Putting the crime in crime and punishment.

For PvP piracy, it would have to be something that both sides had opted in to.

Say, for instance, someone accepts an open play only mission where they are required to escort a transport ship. Upon accepting, a piracy mission for the same transport ship could be made available only to players with a poor criminal record.

OOOoooo, this is something I could get behind. It would bring a reason to battle in PVP fights other than "I'm an **** that enjoys the pain of others", or "I'm an ***** that will gladly give you a 50 million rebuy for a 150 credit bounty claim".
 
IMHO the biggest problem with "piracy",
is the lack of valuable loot.

something that is worth 1M for 1t.

and if someone mentiones LTDs... how many commanders are usually flying around with a cargo hold full of LTDs ?
 
IMHO the biggest problem with "piracy",
is the lack of valuable loot.

something that is worth 1M for 1t.

and if someone mentiones LTDs... how many commanders are usually flying around with a cargo hold full of LTDs ?
Which is why they need to add some things like missions where you need to find and pilfer some specific resource, and they'll pay you a few mil for a few tons of it.
Of course you'd also need to close the loophole of people just going and finding that commodity at a market somewhere.

But hey, not my problem, I'm not the game designer. My job here is to spout off random ideas. It's up to FD to make things work. ;)
 
There are alredy quite a few comodities that are not available to buy on the market such as personal effects and those cat7 core thingys or whatever they are called or ai relics and military plans etc can only pirate them or get them from missions.
 
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This is about choosing the life of a highwayman... you are offered the same start as everybody else and made a decision to take that path, in the days of Turpin Highwaymen were feared and... POOR and HUNTED and HANGED TILL THEY WERE DEAD! (except you get to respawn) what is your problem, do you want to be a rich Pirate/Highwayman taking from honest folks and ruining them and getting a pat on the back for it?
 
Trading to Anarchy systems should very profitable. Its not. Missions is where the money is. While ever thats the case pirating and trading will not be primary professions.
 
There are alredy quite a few comodities that are not available to buy on the market such as personal effects and those cat7 core thingys or whatever they are called or ai relics and military plans etc can only pirate them or get them from missions.

it seems you dont understand the problem*
it doesnt help if there are "some" commodities that would pay well if you manage to steal them from someone.

the price PER cargo container of ANY cargo needs to be worth the effort it takes to aquire it via piracy.

that one hatch breaker, flushing 1t of a random high-tech commodity into space needs to be more profitable then killing an elite eagle pirate in a RES.

and this can be done by increasing the BASE price of commodities, but keeping the delta constant.
- > imperial slaves aka "human" lives are worth 16k credits. thats a joke
- > 1t machinery costs max 4x of 1t of raw materials. really? in real life running a block steel through a mill already doubles the price.

*) maybe you just made to topic to complain that murdering other player now has a few more consequences...
 
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IMHO the biggest problem with "piracy",
is the lack of valuable loot.

something that is worth 1M for 1t.

and if someone mentiones LTDs... how many commanders are usually flying around with a cargo hold full of LTDs ?

Commanders? As in players? Pretty close to none. Most folk simply do not grasp how to Ice Mine and make money doing it, and that's fine.
But NPC's? They just might have a full hold of LTD's.
 
Agreed i thought it was in reference to the cargo mission suggestion.. the post above the one you quoted..

But yes if they raised the base price of all comodities it would make piracy of the random loot you can piraye from npce and even the good stuff players haul around much better. I think i sugested it about a month after the game launched but it was argued that low end trade wpuld be harder to do as people with o money would not be able to afford the buy in price for the cargo.. and there was this load of traders saying that when some one killed them they would loose even more money from cargo loss.

To be honest they are valid points but the way i see it the trade profit is a %age of cargo value so trade would be more lucrative as well. So as long as you traded more than you got pirated and or killed you would be quids in. Mabe that ghost we see some times known as cargo insurance should become a thing?
 
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it seems you dont understand the problem*
it doesnt help if there are "some" commodities that would pay well if you manage to steal them from someone.

the price PER cargo container of ANY cargo needs to be worth the effort it takes to aquire it via piracy.

that one hatch breaker, flushing 1t of a random high-tech commodity into space needs to be more profitable then killing an elite eagle pirate in a RES.

and this can be done by increasing the BASE price of commodities, but keeping the delta constant.
- > imperial slaves aka "human" lives are worth 16k credits. thats a joke
- > 1t machinery costs max 4x of 1t of raw materials. really? in real life running a block steel through a mill already doubles the price.
This only helps for random piracy. Which is still a good thing.
But I think what the OP would like to see (as would I), are some additional crime/piracy-related gameplay elements added.
 
