My dream for piracy will never happen, but it's fun to imagine!
Permanent(ish) Pirate status. Even after you die, you're still a pirate. You aren't a part of the Pilots Federation anymore, but have a pirate ranking similar(ish) to Pilots Federation ranking.
Effects of being an official pirate:
Benefits of being a pirate:
Pirate ranking:
Benefits of higher rank:
Downsides to a higher rank:
Player Murdering\Pirating:
Illegal Modules:
Because you are a filthy criminal, you don't have to worry about laws that say what modules you can't load on your ship. This can pave the way to subtypes of pirates.
Way out of piracy:
If you tire of the pirate life and want to go legit, you can purchase new false identification and reentry into the pilots federation. Cost is based on pirate reputation and Player Pirating price. Once it's paid, you can choose a new visible pilot name (your login will still be your real commander name, but others will see your new identity).
Permanent(ish) Pirate status. Even after you die, you're still a pirate. You aren't a part of the Pilots Federation anymore, but have a pirate ranking similar(ish) to Pilots Federation ranking.
Effects of being an official pirate:
- 1) Authority Vessels in Medium and High security systems very aggessive.
- 2) Stations in High and Medium security systems will not let you dock (there may be independent systems controlled by pirate friendly factions of course). (Additional aggressiveness based on pirate rank\fame).
- 3) Goods released voluntarily from cargo bays after an interdiction get a pirated flag.
- 4) Goods dropped involuntarily during combat\destruction also get a pirated flag.
Benefits of being a pirate:
- 1) You will have access to pirate den stations\systems. Some require a certain rank to access (either like a permit requirement, or ships will be hostile if you don't have it (especially more hostile if you have a pirate hunter rep).
- 2) I'd like to see hidden\stealth stations that don't come up on system maps, and discovery scanners can't find them. You can only find them when informed by the pirate network (or by following a pirate out of supercruise, (but that'll get you shot to bits by the station's guards)).
- 3) Pirate friendly stations in general will not need a black market to sell pirated goods, but there will be a dip in profit.
- 4) In addition to missions, there will be a rumor mill that will inform you of nearby umm opportunities.
- a) Expensive goods convoys that will be going by a particular star system.
- b) A secret mining operation.
- c) This may include other player missions if it can be implemented.
Pirate ranking:
- 1) Pirate Rank is based on bounty\reputation. When you are killed, your pirate rank and bounty drop. The higher the rank you are, the more devastating the drop, any benefits from rank are revoked.
- 2) Reputation determines buy back %, the higher the rank the lower the percentage, so the lower the rank, the more you have to pay each time you die.
- 3) Ranking is increased by pirating. More threatening the situation the bigger the increase. Threat is determined by weapons/armor difference of enemies you're fighting. This means a pirate using a weaker ship against stronger enemies and winning will gain reputation faster.
- 4) The [pirated] flag of goods involuntarily dropped has a threat stat attached, so goods sold from that battle, also increase reputation.
Benefits of higher rank:
- 1) Because you are a well known respected pirate (well, among filthy rotten pirates anyway), the dip in selling rate of stolen goods is smaller.
- 2) Access to much better rumors.
- 3) Access to better illegal modules.
- 4) Access to more prestigious pirate dens.
- 5) More frequent surrenders without needing to fight.
Downsides to a higher rank:
- 1) Bounty hunters want the prestige of taking out your ship.
- 2) If your ship is destroyed, your ranking drops dramatically. If illegal modules are above your new rank, you will not get them back. Stored illegal modules will withheld, and any stored ships with illegal modules above your rank will have them removed. (RP wise, people won't respect you as much and see no problem stealing them...)
- 3) Higher chance rumors are traps.
Player Murdering\Pirating:
- 1) Murdering a player will add a price you have to pay after your ship is destroyed independent of your pirate buyback.
- a) This is determined by threat difference between your ship and your victim (not just different buy back, but armor, weapons power, stuff like that).
- b) Happens no matter what ship you're in. Even if you use a sidewinder to kill yourself, the same cost will be applied (pirate rank drop also applies).
- 2) Murdering a player will add an drop to your pirate ranking as when you are killed on top of what you lose just by being killed.
- 3) Any goods dropped voluntarily after an interdiction get a [Pirated] flag, but of a different color. These have a "threat" stat determined by how much more powerful the pirate is. When sold, these add to your Player Pirating price, but much less than killing them does.
- 4) Any goods dropped involuntarily get a [Pirated] flag, but of a different color. These have a "threat" stat determined by how much more powerful the pirate is. If the other player is destroyed, this threat stat is removed from the goods, and only the price from the PK is added.
- 5) Player members of the Pilots Federation who kill a wanted pirate get a portion of the Player Pirate paid by the pirate.
Illegal Modules:
Because you are a filthy criminal, you don't have to worry about laws that say what modules you can't load on your ship. This can pave the way to subtypes of pirates.
- 1) Module damaging weapons: These illegal weapons are supposed to only be for law enforcement, but criminals have gotten them as well, allowing the pirate to disable systems, leaving the ship dead in the water.
- 2) Identity spoofing: To get around security in some systems, you can set up a false identity to make quick runs in Medium or High security. Acts of aggression disable it, and there is a slight chance scanners will see through it. (high rank required)
- 3) Cargo bay with container hacking: Goods stored in this container are stripped of their pirated flag and can be sold at market value. (very high rank required)
- 4) Module stripper: Only legal for licensed salvaging firms, but pirates got their hands on them for more sinister usages. After disabling a ship, this module allows you to strip some modules. What you can carry is determined by tonnage allowed by the stripper (also acts as a cargo bay for a stolen module).
- a) Stripped modules can be sold on the black market. Engineered mods will get a higher price.
- b) Stripped modules can be attached to your ship (also at a chopshop), but they are flagged as illegal... Identity spoofer cannot hide existence stolen modules.
- 5) Ship Towing module: Only allowed legally by licensed tow companies, these modules allow for hooking onto and towing it. It boosts your FSD to allow the ship to join you into hyperspace and supercruise.
- a)Ships can be sold only to stations with ship chop shops.
- b)Ship being towed hinders control (duh) and slower even in supercruise(assuming that's possible).
- c)In supercruise, the ships are very visible and obvious, easy targets. Can't avoid interdiction.
Way out of piracy:
If you tire of the pirate life and want to go legit, you can purchase new false identification and reentry into the pilots federation. Cost is based on pirate reputation and Player Pirating price. Once it's paid, you can choose a new visible pilot name (your login will still be your real commander name, but others will see your new identity).
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