Sick of hearing "Piracy is too hard and yields poor profits"... what's new?

Woah... You are on this forum a lot. You should know better than to call me a solo mode trader =p.

And those 'bogus' values are the ships base values straight from the wiki. But if you are going to continue to believe the sidewinder has more health than the Type 7, there is nothing I can do to persuade you.
The unofficial wiki.

Type 7s melt incredibly fast under fire, so do their shields, especially when downsized.

I don't see how the sidewinder comparison is relevant. Type 7 is a useless ship with the Clipper being as good as it is.


And I'm really, really bad with names.
 
The unofficial wiki.

Type 7s melt incredibly fast under fire, so do their shields, especially when downsized.

I don't see how the sidewinder comparison is relevant. Type 7 is a useless ship with the Clipper being as good as it is.


And I'm really, really bad with names.

I was arguing with someone who said type 7's die faster than sidewinders, which is why it was relevant. I would agree with your statement about the clipper. The orca also stores a lot and has a top speed of 380.
 
(as already said - I missed it on scan reading) The best single fix imo which could be made would be to stop allowing us to pay off our bounties so easily, that way it will encourage bountyhunters to hunt the pirates, (as well as AI police hunting the pirates) combined with a huge increase in bounty for murder.

the 2nd best fix would be to massivelly buff the security forces in hisec space.

To counter this I would suggest if you have a positive rep with pirate factions they offer close to full price for stolen goods, as well as make sure the AI traders carry at least a few tons of high value goods inc Rares..... indeed I think there should be an entire new "elite" ranking done outside of the pilots federation which is based on the more nefarious life, including piracy and smuggling (but not murder)

+1. I so wish that FDevs will take note of suggestions like these and will implement them in the foreseeable future.
 
2: Pirating should carry a risk.

Not really, it shouldn't. No pirate wants that. Like traders would rather run than fight, pirates would rather get what they want without a fight. It is up to traders to make things more dangerous than pirates, using actual tactics: Fly armed, fly with escort, fly in packs - pick one ,two, or all of the three.

That said, I do believe that system security needs to have a more active role in the game. Bounties for piracy, that's a topic in itself. They need to be high enough so that pirates don't make a profit, but there should also be a way to evade them. A local, decaying karma system is a common approach to that: if a pirate repeatedly attacks in the same area, life for them is going to get really hard really fast to the point where they have to move elsewhere. This works great because traders tend to stay in an area for a long time. I believe that such a system is very well suited for ED. A way for pirates to quickly reset their bounties would be to collectively raise havoc in a system and temporarily flip it to pirate control and anarchy. That is if other players offer no resistance!

Also a comment - just for the sake of discussion really - about the roles of bounty hunting and piracy: Ideally it should be a rock-paper-scissors situation. Pirates beat traders, bounty hunters beat pirates, traders control bounty hunters (that can be indirect, like it is in ED with automatically generated bounties). This relationship is more than a metaphor: pirate ships are equipped to quickly and safely disable traders, but they can't go toe to toe with bounty hunting ships which are specifically equipped to beat pirates. So pirates call the shots for traders, bounty hunters call the shots for pirates, traders call the shots for bounty hunters. Each job depends on the next one to stay in business. It's a tough equilibrium to achieve, and I don't think it can work in Elite: Dangerous. But what I described is the optimal situation in a game that is self sustained, player created and driven, and provides challenges and opportunities for all sides.
 
Not really, it shouldn't. No pirate wants that. Like traders would rather run than fight, pirates would rather get what they want without a fight. It is up to traders to make things more dangerous than pirates, using actual tactics: Fly armed, fly with escort, fly in packs - pick one ,two, or all of the three.

In the context of the meta game it should, which is what I alluded to in my explanation. The idea that a pirate can kill someone and take their stuff, then fly to the next station and pay the crimes away like waving a magic wand is ludicrous. Sure, they would rather get easy cargo than fight, but its still theft and should still accrue a bounty. You can never have your rock-scissors-paper idea when a pirate is only classed as such when it suits them to be - when bounty hunters (or even armed traders) have their hands tied by the ability to clean bounties so easily.

You want to pirate me and take my stuff when I'm in an underarmed freighter then fine and fair, but when I switch ships and hunt you down with my viper there better be a bounty to collect. That's only fair and that's what I mean by risk. As it stands if I come after you, I am likely to end up the criminal myself.
 
In the context of the meta game it should, which is what I alluded to in my explanation. The idea that a pirate can kill someone and take their stuff, then fly to the next station and pay the crimes away like waving a magic wand is ludicrous. Sure, they would rather get easy cargo than fight, but its still theft and should still accrue a bounty. You can never have your rock-scissors-paper idea when a pirate is only classed as such when it suits them to be - when bounty hunters (or even armed traders) have their hands tied by the ability to clean bounties so easily.

You want to pirate me and take my stuff when I'm in an underarmed freighter then fine and fair, but when I switch ships and hunt you down with my viper there better be a bounty to collect. That's only fair and that's what I mean by risk. As it stands if I come after you, I am likely to end up the criminal myself.

Don't quote me out of context :p I say that system security should have a more active role and that there should be bounties. My post is right there. Outlaws should be hunted.

System security needs to have a more active role in the game. Bounties for piracy, that's a topic in itself. They need to be high enough so that pirates don't make a profit, but there should also be a way to evade them. A local, decaying karma system is a common approach to that: if a pirate repeatedly attacks in the same area, life for them is going to get really hard really fast to the point where they have to move elsewhere.

It is probably not a realistic suggestion given the scope of the game, but there I said it.
 
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I really wasn't. I was clarifying what I meant by risk, as I didn't think you had fully understood me. You have Internet argument paranoia :p

You did it again, you deleted my smiley face to make my comment look paranoid :p

But srsly, what you clarified I had already said - see above. I don't think we disagree :)
 
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