Now I get the idea of the stolen flag, but its not fully implemented and only impedes logic in the game right now.
It becomes illogical and greately reduces the income of NPC pirating, which is already a lost cause mostly.
For example of the illogical nature.
I killed a pirate in a res. He dropped 10 palladium (true story). At 14k each, not bad at all! But.. its really 7k on the black market. Ok still not "bad" but then if I picked one up a random scan by the local authority will make me wanted. Great, because THEY WERE ATTACKING THE PIRATE TOO. No logic at all.
Even in an anarchy system, you have to use the black market, its just silly.
Simply removing the stolen flags, and making black markets buy really illegal goods for a actual markup (slaves, drugs etc should sell for more where they are illegal, not 50% less), would go a nice way to making piracy and salves actually worth the time to scoop.
Right now, the risk/reward/time means just ignore all cargo. Why should I risk a large fine or worse destruction, over a pittance worth of cargo?
It becomes illogical and greately reduces the income of NPC pirating, which is already a lost cause mostly.
For example of the illogical nature.
I killed a pirate in a res. He dropped 10 palladium (true story). At 14k each, not bad at all! But.. its really 7k on the black market. Ok still not "bad" but then if I picked one up a random scan by the local authority will make me wanted. Great, because THEY WERE ATTACKING THE PIRATE TOO. No logic at all.
Even in an anarchy system, you have to use the black market, its just silly.
Simply removing the stolen flags, and making black markets buy really illegal goods for a actual markup (slaves, drugs etc should sell for more where they are illegal, not 50% less), would go a nice way to making piracy and salves actually worth the time to scoop.
Right now, the risk/reward/time means just ignore all cargo. Why should I risk a large fine or worse destruction, over a pittance worth of cargo?