That would be great if it'd stop at that. The problem is: "At B+ or above reputation or guild rank, you'll always be caught."
Was this in the original game or was it added post v2.1? I'm 100% in favor of reverting the change that's the case.
The getting caught mechanic was added by crushboss in the Hongfire era. It was a 25% chance. I changed it to 100% at some point.
I don't think "You'll eventually fall below the threshold and the guild will stop caring until you regain your rep/rank." is a fair or realistic solution to make up for how dull it feels to have odds 100% stacked against you.
The perception of having a chance to avoid being caught is just that, perception. The message when you get caught says that the guild is keeping track of its VIPs. That's a clear "you had no chance to avoid a penalty because your rep is too high" in my view, but we can add more to the text since that is apparently not explicit enough.
There's no good reason that it should only be an "early game" feature.
This is not "only an early game feature." You always keep the clone, so it's a cost/benefit. As I stated previously, the benefit outweighs the cost when you have low sparks, but the fact that you'll then be very close to bankrupt means that you have to be strategic about it. For example, you could buy a clone just before you sell your current slave. This would mean that the penalty assessed for the clone doesn't touch your profits from the slave you are about to sell, so you have extra sparks to spend on the clone without taking out a loan.
To the opposite, you're most likely to miss on it, and be attracted to it only when you get familiar with the game enough that you want to try "something else". Then that "something else" always fail, 100% (and the player doesn't get to know exactly why). It feels righteous to be annoyed at the unfairness of it.
It doesn't fail. You wanted a clone, you got a clone. You just didn't get it as cheaply as you wanted. Once you know that there's a penalty, you can plan around it. The fine never puts you more than 500 sparks in debt, so even if it takes you by surprise, you can recover with a loan and selling the clone.
If it has to become a cost, then it could be the opposite: your reputation is so much that the guild respects you too much to penalize you for that (corruption of the elites). However, it gets a cut, or you have to pay them to shut up.
No way. The guild's business model depends on having a monopoly on slave trade (no one is allowed to sell slaves in the city without them involved; being a member of the guild yourself is the only reason you can sell direct). They are given this monopoly because they provide a value-added service, training a never-ending stream of human refugees to meet buyer specifications. Clones don't qualify for top rankings without additional training, but they do threaten the guild's monopoly on servicing the lower end of the market (qualifying for D up to C rank without any training needed).
The guild knows about the smugglers. So it tolerates them, why?
First, because the smugglers
only sell to slavers. Otherwise the guild would absolutely crush them without mercy.
However, the guild does not want its members to deal in clones
only, because then what would be done with all the non-clones that constantly show up from the Fogs? Someone needs to break them and train them too, or else the city would start questioning why the guild isn't doing its job.
So the guild tolerates lower tier slavers taking shortcuts from time to time (though frowns on it -- you
always lose rep for buying a clone, even if you're below the B+ threshold, this was true even in the original 1.2.1), but doesn't want all of its slavers doing so. Therefore, VIPs who deal in clones are reprimanded and fined.
The guild is 100% aware of the smuggling operation, so having any chance of "not getting caught" is unrealistic. The only question is whether they care enough to intervene or just add a black mark to your record.
I have a trouble with the "you get a dice roll but the dices are loaded" thingy. So the most important is for the player to be able to guess the odds before letting him take a gambit.
There are no odds. Just because the smuggler says "don't get caught" you take it at face value that it's up to chance? That's naive, but even if you do believe that, the first time you get caught should disabuse you of that. They outright tell you that you are being monitored. You're a slaver, not a spy. Good luck expecting privacy from your employer.