Do cargo scanners exist? I'm rather leaning towards combining this with your previous idea for false compartments and secret deals. What you're talking about is more along the idea of blockade running. Or possibly smuggling in the old Cornish sense, slipping past the revenuers to land a cargo. These might also be fun as activities. Black markets, secret deals, bribes, fast ships and hidden holds, these are all part of the 'art' and could be used for an /overall/ smuggling oxp that takes the entire thing into account. Bribe a cargo master to provide a fake manifest-- rig a dummy cargo canister to display the wrong contents or pop a sample from a false top while the rest of it is filled with something else-- a corrupt policeman hints he'd take a bribe or take a cut of the goods-- your ship has a Priest Hole where there ought to be a cooling vent-- your contact gives you a tip to get at the 'Special Goods Market'.phkb wrote:In this system, there wouldn't be a need for specific smuggling contracts, or a smuggling compartment, but for a reassessment of existing cargoes.Layne wrote:For this kind of an oxp to really be interesting, something on the order of 'New Cargoes' is needed as well, where contraband can be different from system to system. That Communist system? Luxury goods are illegal. That Feudal system bans computers as being unholy. The monks who run that Multi-government system have declared a prohibition on wine and liquors. A Dictatorship has been under a food-import embargo from GalCop to pressure them politically.
I'm intrigued by this: would you perhaps put some extra description on the F7 screen to make it clear what is considered illegal in that system? And then add a boost to the commodity prices of those goods so smuggling is worthwhile. So, a communist "mainly ag" system, where the price for computers would normally be kind of average, would instead have a 150 per ton price. But to get to the station and get those prices, there will be extra customs police vessels who could, if they get close enough to the player, flag the cargo as contraband and have it confiscated on docking. That flagging would only carry weight in the current system, so the player could then decide to jump out, missing out on the sweet prices but keeping their cargo.
I'm liking this, as it means there is no need for another interface screen, or even more equipment. Maybe a cargo scanner disruptor to make it harder for the customs vessels to scan your cargo.
Incidentally, there's also the long-neglected 'Free Trade Zone' OXP, which supposedly provides a shady, less-than-legal market for just about anything. I use it to add some variety to my Multi-Gov systems.
The methods used in a smuggling oxp could be varied and numerous and creative; I was more talking about the motivation and the in-universe framework to make such an activity really fun for the player.