Smuggling and Rakeetering between players.
Forums › Suggestions & Feedback › Smuggling and Rakeetering between players.-
So here's the basic idea, remember Sid Meir's Civ games? Remember how you could send caravans and trade between cities, and both cities would get an income? Well m idea is similar. Players would be able to smuggle some unamed goods between each other's turf, and both players would get an income.
-
The amount of income generated between trading would be decided by how populated the area is, and how many transportation trucks you send.
-
In order to smuggle goods between two players, te first player (exporter) sends a smuggling request to another player. The other player (importer) has to give the OK. The exporter gets the most money, but must pay the transportation costs, while the importer gets less revenue, but losses less money if the operation is "busted". The chances of getting busted increases with distance, and whether the operation is overseas or not.
-
The smuggling operation would be between two turfs. Sorry if that wasn't clear.
-
Are you suggesting a black market? Are the goods kept by the importer?
-
Bugsy Seigel wrote:
Haven't thought of it that way, but yes the goods would be kept by the importer.Are you suggesting a black market? Are the goods kept by the importer?
-
Then you have to worry about mule accounts. I like the idea though. Just have to prevent mule use
-
Maybe something like the exporter gets a good amount of income and the importer gets Loot every maybe 6 hours (brass knuckles to AR-15s) also maybe you would have to be within 1000 miles in case the agreement goes sour, you could settle it. I don't know, something like that.
-
Like the overall idea 👍
-
Bugsy Seigel wrote:
Maybe the closer the trade partners are, the less money they both receive, so two mules would only get like 5K per operation.Then you have to worry about mule accounts. I like the idea though. Just have to prevent mule use
-
I think this could really work well. Maybe make it available to higher lvl mobs. Then a person with a mule has to double the work to take advantage of it
-
Bugsy Seigel wrote:
I agree, perhaps this is only used by lvl. 70+ and the cash you receive increases the higher lvl. you are.I think this could really work well. Maybe make it available to higher lvl mobs. Then a person with a mule has to double the work to take advantage of it
-
JΛCKΛL👊🔨💀 wrote:
like the idea. But what are the goods going to be?Bugsy Seigel wrote:
I agree, perhaps this is only used by lvl. 70+ and the cash you receive increases the higher lvl. you are.I think this could really work well. Maybe make it available to higher lvl mobs. Then a person with a mule has to double the work to take advantage of it
-
I guess weapons or money. That's up to Nick if he decides to implement this idea.
-
If you have a limited number of "trade routes" you can setup might work well. Increases with level? 3-5 max? To much loot takes away it's worth I think.
-
This is a great idea. This game needs more fresh updates like this.
-
Same, but it shouldn't be automatic...there should be a traveling time and some way other mobbies can intercept shipments somehow...like an uber rare loot will reveal trade routes of one turf of an enemies and such
-
Like ZAZ's idea of traveling time. Also, when you decide to do this, you could set a number of members from your mob that you have to commit to the idea. Then if you get hit, that number of mobsters can't be used in the fight bc they are busy. And on the flip side of the coin, the more mob you commit to the smuggling, the better chance it has of being successful.
-
I like this idea
-
And the chances of interception how would that work?....
That's interesting...temporarily paralyzing mobbies for success on missions opens up many possibilities of the same use for the same idea...
-
Mr Baron wrote:
Maybe something like the exporter gets a good amount of income and the importer gets Loot every maybe 6 hours (brass knuckles to AR-15s) also maybe you would have to be within 1000 miles in case the agreement goes sour, you could settle it. I don't know, something like that.
!ZAZ wrote:
Same, but it shouldn't be automatic...there should be a traveling time and some way other mobbies can intercept shipments somehow...like an uber rare loot will reveal trade routes of one turf of an enemies and such
Why should it be limited to 1000mi? Plenty of smuggling goes further than that.
