Murder hobos vs CG piracy

It's pretty easy to discern between pirates and murder hobo's using a programmed system.

If(killedOtherShip() == true)
{
ApplyMurderHoboTag()
{

else
{
IsPirate = true
}


Pirates never WANT to kill someone, they want the cargo. Killing them applies a larger bounty than just assault.

It's not to say your a murder hobo if you ever kill a trader while pirating them, sometimes, people just go crazy and wont stop shooting at you, and sometimes, one too many missiles hit thier ship when your trying to take out their thrusters.

But, you should have a WAY smaller kill count than a murder hobo.
 
But it is just a game....when it become more than a game you've become too invested in it to look at it clearly. Thats one defining trait of an addict.

The best players IMO are the ones who do realise that it's just a game but take on a persona and play to that, be it a trader, bounty hunter, pirate or maniacal killer but can still shrug and say 'it's just a game' at the end of their session regardless of how well it went or if they lost it all.

As for upper limits to the danger? Well I reckon there should be places you just don't go unless you are a fully competent pilot with a blinged out ship and a couple of equally competent buddies along for the ride. As it stand now I am not afraid to go anywhere in my lightly modified Cobra IV.

I wonder how players would respond to a DiD (Dead is Dead) version of ED. Meaning since it's only a game, if they are killed then they have to start over from a stock sidewinder and starter cash. I doubt there would be much interest would there. And I only mention this as a stark comparison to it's only a game. Which it is but .....

Chief
 
I wonder how players would respond to a DiD (Dead is Dead) version of ED. Meaning since it's only a game, if they are killed then they have to start over from a stock sidewinder and starter cash. I doubt there would be much interest would there. And I only mention this as a stark comparison to it's only a game. Which it is but .....

Chief

I consider DiD Elite: Dangerous, to be an entirely masochistic concept.
 
Hello Commander urth!

If you are not destroying ships, it's our intention that the karma system should not really affect you. Most likely we will want to track damage as well, but in general, if you're reasonably effective at taking out drives and using limpets, only the normal crime rules should trigger (you'll be subject to a bounty).

When it comes to "griefing", ship destruction, catastrophic damage and significant disparity between ship strength and player stats are the kinds of things that karma is interested in.

If we end up punishing the behaviour you describe when you pirate, we will be doing it wrong.

So just so you're aware, since I'm part of The Code, this will hurt piracy. Traders will run more because if we shoot them we will get a bounty. So why would a trader comply with us?
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commander Lateralus

Collection issues will definitely be a significant part of the review process for piracy, whether it means improving limpets or having some way to slow down a free moving vessel (I have to say, I personally *really* like the idea of this - some form of tether to literally drag a helpless ship to a stop. We'll need to chew this over).

Also, boring caveat time no ETA or guarantees, We'll have a lot of ground to cover.
 
Hello Commander Lateralus

Collection issues will definitely be a significant part of the review process for piracy, whether it means improving limpets or having some way to slow down a free moving vessel (I have to say, I personally *really* like the idea of this - some form of tether to literally drag a helpless ship to a stop. We'll need to chew this over).

We'd also need a way of countering that somehow.
 
Hello Commander Lateralus

Collection issues will definitely be a significant part of the review process for piracy, whether it means improving limpets or having some way to slow down a free moving vessel (I have to say, I personally *really* like the idea of this - some form of tether to literally drag a helpless ship to a stop. We'll need to chew this over).

Also, boring caveat time no ETA or guarantees, We'll have a lot of ground to cover.

As limpets have thruster on them, couldn't they be used to slow down craft. Disable the drives, fire the hatchbreaker limpet, which also acts as a brake to the ship (using it's own thruster to slow the ship). It has no effect on ships with an active drive as they are not powerful enough to counteract it.
 
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Wait.

As far as slowing down drifting ships go - are the disabled ships permanently drifting as if they're in FA Off? Is it not possible to slow that ship down using your own ship (i.e. getting in front of the drifting ship's direction of travel and carefully slowing them to a halt?)

Or is their drift something which can't be slowed down in that fashion?
 
... or having some way to slow down a free moving vessel (I have to say, I personally *really* like the idea of this - some form of tether to literally drag a helpless ship to a stop. We'll need to chew this over).

If you do make a tether; please make it generic, and not just a pirate/combat item. As us Fuel Rats would love some means to gently drag/push CMDRs about, when they get stuck in odd places, or ships with unbootable drives.
 
