Who says piracy is dead?

Nah I never do CGs in open. I only play around in free starter ships like the eagle, hauler and sidewinder. Just a couple of days ago after finishing 20k deliveries I quit the CG and started to fly around in my starter sidewinder. it was interdicted four times in the space of 15 minutes and attacked without any communication whatsoever.

Twice managed to escape twice killed.

That’s not piracy. That’s seal clubbing. Funny thing was seeing them get 300 credit assault bounties. What an absolute joke. And a throwback to the 1000cr start days and 500cr fish delivery missions and when it took a year to get an Anaconda.


The bounty put on players for shooting down another player in High Sec should be only collectible by other players and not be payable to Interstellar Factors and be given a special label of Fugitive.

It should be a percentage of the commander’s entire earnt credits value in game up until that point… say 5-10% of total historical earnt credits and when collected by another player it is stripped from the commander like the rebuy screen with the player choosing what money/ships/modules to forfeit.

If they end up in debt then they end up in a starter sidewinder or doing ground missions to regain a positive credit rating.

After time if they fail to pay back, increasingly severe squadrons of enforcers appear to “encourage” the payback…every time the player enters high sec systems.

There should be a bounty board in every station terminal that shows the latest whereabouts of all fugitives, updated whenever they pass through any non-anarchy or lawless system.

And when the player is destroyed the hunter’s avatar should get displayed on station banners and top bounty hunter rankings should be maintained like in power play.

I’m fine because I purposefully put my sidey out there for gits and shiggles but just think of any noob, or say anyone joining this game from Eve and imagining “HIGH SECURITY” actually meant it.

The crime and punishment system is alpha or early beta at best. It’s a complete joke tbh and much similar to Star Citizen’s (lack of) any enforcement.

Basically, the destruction of another player in a high security system should be something that severely impacts the criminal.

I’m fine with murder hobos in anarchy systems. It’s in the name. Anarchy. But in high sec systems? Should be all but career ending, or pausing at least.

That is why piracy is basically dead for all intents and purposes because many players don’t want to play a game where the field is titled so hard in favor of the non pirating instant killing PvPers.

IMO having a proper Fugitive/Bounty system would encourage players back into open and encourage piracy and to not destroy others’ ships.

— edits for iPhone speech recognition being rubbish
 
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Nah never do CGs in open. My commander’s sidewinder was interdicted four times and attacked without any communication.

Twice managed to escape twice killed.

That’s not piracy. That’s seal clubbing. Funny thing was seeing them get 300 credit assault bounties. What an absolute joke. And a throwback to the 1000cr start days and 500cr fish delivery missions and when it took a year to get an Anaconda.


The bounty put on players for shooting down another player in High Sec should be only collectible by other players and be a percentage of the commander’s asset value, say 5-10% and when collected it is stripped from the commander like the rebuy screen with the player choosing what money/ships/modules to forfeit.

I’m fine because I purposefully put my sidey out there for gits and shiggles but just think of any noob, or say anyone joining this game from Eve and imagining “HIGH SECURITY” actually meant it.

The crime and punishment system is alpha or early beta at best. It’s a complete joke tbh and much similar to Star Citizen’s (lack of) any enforcement.

That is why piracy is basically dead for ok intents and purposes.

Maybe I'm a hardened space criminal but I don't think chosing Open for a CG and then getting popped is letting yourself (or anyone in the same build) be seal clubbed.

You're not wrong to suggest C&P could do with a complete overhaul though.
 
Maybe I'm a hardened space criminal but I don't think chosing Open for a CG and then getting popped is letting yourself (or anyone in the same build) be seal clubbed.

You're not wrong to suggest C&P could do with a complete overhaul though.
I agree if you are CGing in open in the current game you are cruising to get murdered by hobos and it’s basically not worth the time money or effort to cater to them.

However, I specifically talked about my commander being in a small ship and getting interdicted by players and destroyed without any interaction.

High sec should mean high sec.
Just imagine anyone with a non escapable and increasing bounty on a player’s head for destroying another player’s ship.

When it reaches billions in value can you imagine the hunt as the bounty hunters start gathering when the Fugitive Ping is received by those with a “Advanced Warrant Scanner” set up.

「Parry Hotter has jumped to Leesti (34 Ly). Current Bounty stands at 3,356,422,200 Cr」

Half of the credits go as commission to the bounty hunter(s) who take him down and half goes to the “Fugitive Tracking Network”
 
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I agree if you are CGing in open in the current game you are cruising to get murdered by hobos.
However, I specifically talked about my commander being in a small ship and getting interdicted by players and destroyed without any interaction.

Yeah I'm with you.

Why would a sidewinder get a pass in an extremely hostile environment?

IMHO it's not seal clubbing - arguably not even ganking, for a given definition of ganking.
 
Le sigh.

We're back here, perhaps we'd best continue in California.

How can you ascribe intent to someone, unless you chatted afterwards?

Did they break any rules?

You're a target in a high traffic system with obviously hostile CMDRs.

How did you imagine it would go?
 
Its actually impressive people bother with it at all.
I put significant effort into it for a while. Then I stopped because:
  • It takes zero skill and isn't challenging at all. Half the people you interdict have no idea how the game works. The rest either run or log out. A few will "interact" which basically amounts to a tedious process of transferring crappy low cost cargo from them to me.
  • When I killed someone (for running) it felt completely pointless. I just potentially ruined their game session for no reason. So I stopped doing that. Even if they fought back I'd bring them to <10% hull and let them run away.
  • The ones who tried to "role play" with me were honestly just annoying. The whole thing was really cringey but I guess I can see why people like it... I guess.
 
