For PvP piracy, it would have to be something that both sides had opted in to.
Both sides have opted in to it, they are both playing the game.
For PvP piracy, it would have to be something that both sides had opted in to.
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.
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.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 ?
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.
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 ?
This only helps for random piracy. Which is still a good thing.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...
You should watch NARCOS on NetFlix.cause IRL crime pays![]()
Balance has to swing both ways equally for this system to work.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.