No chance of that, I believe it's been said often enough that the only difference between Open and the others will be that Open is open to anyone.Well i.e. OPEN is just dandy and simply by removing RARES/LTD from SOLO/GROUP
I happen to think it can happen else by increasing gains in prices only for OPEN messes with actual costs when switching. Put these RARES only into OPEN existence without any possibility to carry them over by Mode Switching and we have the Solution. It's in the name: RARES.No chance of that, I believe it's been said often enough that the only difference between Open and the others will be that Open is open to anyone.
FYI at present if a NPC Wing of say 4 are Pirates, 1 Interdicts you, only that 1 shows as ALONE if you Target Nearest Hostile, upon exiting by submission/completed then instantly you will ONLY see that 1 ALONE and not in a Wing. However, the other 3 will soon drop onto his Beacon. Just so you know, I tested this last night for a fact. So it does pay to basic scan Ships in SC to see if they are in Wings already as it will be too late until you get pulled and then find out.What piracy probably needs are goods to cost a lot more but the trading profit margins to stay the same, so higher reward, and possibly go with less information available at the time of interdiction (can't tell if there's a wing perhaps, only get to see the largest ship?), so higher risk. The first would probably need some tricky balancing to keep things viable for new starters to be able to trade though.
I was thinking from the point of view of the pirate - make it harder to know whether they'll have easy pickings or a fight on their hands, if the target has an escort. Piracy would definitely need the rewards boosting to compensate for that though.FYI at present if a NPC Wing of say 4 are Pirates, 1 Interdicts you, only that 1 shows as ALONE if you Target Nearest Hostile, upon exiting by submission/completed then instantly you will ONLY see that 1 ALONE and not in a Wing. However, the other 3 will soon drop onto his Beacon. Just so you know, I tested this last night for a fact. So it does pay to basic scan Ships in SC to see if they are n Wings already as it will be too late until you get pulled and then find out.
This is a popular idea which is the way it used to work. The only issue with this is Piracy will take longer (Cops will arrive soon in Secured Systems) but most importantly, Player Defender will just assume you are a Ganker for firing at him. I just think there should also be no WANTED for using HB and therefore we could try to use a stealth tactic of Silent Running OR other low heat signature tricks to steal Cargo - we are NOT out there to kill but must be a threat all the same.
- Can you suggest how to improve this Role to become even more viable? -
Make Hatchbreaker limpets that can penetrate shields more of a rarity. It actully took some skill to disable and keep the shields down without destroying the ship you were pirating.
I would like to see more NPC pirates, (with increased sklill level), and perhaps the return of "unsactioned outposts" and have some meaning.
OK can you tell us some situations you mean by this?I was thinking from the point of view of the pirate - make it harder to know whether they'll have easy pickings or a fight on their hands, if the target has an escort. Piracy would definitely need the rewards boosting to compensate for that though.
Maybe change it to not being able to see if someone is in a wing in supercruise, all you get to see is the biggest ship in the wing. So you've got to make a decision - is it likely to be worth the risk? At present the risk is too low because you've got a lot of information with which to pick your targets. Piracy needs rich, risky targets. Make it get rich quick or die trying!OK can you tell us some situations you mean by this?
For me when I select targets I will already see if they are in a Wing. If they are, I simply judge if it's worth my hassle as I can not risk losing anything I already stole either. I see plenty Combat Ships in Wings. I already know that these carry no Cargo mostly but the odd lone combat Ship may have e.g. Military Plans - I just would not go after anything I can not handle. You can if you wish have Wings OR Multicrew if you need backup to Pirate.
I see what you're wanting...higher rewards for higher risk. Well Wing info is essential for all levels to decide on engagements. Only daft Players take on something they did not fully know the situations involved.
Interaction with NPC would be sure obvious to implement as they now also offer us similar deals. Either by recognising the context or via set binds and is handy against Players also.Can you suggest how to improve this Role to become even more viable? - reusable limpets (with the hability to synthesize them); predefined chats messages to simulate a conversation with NPC, asking to release cargo before attach or some others behavior
For PvP piracy, introduce C&P including very strong deterrents against murder so that players in non-combat ships feel more comfortable sticking around to roleplay pirate encounters. Make cargo dropped by a ship which has been interdicted be marked as stolen even if the victim selects abandon when ejecting it, so that the gameplay around carrying and selling stolen goods can't be avoided.
Please be aware that actually in Anarchy there are still Prohibited Goods (often Toxic Waste, sometimes even Slaves, etc.) and these should then be the only items that appear in the Black Market there which is 75% value. Stuff just needs to be re-arranged. Anarchy may well be the playground for Pirates but they also must venture into Secured Space and is at a high risk. The NPC BH will even come after them if they jump back to Anarchy (this already happens for high bounties).
Currently, yes.
in true anarchy no goods would be illegal and simply be about the highest bidder.
And making illegal goods simple and darn cheap in anarchy creates an incentive to actually smuggle said goods into high security areas.
The mark up prices for illegal goods should also be multiplied by the security status of the system since the more something is forbidden the more it's usually worth for someone.
Anarchy: X0.5
Low Sec: X1.0
Med Sec: X2.0
High Sec: X3.0
So anything bought in anarchy is at 0.5 regular price and would fetch X3 market price in high security areas.
But there should also be incentive for traders to trade TO anarchy so regular goods would be more rare and worth a lot from High to Anarchy.