I put significant effort into it for a while. Then I stopped because:
  • It takes zero skill and isn't challenging at all. Half the people you interdict have no idea how the game works. The rest either run or log out. A few will "interact" which basically amounts to a tedious process of transferring crappy low cost cargo from them to me.
Sorry but that point is mostly absolutely false. If it took zero skill it would be being done by everyone without needing to be asked about. In my experience, it is one of the things that takes people a good deal of effort to get good at. PvE piracy can be accomplished in ways that allow you to drain many many tons of cargo. PvP piracy cannnot largely because the game is setup so that running is trivial, and stopping that running is non-triival. Add to that, even if you do it all right, they just log out and poof goes the score anyway.

The second part of that comment is legit. The cargo is worth so little compared to every other legitimate method to aquire it that it's largely pointless outside very specific sets of cargo which finding players carrying is all but impossible.

As for the rest... everything is pointless. It's a video game. Merits are pointless, BGS is pointless, combat zones are pointless. With certain changes FDev could both incentivize less blowing up of targets and targets that really can't fight it out and don't want to have their whole night ruined cooperating and dropping cargo. But the C&P system is pretty bad and in the end it's all such a hassle that most just prefer to go to 'ha ha ship-go-boom' than fiddle around with pirate builds.

Killing people for running is entirely logical in itself. If there were fewer ways to just log out to escape then the advise would become like submitting to interdiction rather than fighting it. The least risky thing is to stop running and drop the requested cargo and be on your way and maybe come back with friends to bloody the bully's nose.

I think its interesting because in the space scam that can't be named it's almost the ploar opposite. If you are snared by players, there really is no escape chance at alll which is too far the other way but one thing they get right is that alt-f4 is THE WORST POSSIBLE option for you to take.
 
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Sorry but that point is mostly absolutely false. If it took zero skill it would be being done by everyone without needing to be asked about. In my experience, it is one of the things that takes people a good deal of effort to get good at.
If it took actual skill you'd have named the things you need to get good at. There's nothing to get good at. Because anyone who submits simply drops cargo and you pick it up. Anyone who runs either dies or gets away.

And like I said the majority of your "opponents" don't even know how the game works. A shocking % of people thought I was an NPC because they can't distinguish between CMDR/NPC in the game. Turns out that's one of the reasons some people run without responding. They think the player pirate is an NPC ship.

The funny thing is PvE piracy at least takes some skill. At least there you need to fire dumbfire missiles (aim) to disable engines and bump-stop so you can actually pick up the goods. Bump stopping was fun to learn but once you get it down PvE piracy becomes easy too.

I think its interesting because in the space scam that can't be named it's almost the ploar opposite. If you are snared by players, there really is no escape chance at alll which is too far the other way but one thing they get right is that alt-f4 is THE WORST POSSIBLE option for you to take.
In SC you can avoid being snared by taking some basic precautions. The snare bubble is very small (20km IIRC) and requires intercepting ships along a direct path. So all you need to do is offset your path to the destination a little and you'll never be snared.

I've spent many hours pirating in SC. It's more fun because you often need to board the ship after soft killing it resulted in some fun EVA FPS fights. But most of the time it's similar to ED - the people who get snared have no idea what they're doing and it's easy pickings.
 
The snare bubble is very small (20km IIRC) and requires intercepting ships along a direct path. So all you need to do is offset your path to the destination a little and you'll never be snared.

The snare radius is measured in seconds of travel time, meaning range scales with velocity. Someone orbiting a few thousand LS out can establish an interdiction tether hundreds or thousands of LS away.
 
If it took actual skill you'd have named the things you need to get good at. There's nothing to get good at. Because anyone who submits simply drops cargo and you pick it up. Anyone who runs either dies or gets away.
It depends how you do it: to disable a ship without destroying it does require skill, especially if you are trying to role play via a bad comms system at the same time. You often also have to deal with NPC pirates, who are far less worried about destroying their prey. Personally I have had very few loggers, the main problem is comms (and so far I haven’t seen any improvement on that front in vanguards)
 
If it took actual skill you'd have named the things you need to get good at. There's nothing to get good at. Because anyone who submits simply drops cargo and you pick it up. Anyone who runs either dies or gets away.

FSD interrupt missiles are unguided landing hits requires getting close and if the target is evasive some aim and luck. Disableing their drives may take several applications of FSD interrupt and then good aim or manuver because if you intend to rob them, blowing them up is not the goal and it can be hard to kill the drive without shreading the paper ship. Stopping them without destroying them and in limited time is also a skill (I suck at this one).

FDevs intention seems largely to just be to yank, hatchbreak and go. Because the rabbit, if he knows to reboot, can be running again in under 30 secs and there is very little the pirate can do to hold them down for any length of time. I'm not talking about "Yarrr gibs me 10 cargo matey" role-play. I'm talking really taking from a player that doesn't want to give it up. Having the skills to strip shield, disable the drive and break their wake attempts may lead to them dropping by request if they realize they can't get away easily. As I mentioned, even if you get gud at all this, they can alt-f4 and retreat to solo and it's all for naught. So I think there are skills to be developed, but FDev lean so far to making it easy to escape that its not really fun for most to learn them.

In Star Citizen ONCE THE SNARE IS ENTERED, its all but impossible to get away. The Mantis is too fast to be outrun by the vast majority of pirate interesting ships and if a good pilot is in the seat it's near impossible to kill. So once you have been snared you are screwed. There just are no really viable escape methods. Almost nobody gets snared in travel. They get grabbed at the obvious OM points where they naturally tend to go or snared on the ground while they try to load. SC leans too far into 'no escape' in my opinion and there should be ways for the rabbit to at least have a fighting shot at escape.
 
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