My assumption, too, was that the route of my PC gunrunners would be open ships and hidden cargoes.
But at the end of the last session they floated the idea of cheating the sensors and landing off the starport. (Bribery was mentioned as part of this plan.) So I wanted to think it through.
We're only on the third session tonight, and so we're still building out the logic and "reality" of many of the details of a Far Future setting. This may be one of those points where they learn, "Oh, sneaking a ships down to a TL 6+ world is hard!"
This is a big deal for MTU, given that Earth is under a TC Scouts Red Zone.
The mission is to keep nature pure and replenishing after humanity's exit from the planet, partially altruistic but mostly to protect DNA 'IP', keep the plague that caused said exit/depopulation from escaping to space, and keeping the locals that refused to leave at TL3 so they can't tear up the biomes or get to space.
So you can think of the Scouts in this context as subsidized DNA explorers/Park Rangers with lasers and a medical quarantine to keep both space and Earth safely separate.
Potential business models for 'non-licensed transport' is shipping medicine and arms down to help space colony's homeland win little wars, getting DNA samples up to get advantage in the major biotech/pharma industries, locals who want to emigrate to modern space but are prevented by the quarantine, rare earths and oxygenated minerals that don't exist outside Earth, and exporting priceless artifacts illegally from the ruins of Earth's cities.
Smuggling in plain sight of course is a premium option, except that there isn't a lot of trade going on, mostly operational and personnel support for the Scout mission. Which means they are watching those shipments like hawks.
This is a major reason why I developed an over-complicated sensor subgame, as getting that last 50,000km between Earth and space undetected is highly problematic.
I have the usual Radar/IR/optical sort of sensors, did the EM spectrum so UV, X-ray etc., LIDAR is paired with the spectrum passive set in it's bandwidth, and added some not in the usual pantheon, such as Acoustic and Particle.
Each model number level of computer gets 1 long range set that is going to be picking up even passive at 100,000-900,000 km, and 1 short range set at less then 100,000 km. Exact numbers are determined by TL and/or computer model.
Detection is against a roll that takes the HG ship size into account for both target AND detecting ship, the competing computer models, and whether the target is passively or actively emitting.
Ships can be stealthed- basically 10% of the total cost tacked on per sensor type being stealthed against per DM. So a -1 DM against radar would cost 10% more, -4 DM would cost 40% more, and -4 DM for both radar and IR would be 80%.
On a practical basis this means navies might consider doing larger ships for lower detection against known enemy preferred EM bands. But for a stealth ship meant to slip through possibly the heaviest sensor net known, only a small craft will be even fiscally feasible. A -5 DM against 11 sensor types would cost 550% more.
And the computer/EW aspect means a very large computer would have to be mounted to even have a chance. Powerplants can only be so large, at higher TLs perhaps batteries or capacitors would have to be installed to keep the EW up until the small craft is down or up.
Grav vehicles would be the cheaper choice for stealthing, with the caveat that they probably cannot mount higher computer EW and would likely require a ship in orbit to operate/leave the planet from.
The other option would be stealth cargo missiles- much smaller and thus cheaper to stealth, cannot mount computers worth EW but would be stealthed at a far higher -10 DM rate (so a complete -10 stealth missile is 1100% x usual cost so figure Cr5000 x 11 = Cr 60000). For a 30kg potential payload that's Cr2000 per kg, best be worth it!