Merchantile Interest RP.

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Illegal Shipments and Penalties

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Chance of trading Illegal Goods.

Transporting Illegal Goods is risky. Very risky. If caught the penalties can be severe. 

There will be three factors that determine illegal goods being discovered.

1: Percentage of Illegal Cargo to legal = If you have 10% Illegal Cargo it contributes a 10% chance of discovery. If you have 100% Illegal Cargo you're TRYING to get caught. 

2: Suspicion: Each incident of being caught will increase the chance of being caught by 5% (EG: A 10% Illegal Cargo + 2 Counts of being caught before = 20% Chance of being Caught.) But ONLY AT THAT WORLD/LOCATION.

3: Luck.

The total % chance of being caught is then compared against a random number generator. EG: I go to a random number generator online, key in for it to generate between 1 and 100 and if the result is under your percentage then you're caught. EG: Player A has a 25% chance of being caught, 10% cargo, 3 counts of being caught before, if the Generator generates a number under 25 Player A is caught, if over 25 he's safe. 

If you ever move UNIVERSALLY ILLEGAL goods make sure to move them in TINY amounts. (Like 1-2%...)



PENALTIES For Being Caught.
(Not good for the Health.)

Penalties for Locally Illegal items being Smuggled.
1st Offence: Fined to half the cargo value (illegal) as well as the illegal cargo being confiscated.
2nd Offence: Fined full value of the illegal cargo + confiscate the illegal cargo
3rd Offence: Fined twice the value of the illegal cargo and your vessel is impounded until you can pay the fine. OR 2 Years in jail for the Captain of the vessel and 3 months for each crewmember.


Penalties for Universally Illegal items being Smuggled. (Far far worse.)
1st Offence: You are fined to a value of TWICE the Universally Illegal Cargo's worth.
2nd Offence: You are fined as above AND the ship is confiscated.
3rd Offence: You are fined (if not on the ship), your ship is confiscated and THEN the entire crew of the ship is fired down to a penal planet in a one-way drop pod. Orbital satellites destroy ANY craft that enter the atmosphere as well as any settlements that develop.


BRIBERY!

Now we all know that there are laws that prevent Bribes, but since when did all cops listen to that?

Bribery is a risky action all on its own because it can compound your problems, after all if you're resorting to bribery the Authorities are going to be inclined to beleive that this is something you do often!

But the rewards can, when successful, outweigh the risk by far.

Bribery is done in a similar manner to trying to see if you get caught in the first place!

Your chances of a successful bribe in fact uses the same percentage chart.

You have your percentage of Illegal Cargo, +Notice modifiers. There is one hitch. The percentage you are competing against is doubled for a Bribe. 

EG: You have 10% Illegal Cargo, 2 Notices (+10%) = 20% for your "detection" but to bribe successfully you're competing against 40%

And down comes the other foot.

If you succeed the Bribe will cost you 10% of the Illegal Cargo in sales.


Reducing your Notice Levels:

Reducing your Notice levels is EXTREMELY pricy, and even risky.

New Identities: Forty Thousand Credits per Crewmember.
DNA Alteration: Sixty Thousand Credits per Crewmember.
Retinal Alteration: Ten Thousand Credits per Crewmember.
Fingerprint ID alteration surgery: Ten Thousand Credits per Crewmember.
Registration ID Change: One Hundred Thousand Credits. (For the ship)
New Ship: Buy a new ship.

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