Hey guys, i got caught carrying narc's today, my first time transporting illegal goods so i was wondering, is there's a way to fix legal status (without useing the oxp where you pay to fix it) and also, any tips on transporting contraband "more" safely?
Usually after a jump fugitive is changed to offender and this status is quite safe for contrabandista.
To me the most safe way is to flee towards the sun, refuel and make another jump and etc. Looks like any ships are hardly ever seen at the sun. Another trick is to use rock hermits, but ususlly there are not very good prices for narcotics.
Usually after a jump fugitive is changed to offender and this status is quite safe for contrabandista.
Really? Hmm...
I see that vipers try to attack only 'serious' offenders, who a very close to fugitive. I.e. if I jump some times after I bought full cargo of narc's vipers hardly ever attack me despite the fact I still offender.
Mad Hollander wrote:
... use rock hermits, but ususlly there are not very good prices for narcotics.
Really? Hmm...
For the last two weeks I've seen good prices for narc's in rock hermits only once or twice. It's quite strange to me.
Another trick is to use rock hermits, but ususlly there are not very good prices for narcotics.
Really???? I use rocks hermits for gold, platinum, and metals... very rarely do I see narcotics for sell.... The good prices are at seedy bars in anarchies or fuedals.
I stand with my sky brother... "offender is a good state of being" Hmmmm..... but one must be careful...as an offender, I have come into stations where I have been fined and forced to clean up after others in the docking bays.
Sun skimming is not as safe as you may think it is... I have been ambushed multiple times while headed outbound by those who walk the path to my scalp. I do not fear those for I walk in the monster slayer's shoes and power is in my hand!
My lasers are hot and tight, my long lances, keen and deadly, woe to those who oppose me, for I will count coup against them.
Bartle tester says while I am drinking evil juice, I am: 80% killer/ 80 % achiever/ 33% explorer and 0% socializer.
...as an offender, I have come into stations where I have been fined and forced to clean up after others in the docking bays.
Heh - those fines can be very costly (I think 6400 is the highest I've paid), and attitude adjustment is always a possibility too - but it does cleanse your legal status.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
...as an offender, I have come into stations where I have been fined and forced to clean up after others in the docking bays.
Heh - those fines can be very costly (I think 6400 is the highest I've paid), and attitude adjustment is always a possibility too - but it does cleanse your legal status.
It's time-consuming, too. Thus it's better not to be caught by the cops when you're on a tight deadline.
Mad Hollander wrote:
gavchap wrote:
Hey guys, i got caught carrying narc's today, my first time transporting illegal goods so i was wondering, is there's a way to fix legal status (without useing the oxp where you pay to fix it) and also, any tips on transporting contraband "more" safely?
Usually after a jump fugitive is changed to offender
You can change that by installing Anarchies.oxp. On the other hand, the OXP will also offer you alternative ways of becoming clean again.
You gotta have the knack (remembers an old '60s film, and chortles) - pull into a rock hermit in a poor ag/anarchy or feudal system, sell narcotics at 90 or above, proceed to the main station, buy furs at less than 50, return to the hermit and sell furs for over 90 - sweet!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
See.. drip by solitary drip, the Contrabandista's secrets are coming out.. You really should write a Contrabandista Manual, EV.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
A player's personal RoE come into the equation too - for example, I never engage Vipers unless I absolutely have to (and I certainly never splash a Viper except in extremis - they're just regular guys doing a rotten job, after all - and they don't have escape pods). Hunch your shoulders and take the hits, and if you cannot evade them, hyperspace out (as unfortunately Vipers cannot follow the player through their wormhole). Get your RoE firmly established, and get your contraband trade rules established - I never buy narcotics at over 10, I never sell at under 70 (and if you're a morally upright person such as myself, never deal in slaves or firearms). If you're playing the game properly, then the old dodge of a few quick jumps to clear your legal status is a complete no-no!
Last edited by Cody on Fri Nov 16, 2012 3:29 pm, edited 1 time in total.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
You gotta have the knack (remembers an old '60s film, and chortles) - pull into a rock hermit in a poor ag/anarchy or feudal system, sell narcotics at 90 or above, proceed to the main station, buy furs at less than 50, return to the hermit and sell furs for over 90 - sweet!
This is what I'm talking about. Are there always good prices for that ?
With enough stations in 1 system, at least 1 station is likely to have high narcotics prices...though only the main station is likely to have any for sale. So about the only way I get narcotics is from pirates and traders. Usually, I'm not the one killing those ships...I just happen to be in the area later with a fuel scoop and a hold that isn't full.