion on possible ideas I'll add me 2 cents (again) how difficult would it be within the game engine to add a unique planetary exchange to some of the wild planets. It's only accessible by smugglers/ pirates and/or captains who have purchased some sort of upgrade--> ex. Black market radio reciever. There would have to be some sort of balance to make it so it wasn't a place a law abiding MO would go. Honestly I think you could hide these pretty well. For example you've been flying through deep space and you stumble upon a remote wild planet. If your ship contained the upgrade you would receive a toast saying you found an entrance to a cave or something. Then it would bring you to a screen with a spice hall and an exchange. Disclaimer: I know almost nothing about how your game framework is. However it seems like this would just be a matter of replacing a wild planets code with that of a urban planet who's stardock/palace are closed. This seems like a pipe dream, but is there a chance it would work?
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Post by neddapirate on Nov 14, 2013 8:40:52 GMT -5
Cory Trese thanks for all the attention you've given this thread. First and foremost for me, the economics based class is by far the most challenging, and the most rewarding. Actually I just had a thought; since you seem to encourage discussion on possible ideas I'll add me 2 cents (again) how difficult would it be within the game engine to add a unique planetary exchange to some of the wild planets. It's only accessible by smugglers/ pirates and/or captains who have purchased some sort of upgrade--> ex. Black market radio reciever. There would have to be some sort of balance to make it so it wasn't a place a law abiding MO would go. Honestly I think you could hide these pretty well. For example you've been flying through deep space and you stumble upon a remote wild planet. If your ship contained the upgrade you would receive a toast saying you found an entrance to a cave or something. Then it would bring you to a screen with a spice hall and an exchange. Disclaimer: I know almost nothing about how your game framework is. However it seems like this would just be a matter of replacing a wild planets code with that of a urban planet who's stardock/palace are closed. This seems like a pipe dream, but is there a chance it would work? That's brilliant, and goes with what I was suggesting in a separate post. I would love to see specialized things, they already have it for the military base in the stardock section where you have to be ranked with them.
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