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Smuggling

Detailed description:Smuggling, a prequest for Gun/Drug importing, the system would work alongside or replace the current method of importing Guns/Drugs.
Rather than Guns/Drugs appearing in warehouses through an act of god, They would be fractionally or entirely dependant on imports, less so for some things than others. I.E you are not gonna grow cocoa (cocaine) in Los Santos that can only be imported/smuggled.

Weed, guns and other similar things would have a element of it being smuggled in, however their will always be a home presence for this stuff (Home growers, stolen weapons with numbers removed).


What we would suggest is having a system similar to the current weapon/drug import system

Requiring people to apply on the forums to be a “Smuggler” giving rp reason and story behind them being this.

These smugglers would evidently need to have vehicles and connections to make the logistics work, planes or boats as an example and connections both in county and foreign to be able to import/smuggle this stuff in and get rid of it.

 

The IC/IG way this would work is that you would have smuggling factions similar to gang factions however rather than trying to own turf and become involved in gang based illegal activities they would be focused on keeping their heads below the radar and shipping in illegal goods for profit.

 

Import goods could be broke down into two varieties.

Street: Weed, Pistol, Sns Pistol, .50 Pistol, Vintage Pistol, Machine Pistol, A.P Pistol, MicroSMG

Mini SMG, Shotgun, Sawn-off

Import:Coke, Heroin, Smg, Assault Rifle, Carbine Rifle, vests, cuban cigars, Bullshark Tesosteron


 

The Street ones would be attainable directly for gangs, meaning they do not need it smuggled in by a 3rd party but would be able to get it potentially at a lower price in bulk from smugglers.

 

The Imports would only be attainable via smugglers, these smugglers would get the goods when ordered by 3rd party (i.e street gang) and get rid of them ASAP

 

The mechanics of this would be simple, have certain locations be “spawnable points” for the package, both for the Smugglers and street gangs. The Smugglers locations would be remote islands/at sea and need bringing back to the island and then getting to the final party (person who ordered it)

The street gangs who get their goods via “street” means would potentially have remote locations on island as pickup points for them to collect said goods from.

In both cases the containers would be sealed and you would get no use from them until getting them to their final destination.


 

Commands to add: /CP (/CollectPackage) /LP (/LoadPackage) /UP (/UnloadPackage)

 

Items to add: “Packages” box to be collected with goods in.

,Boat trailer for cars/vans, allowing smugglers to take their boats to the most logical place to sail from.

 

How would your suggestion improve the server? These suggestions would add a level of realism to the weapons and drugs on the streets being difficult to get.

The opportunities for roleplay would be greatly expanded as it would give county Sheriff’s work in the remoter locations, the city police would be able to try running checkpoints etc. to try prevent them getting into the city, SEB/FIB could have operations and investigations to try and catch these smugglers/gangs in the act. All of these allowing for more meaningful and impactful roleplay rewards for good policing.

This would also give the air units of LEO more reasons to take out helicopters and potentially even reason for naval trained units with boats.

 

As for the gangs and none LEO’s, the basic civilian won’t be affected apart from occasionally seeing a checkpoint or something. The gangs that currently exist would have far more realistic roleplay for obtaining illegal goods that involves active gang interaction and a realistic risk of being caught red handed.
The smugglers who bring in the “foreign”  import goods would be the most affected as this would give them an ability to do work of some kind that makes sense RP wise and would also create interaction opportunities.

This would allow for effective law enforcement to affect the criminal economy of the world.

This would also allow for more meaningful intergang interactions of a violent nature, i.e Mexicans trying to jack the Russians as they are bringing back a van load of gear.


 

Additional information:

The crates would only be loadable in appropriate vehicles, i.e you wouldn’t be trying to sneak guns into the hood with a supercar.

The smugglers would have to remain independent from gangs and should not be associated with them in any way other than selling them goods.

A potential discount for smugglers who get approved for certain vehicles (Boats and certain planes)

As good smugglers keep a low profile this might see an increase in bribery attempts and the use of Hush money, Both of which are criminally underused currently.



 

On this map are some rough ideas for placements of some “package” pickup points

Yellow: Street/gang based pickup points.

Blue: Smuggler pickup points. (for the smugglers points anywhere in the sea could work too.

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This is an idea from Horratio Totsen and myself.

Edited by lamberto29
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Isn't the proposed role of a "Smuggler" already in place in the form of the Supplier Program? Don't really see what new things you're suggesting on that front.

 

Letting the 'approved' folk just spawn in illegal items isn't something I agree with either, but I assume that's just a bit of a placeholder system until something better gets drafted up. FiveRP took it one step further by letting factions place orders, at which point a number of Admins would dress up as temp-characters and set up a meet to deliver the ordered items. Of course this isn't exactly optimal either, and could be automated. I feel like your suggestion is a good way of achieving this.

 

1 hour ago, lamberto29 said:

In both cases the containers would be sealed and you would get no use from them until getting them to their final destination.

Don't really see how that makes sense. What's actually stopping you from opening these packages? What if the smuggler gets intercepted and robbed?

1 hour ago, lamberto29 said:

The smugglers would have to remain independent from gangs and should not be associated with them in any way other than selling them goods.

Don't agree with this either. Most overseas / foreign organisations aren't going to do business with some lone wolf.

1 hour ago, lamberto29 said:

A potential discount for smugglers who get approved for certain vehicles (Boats and certain planes)

Another no from me. If executed properly, being a Smuggler / Supplier should already net you a solid paycheck, so being given further OOC discounts seems unnecessary.

 


Definitely some good points made, but needs some work IMO.

Edited by Makkebakke
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Thank you for your input, I wasn't aware of any current suggestions for smuggling, I did look through the forums and didn't see anything but I might have very well missed it. 

The sealed containers was just an idea as to make it somewhat easier to implement script wise possibly, i.e when this box gets to this place put X of Y in the storage. Not an essential part of the idea.

The keeping gangs separate from the smugglers is indeed a little unrealistic when compared to how a large portion of smuggling actually works but the reason this was suggested was for in game reasons, this would diversify power and make it so you don't just end up with one super power so as to keep the business diverse dynamic and competitive.

The discount was just an idea so as to open up the possibility of being a smuggler would be more approachable as many of the appropriate vehicles are very expensive but at the same time I also agree with you in not having the discount as this way it takes dedication.

I know it's not perfect but it was just an idea to try and help improve/replace the current rather rp lacking temporary solution. 

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