The problem with this notion is that it does not consider PvP piracy; out of 10 interdictions, probably 8 traders will try and run (fair enough, it's up to them), so the pirate has to use force in most encounters. Obviously disabling the escaping trader is preferable to killing them, but it's not always possible given the small window of time the pirate has, so we tend to default to killing the trader for refusing to yield.
Should this scenario be treated as the same as Eravate seal-clubbing? I don't think it should given the trader had a fair chance to escape in-tact whereas noob-killers are targeting players with not only weak ships, but little if any experience.
The bit in bold.
Why?
Why would you default to killing them?
This is idiocy and a shot in your own foot.
So the trader who tried to escape dies and suffers a rebuy. How will this enhance anybody's game? If you didn't *want* to kill them, but instead take some cargo, then it is not enhancing *your* game either. Is it. Answer carefully, because if you say killing *does* enhance your game, then you are actually not really a pirate and no better than a murder-hobo. The end result is that the traders leave Open and go elsewhere, making Piracy a less enjoyable profession overall.
A *MUCH* better scenario would be that *Proper* Pirates inflict heavy, heavy damage to a Trader's vessel, without killing them. Even if they get away, the Trader has a big expenditure to repair his vessel, probably bigger than the loss of cargo that he could have chosen, but instead chose to try to run away. They also get some thrill of the chase, and thrill of escaping, albeit with a loss on their trade account, so some good, some bad. The end result here is that the Trader has less impulse to leave Open and will learn a lesson to either: actually bargain with the Pirate, to save such a big loss on their trade account, or perhaps to learn to run away better, or even perhaps to fight better and give you Pirates a more enjoyable and more satisfying duel.
If that doesn't sound like a much more appealing game dynamic to you, then perhaps look to a career as a murder-hobo instead of a would-be pirate, and also - hoping that a Karma system gets introduced - prepare to accept that some actions have perhaps-undesirable consequences.
Is it just me, or does no-one actually analyse the consequences of their actions any more farther forwards than the tips of their noses?
Yours Aye
Mark H
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I find it somewhat interesting that they've sold us a game set in a cutthroat galaxy, where we are told we have infinite freedom to blaze our own trail and we see rhetoric like this from the lead developer.
Before I get on a rant.. Lets say this all goes through.. Does this mean solo and pg will be removed too? Or is the intent to just stiff people who don't play in Frontiers 'approved way'?
For god's sake, are you being deliberately obtuse, or just not listening... any proposed Karma system would be a build-up of consequences over time for doing certain things. It doesn't mean that those things are not able to be done, just that if you play in that way, which has been deemed to have an overall negative effect on *the game*, then you must be prepared for some consequences to those actions.
You will still be able to *play your own way*, but in a galaxy where "Crime" is actually a thing, and where the galaxy isn't a *total* "free-for-all", then you should expect some consequences for Criminal activity. Or do you actually want to be a Criminal and have it completely consequence free? If so, please provide some rational words on how this can be justified?
Yours Aye