Powderpanic
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Interesting thread by Agony, but allow me to put my view for you all to comment on how to improve PVP Piracy
Firstly lets get the elephant in the room, out of the way.
Being pirated is not meant to be a pleasant experience for the "piratee".
We can romanticise as much as we want about how it should be fun to be robbed.. But if you can really be honest with yourself, its not fun being robbed.
It might be exciting but unless you enjoy being held up and forced to do hand over some credits per hour, its going to be a negative experience.
Referencing how it worked during the golden age of piracy is also a little daft as erm.. they had ships, not spaceships.
PVP Piracy works by the threat of destruction of the ship during a hold up. Really simple concept.
Yes you have limpets if you want to be a pick pocket but to make Piracy profitable and it really can be.. You pick a soft target with cargo.
You tell them to stop and drop 100 tonnes of abandoned cargo and then you scoop it up with 9-12 limpets/a wing and carry on your way until your hold is full. A pirate fit Conda/Vette/Cutter can hold about 200 tonnes realistically between sell offs.
Now whether you feel we have the right to demands abandoned goods is entirely redundant because we can and do.
Now that is clear, it needs to come down to how can the negative experience be worth it?
It comes down to a two things..
Reward and Options
Reward
Trading should be the most profitable way of making credits in the game. Period.
People should want to load up hulks full of cargo and grind runs for the biggest credit per hour available in game.
These rewards should be higher in Anarchy systems due to gaming reasons and lower the more secure a system is because you are paying the local faction for that security as a cargo tax.
The rewards in Anarchy should be so high that to lose even a 100 tonnes of your cargo, will not put you into a negative payout on completion ( ship dependent )
A great start would be to vastly increase the carry capacity of the Trade spec ships, so they actually make sense in game.
T9 - 1000 Tonnes
T7 - 600 Tonnes
T6 - 300 Tonnes
Now obviously trading in Open should be buffed because it carries actual risk but waa waa waa see a million other threads on that hornets nest.
Options
The current available options to traders in trade fit ships, are extremely limited.
This comes because of the insane Delta between a Trade ship and an engineered Pirate ship or Wing.
Stop and comply
Do not comply and get sent to rebuy
This could be improved by making trade ships stronger defensively but in this lays the issue with high wake.
If you make a ship strong enough to last the insultingly short amount of time it takes to submit and high wake.
You instantly make Piracy impossible, in all situations and no grom missiles are not strong enough to really change that. ( they could be if they removed the high wake option for longer or didn't have the cool down between effects )
And aggressively, traders need rear facing hard-points that can carry some really dangerous weapons. Mines really don't cut it.
Back in the early days of ED before HRP and Engineering. If you jumped a trade conda/python with a battle conda, you actually had a level of risk.
If they flew in a wing, it was a real risk.
Now, there is absolutely zero risk, none, zero, nothing. Yay engineers zzzzzzzz
I mentioned trade wings, this needs to be reviewed and some sort of defense hub UI built into stations, where traders can find player gun totting death dealers, to fly with them. ( Obviously the rewards to the defenders should be high )
You make the trade rewards higher and you give traders an actual chance against a pirate and you revolutionise PVP piracy. ( You actually make bounty hunters a thing again )
The new punishment and punishment mechanics that are coming in wont make a whole load of difference until a pirate becomes feared enough to trigger the ED Concord police.
At which point that pirate can no longer ply his trade, as there is currently zero reason to go into an anarchy for a trader and unless that changes, PVP Piracy will be deader than it is now.
I expect the future to be... ( if Punishment and Punishment actually has aggressive NPC's that are a risk to player ships )
Pirate jumps trader in anything but anarchy. Trader knows the pirate cannot shoot them without triggering insta spawn Concord, pirate has no options but to pick pocket as the trader boosts away laughing at how easy ED is now.
Pirate Rewards
Pirates do not need additional rewards to pirate. If you pirate well, it is profitable enough to be worth the effort because you also get the exciting emergent content of being a bad guy! Naturally if trade rewards get buffered, then the rewards to pirates will be higher as a result.
TL/DR
Being robbed is negative, get over that issue and move forwards from there.
Traders need bigger rewards and more options than just dying or combat logging, if they decide to not comply.
Pirates just want to pirate and are not there for the amusement of traders.
