Kach (Jesh)
Posts: 5711
  • Posted On: Oct 15 2006 8:11pm
The thing to keep in mind is this; just because we've done away with meter counts and alotted meters related to planets owned... this does not mean we have done away with feisability or plausibility.

Sure, the Bounty Hunters Guild could claim to have sixteen dozen Star Destroyers but I'd wager some one would cry foul. We still have to incorporate an element of realisim into our work to make it relative to the worlds we live in, both TRF and IRL.
Posts: 936
  • Posted On: Oct 15 2006 8:35pm
I"ve been talking it over with rob on AIM. I think I can make it work. Heck, I'll even sit down and post numbers if you want me to.
Posts: 5711
  • Posted On: Oct 15 2006 9:05pm
Heck, I'll even sit down and post numbers if you want me to.


we've done away with meter counts and alotted meters related to planets owned


...
Posts: 4025
  • Posted On: Oct 15 2006 9:05pm
You should use the money from the smuggler's not to fund the ships, but to set up honest companies. I know, not what you were expecting, but maybe like say, set up a ship repair buisness, but that company also does repairs or supplies your ships with parts or just a big percentage of their profits. Keep a number of honest companies running, but with each one having a shadow operation to keep your fleet in repair.
Posts: 936
  • Posted On: Oct 15 2006 9:06pm
that's a good idea
set up honest companys, whcih can finance themselves and fix my ships on the side.
Posts: 4025
  • Posted On: Oct 15 2006 9:09pm
Another possibility is to set up a contract with a neutral planetery system, providing security with your ships in exchange for a fee. Use only one ship at a time, and switch out your transponders to make it look like you only have one ship. Or use your ships as mercenary forces.
Posts: 936
  • Posted On: Oct 15 2006 9:12pm
I"ve got a afe ideas. Mercinarys, for one. Extorting planets for another. Plus running spice (can't get this kind of protection anywhere else. What's customs going to do? Run, maybe). And theres' gun running to rebel groups, and all kinds of stuff. With a fleet, even a small one like I plan on, the possibilities are limitless. And as I said, spice smuggling is majorly profitible.

Like mentioned, I talked it out with Rob. I"ve got a few ideas to make it work, and a few more ways to expand it with his ships so taht we both win.

I coudl also diversify into other illigal activitys... such as saloons, casinnos, brothels, maybe slavery.
Posts: 5711
  • Posted On: Oct 15 2006 9:16pm
The only problem then is that you're introducing a sizable negative element into the Galaxy in the PAST when none of the upstanding powers that be currently would be able to do anything about. I would suggest incorporating as much of the known TRF history at that point to make your efforts more sympatico. What Park is suggesting, if I may paraphrase; is that you make like every criminal scum bag in this world and the next and do like they do... set up your 'empire' so it looks completely innocent from the outside. If you do this and avoid stepping on the toes of those present at the time you will have an end result which is much more in keeping with the styles and parlance of TRF and which will also cause less conflict between what is, what could be, and what should be.
Posts: 936
  • Posted On: Oct 15 2006 9:20pm
Yes.

I don't want to take heat, merely set up a crimonal empire in the one area nobody else has or could ever dominate- smuggling.

I am going to try to incorporate TRF history into my threads to prevent any sort of clashing. The negative element is only going to begin growing here in the present. In the past it was a strict smuggling operation.
Posts: 1865
  • Posted On: Oct 15 2006 9:22pm
Just a suggestion, but have you read the Pirates How-to Guide at NIF? I know it's not quite the same thing as smuggling or protecting other worlds, but the economics and some of the problems might be somewhat similar.