Have turf upgrades that make the 'unnamed trade goods' (sneakers, trenchcoats and glasses comes to mind) that cost x amount to make and have grades that relate to hours.
eg. grade1 glasses last an hour while grade6 glasses last for 6. -
Once made the goods are "offered" to another player like a comment which comes with a flat fee to send (these arrangements cost) and the sender sets a price, to cover costs and such.
The delivery time is based on distance, plus a set time for packaging, and the package must be "collected" to begin it's function. During this time there is an increasing risk of being 'busted' and having the package confiscated. Influence may affect this, and a package may be recoverable for a fine.
The package, once accepted, is assigned to a turf which has it's income increased due to improved economic activity by an amount based on the class of the goods and for a length of time based on which grade they have been made to.I'd give examples, but I'm sure you can work it out heya.
Don't know how to stop the multis from taking advantage of such a fun feature that would improve player interaction, but the developers look like their solution is to not have a player market.
PS Baron, you can earn your loot like everyone else.
-
I'm sorry I stopped reading three sentences in. It's too long and I'm lazy dammit. Sorry.
-
Mr Baron wrote:
I'm sorry I stopped reading three sentences in. It's too long and I'm lazy dammit. Sorry.
Sure thing peewee, still at least you picked up the PS
-
Edward Kelly wrote:
I'm sorry, you're just so boring.Mr Baron wrote:
I'm sorry I stopped reading three sentences in. It's too long and I'm lazy dammit. Sorry.
Sure thing peewee, still at least you picked up the PS
-
Ed Kelly, I think you are making it way too complicated considering all of the coding. Make it a black market for loot that players can sell to or buy from. Payment and loot would be "received" 6 hours after transaction, no mile limitation, you are always going to have people who try to cheat the system. You get more money selling on black market, but that's because loot costs millions depending on the rarity. Random chance of being busted like in missions with punishment being "watched" by cops, which means 1 week black market ban and loss of police protection on all turf
-
Just for realism sake... I'm a trucker and when I'm dispatched on a high security load sometimes our trailer will be armor plated in spots and we might have up to 3 armed escort vehicles in front and/or back of us. We have to stick to a specified route, preplanned stops and obviously time sensitive. Hijacking is a real threat out here.
Maybe being able to purchase security measures for your shipment to ensure safe delivery.
For what it's worth.
-
Mr Baron wrote:
Edward Kelly wrote:
I'm sorry, you're just so boring.Mr Baron wrote:
I'm sorry I stopped reading three sentences in. It's too long and I'm lazy dammit. Sorry.
Sure thing peewee, still at least you picked up the PS
Heya, reefering to "Up in Smoke" isn't boring, you're just too stoopid to get it.
Now thay we've gotten past Mr B's troll-like attention span...bee ryanwrote:
Ed Kelly, I think you are making it way too complicated considering all of the coding. Make it a black market for loot...
It's Ned, by the way, and it seems that the developers seem happy with the way loot is distributed at the moment. This just allows some player driven mods to income generation.
-
bee ryan wrote:
Random chance of being busted like in missions with punishment being "watched" by cops
Like the punishment idea, but reiterative increases are a true coding nightmare... The idea of increasing the risk over time is that it's use it or lose it.
peetie wrote:
Hijacking is a real threat out here.
Maybe being able to purchase security measures for your shipment to ensure safe delivery.
For what it's worth.
I agree. I figured that cost would be part of the 'offer' costing, paid initially by the seller to make the offer and set up delivery, but mainly by the buyer through mark up of the purchase price. The buyer could pay an extra hike for additional security, perhaps limited by mob size...
I hope I'm boring you Mr B.
-
By watching, I just meant that's what the message box would say when you got caught, like you are being tailed for a week, not increasing the likelihood of being caught the next time
-
The Sid mieres version you sent your caravan and if the passage was safe ie not through too many enemy territories the send got cash and the recievier took a percentage. The enemy turfs would get all the cash if they intercepted it. Simple quick effectient
![[][]](https://turfwarsapp.com/img/app/ajax-forbutton.gif)
Purchase Respect Points NEW! · Support · Turf Map · Terms · Privacy
©2021 MeanFreePath LLC