*) maybe you just made to topic to complain that murdering other player now has a few more consequences...

Might want to read my OP and many other times when i have said i think its a good thing... i just think there is a back end to it that may well deal the final crushing blow to the alredy prety dead art of being a bad guy. And my hopes for the contrary.
 
The more I think about it, the more I suspect that making PvP piracy (of the griefing type) lucrative would ultimately become a victim of its own success.

Making PvP piracy more profitable would mean that more people would do it.
More people doing it means that victims get attacked more often.
Getting attacked more means that people are more likely to stop playing in open mode (either by switching to private, solo or quitting altogether)
The reduction in the number of victims leads to the ones remaining getting attacked even more often.
Getting attacked even more often makes it even more likely that they will stop playing in open mode.
etc.

You could very well end up with a situation transport ships only play in private games and only pirates, heavily engineered combat ships and board hoppers are in open mode. You're pretty much back to square one at that point; who are you going to target?
 
No more than trader alredy hide in solo for frear of being murdered buy a bord/disenfranchised pirate. But at least the players that do trade in open will be getting the whole package.

Thogh i do think that open play should come with a % bonus pay for all activities to incentiveise taking the risk. Along with better trade profits in anarchy systems. I think sandro mentioned the idea once or twice but was uneasy about it. But that may be a dissgusion for another day and another thread
 
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Ergo: crime should be balanced, but FD most likely won't make it 'viable' as other careers. It wouldn't make sense.
Balance has to swing both ways equally for this system to work.

If a pirate is hunted in High Sec systems then Bounty Hunters should be harassed in Anarchy systems. No different then a US Marshall going into the Badlands to find a fugitive in the wild west. They're alone, surrounded by enemies.

Assassinations, smuggling, stolen / scavenged goods, piracy and nefarious missions should all be fleshed out so you can make a living at those activities. That way you can RP either good or bad characters and have both paths interesting. Killing other players should have a heavy price, but the focus should not exclusively be on keeping people good.

Players with a bad rep and in an Anarchy system should get better prices on stolen goods, etc. "Good" players in anarchy systems should receive less and pay a penalty for goods and services. Same with "Bad" player in HighSec. If bad players are banned from landing in HighSec systems, then CLEAN players should be denied landing permission in Anarchy systems. Fairs fair and balance is maintained.

There should be a path to redemption as well from bad to good, but it should NOT be easy to rebuild your rep after pillaging the galaxy. That would be abused by those who shall remain nameless.
 
the thing is - to have the "accepted" piracy act beeing worth the effort.

the major complain i read, is always "but if the target doesnt comply, i have to kill it"
-> because that one limpet you may get through before he combat logs or high-wakes will not drop anything worth the ammo spent
 
Balance has to swing both ways equally for this system to work.

If a pirate is hunted in High Sec systems then Bounty Hunters should be harassed in Anarchy systems. No different then a US Marshall going into the Badlands to find a fugitive in the wild west. They're alone, surrounded by enemies.

Assassinations, smuggling, stolen / scavenged goods, piracy and nefarious missions should all be fleshed out so you can make a living at those activities. That way you can RP either good or bad characters and have both paths interesting. Killing other players should have a heavy price, but the focus should not exclusively be on keeping people good.

Players with a bad rep and in an Anarchy system should get better prices on stolen goods, etc. "Good" players in anarchy systems should receive less and pay a penalty for goods and services. Same with "Bad" player in HighSec. If bad players are banned from landing in HighSec systems, then CLEAN players should be denied landing permission in Anarchy systems. Fairs fair and balance is maintained.

There should be a path to redemption as well from bad to good, but it should NOT be easy to rebuild your rep after pillaging the galaxy. That would be abused by those who shall remain nameless.

i haven't tried yet,
but i would expect that killing police forces in a system, would raise my reputation with a related criminal minor faction - and for that i would get lucrative criminal missions from said faction.

just from seeing that i could get allied with a mafia to unlock a certain engineer, without doing any criminal act, and beeing allied with them has not dropped my reputation with any other faction,
tells me otherwise :(
 
So when I tried pirating NPC's for LTDs or even those missions where you steal a few items from a specific target, my HBLs end up dribbling the cargo all over the place, making it next to impossible to scoop things up. It must be 10x worse against players. IMO HBLs should drop cargo in lots of 20, 50 or 100. Furthermore, there should be a dynamic mission generation in open where players ferrying large amounts of cargo would spawn missions for nearby players about their loads - especially if players are completing CGs or missions with those loads.

I like the aggressive C&P stance, but the mechanics don't really support piracy as a viable "career" option.
 
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