( Not bad right, i only mentioned combat logging once in the main post )
Firstly lets get the elephant in the room, out of the way.
Being pirated is not meant to be a pleasant experience for the "piratee".
We can romanticise as much as we want about how it should be fun to be robbed.. But if you can really be honest with yourself, its not fun being robbed.
It might be exciting but unless you enjoy being held up and forced to do hand over some credits per hour, its going to be a negative experience.
Referencing how it worked during the golden age of piracy is also a little daft as erm.. they had ships, not spaceships.
PVP Piracy works by the threat of destruction of the ship during a hold up. Really simple concept.
Yes you have limpets if you want to be a pick pocket but to make Piracy profitable and it really can be.. You pick a soft target with cargo.
You tell them to stop and drop 100 tonnes of abandoned cargo and then you scoop it up with 9-12 limpets/a wing and carry on your way until your hold is full. A pirate fit Conda/Vette/Cutter can hold about 200 tonnes realistically between sell offs.
Now whether you feel we have the right to demands abandoned goods is entirely redundant because we can and do.
Now that is clear, it needs to come down to how can the negative experience be worth it?
It comes down to a two things..
Reward and Options
Reward
Trading should be the most profitable way of making credits in the game. Period.
People should want to load up hulks full of cargo and grind runs for the biggest credit per hour available in game.
These rewards should be higher in Anarchy systems due to gaming reasons and lower the more secure a system is because you are paying the local faction for that security as a cargo tax.
The rewards in Anarchy should be so high that to lose even a 100 tonnes of your cargo, will not put you into a negative payout on completion ( ship dependent )
A great start would be to vastly increase the carry capacity of the Trade spec ships, so they actually make sense in game.
T9 - 1000 Tonnes
T7 - 600 Tonnes
T6 - 300 Tonnes
Now obviously trading in Open should be buffed because it carries actual risk but waa waa waa see a million other threads on that hornets nest.
Options
The current available options to traders in trade fit ships, are extremely limited.
This comes because of the insane Delta between a Trade ship and an engineered Pirate ship or Wing.
Stop and comply
Do not comply and get sent to rebuy
This could be improved by making trade ships stronger defensively but in this lays the issue with high wake.
If you make a ship strong enough to last the insultingly short amount of time it takes to submit and high wake.
You instantly make Piracy impossible, in all situations and no grom missiles are not strong enough to really change that. ( they could be if they removed the high wake option for longer or didn't have the cool down between effects )
And aggressively, traders need rear facing hard-points that can carry some really dangerous weapons. Mines really don't cut it.
Back in the early days of ED before HRP and Engineering. If you jumped a trade conda/python with a battle conda, you actually had a level of risk.
If they flew in a wing, it was a real risk.
Now, there is absolutely zero risk, none, zero, nothing. Yay engineers zzzzzzzz
I mentioned trade wings, this needs to be reviewed and some sort of defense hub UI built into stations, where traders can find player gun totting death dealers, to fly with them. ( Obviously the rewards to the defenders should be high )
You make the trade rewards higher and you give traders an actual chance against a pirate and you revolutionise PVP piracy. ( You actually make bounty hunters a thing again )
The new punishment and punishment mechanics that are coming in wont make a whole load of difference until a pirate becomes feared enough to trigger the ED Concord police.
At which point that pirate can no longer ply his trade, as there is currently zero reason to go into an anarchy for a trader and unless that changes, PVP Piracy will be deader than it is now.
I expect the future to be... ( if Punishment and Punishment actually has aggressive NPC's that are a risk to player ships )
Pirate jumps trader in anything but anarchy. Trader knows the pirate cannot shoot them without triggering insta spawn Concord, pirate has no options but to pick pocket as the trader boosts away laughing at how easy ED is now.
Pirate Rewards
Pirates do not need additional rewards to pirate. If you pirate well, it is profitable enough to be worth the effort because you also get the exciting emergent content of being a bad guy! Naturally if trade rewards get buffered, then the rewards to pirates will be higher as a result.
TL/DR
Being robbed is negative, get over that issue and move forwards from there.
Traders need bigger rewards and more options than just dying or combat logging, if they decide to not comply.
Pirates just want to pirate and are not there for the amusement of traders.
( Not bad right, i only mentioned combat logging once in the main post )
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