As limpets have thruster on them, couldn't they be used to slow down craft. Disable the drives, fire the hatchbreaker limpet, which also acts as a break to the ship (using it's own thruster to slow the ship). It has no effect on ships with an active drive as they are not powerful enough to counteract it.

I like this idea. It also allows more scope for the pirate to be 'going equipped', so easier to identify on the scanner from a solid hunk of armour PvP meta ship.

Wait.

As far as slowing down drifting ships go - are the disabled ships permanently drifting as if they're in FA Off? Is it not possible to slow that ship down using your own ship (i.e. getting in front of the drifting ship's direction of travel and carefully slowing them to a halt?)

Or is their drift something which can't be slowed down in that fashion?

I've not tried but that seems like a near impossible manoeuvre to pull off :)
 
Wait.

As far as slowing down drifting ships go - are the disabled ships permanently drifting as if they're in FA Off? Is it not possible to slow that ship down using your own ship (i.e. getting in front of the drifting ship's direction of travel and carefully slowing them to a halt?)

Or is their drift something which can't be slowed down in that fashion?

Should be possible but very difficult. I think a grappling hook on utility / weapon mount is actually very realistic (= something real space pirates should have, if there would be such a thing as space pirates...). This module should only be available in Anarchy stations (same for cargo hatch breakers). They should also be illegal, meaning you get a fine if you get scanned with them.
 
Hello Commander Lateralus

Collection issues will definitely be a significant part of the review process for piracy, whether it means improving limpets or having some way to slow down a free moving vessel (I have to say, I personally *really* like the idea of this - some form of tether to literally drag a helpless ship to a stop. We'll need to chew this over).

Also, boring caveat time no ETA or guarantees, We'll have a lot of ground to cover.

Thanks for the reply Sandro, that's good to know you're looking at it.
 
Should be possible but very difficult. I think a grappling hook on utility / weapon mount is actually very realistic (= something real space pirates should have, if there would be such a thing as space pirates...). This module should only be available in Anarchy stations (same for cargo hatch breakers). They should also be illegal, meaning you get a fine if you get scanned with them.

Hold on there - I think there's scope for gameplay using grappling hooks with the new Search & Rescue functionality that's being added soon.
Imagine reeling in a tumbling wreck so that you can access the cargo or unlaunched escape pods or some such.

Also, get 20 buddies all equipped with grappling hooks and go snag yourself a Thargoid mothership :D
 
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Should be possible but very difficult. I think a grappling hook on utility / weapon mount is actually very realistic (= something real space pirates should have, if there would be such a thing as space pirates...). This module should only be available in Anarchy stations (same for cargo hatch breakers). They should also be illegal, meaning you get a fine if you get scanned with them.

I'm not so sure about that. The legitimate use could be for fuel rat/rescue purposes, and pirates use it for a different purpose.

Hold on there - I think there's scope for gameplay using grappling hooks with the new Search & Rescue functionality that's being added soon.
Imagine reeling in a tumbling wreck so that you can access the cargo or unlaunched escape pods or some such.

Hah! beat me to it ;)
 
Hold on there - I think there's scope for gameplay using grappling hooks with the new Search & Rescue functionality that's being added soon.
Imagine reeling in a tumbling wreck so that you can access the cargo or unlaunched escape pods or some such.

I'm not so sure about that. The legitimate use could be for fuel rat/rescue purposes, and pirates use it for a different purpose.



Hah! beat me to it ;)

How about two types of grappling hooks? One can only be used against hostile targets, the other can only be used with friendly targets? I know, sounds a bit gamey, but maybe the friendly hook transfers some kind of ship ID and gets authorisation ;)
 
How about two types of grappling hooks? One can only be used against hostile targets, the other can only be used with friendly targets? I know, sounds a bit gamey, but maybe the friendly hook transfers some kind of ship ID and gets authorisation ;)

Pirate version:

15BTTURCRTRCRVXXXABW_Black_is

Fuel rats version:

crossbow-sucker-arrow-real-sports-game-the-original-toy-krypton-1100x1100-imaerpze4ffeqjfm.jpeg
 
How about two types of grappling hooks? One can only be used against hostile targets, the other can only be used with friendly targets? I know, sounds a bit gamey, but maybe the friendly hook transfers some kind of ship ID and gets authorisation ;)

I prefer my limpet idea. A grappling hook feels a bit low tech.
 
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