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Thread: Fleshing it out - Piracy

  1. #1

    Fleshing it out - Piracy

    Ideas for Improving Piracy

    Currently piracy is a tough and relatively unprofitable profession in Elite, so it would be a good idea to give piracy a bit of a buff in my opinion.

    This thread relates heavily to the bounty hunting thread I posted previously – ideas included there are also used here as a base (such as bounty data and tracking).

    Update: Piracy seems to have great potential now, with very little obstructing it's success. To that end, we need an easier method of extracting and collecting cargo - hopefully new canister sizes, or boarding, or whatever else. It doesn't matter all that much, as long as it happens.

    There are plenty of things that could be added to piracy to increase it's depth, but with this aforementioned addition/adjustment, piracy will be profitable, fun, technical and in-depth, but not petrifying to the new commanders.

    Bounties could be increased for assault and murder, we could have a "declare piracy" button, we could have piratical allies and our own pilot's federation, etc, but after that last change, all of these would be welcome additions rather than necessary fixes.

    It seems Frontier have listened to our suggestions over the past couple of years. I've seen many changes mentioned by myself and others implemented almost exactly as described. I'd like to give a personal thank you to FDev, and hope you can continue these improvements.

    CMDR Hagglebeard


    NPC Tweaks
    Pirating or being pirated by NPC's is quite unsatisfying right now, mostly due to how vague the encounter is. It is also vastly different from a player encounter due to interaction limitations. Here are some ideas to improve those encounters;
    • NPC Com upgrades to allow player pirates the chance to negotiate cargo drops from NPC’s rather than just shooting out the cargo hatch every time.
    • Pirate NPC's should scan your cargo hold and demand specific cargo based on what you have, rather than say vague stuff like "Give me more!" repeatedly. Fixed in 2.3
    • NPC traders don't carry enough cargo relative to the size of their ships! T7's and T9's for example should have more than 30 tonnes. This was seemingly fixed in 1.4 and unfixed in 1.5. Re-fixed in 2.1
    • More NPC traders should travel trade routes and have cargo that makes sense for that trade route (they seem to have random cargo at the moment).Cmdr Hagglebeard: Fixed as of 1.3, broke in 1.4, re-fixed in 2.3


    A 'Declare Piracy' function

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    Piracy encounters can be quite awkward at the moment, both against other players and NPC's. After successfully interdicting a player you have to engage them in some kind of text-chat shenanigans to make them understand what is going on. Even if you have text-macros setup it can still cost you quite a bit of time faffing around with the coms panel and by the time you are ready they have boosted 2km away from you. We need some kind've functionality that makes it clear we are pirates and not murderers to the victim.
    This would also be quite useful for scoring a piracy interdiction and adding to our pirate rank based on the outcome of the encounter. The amount of rank-up points awarded would be determined on the following criteria:
    • The goods attained are marked as 'stolen' (discouraging legal drops)
    • The total value of goods stolen during the encounter
    • The victim is not killed
    • The target is a new victim or has not been pirated by you recently

    This would also be helpful for player encounters with NPC pirates, because it would be clear they are pirates and not psycho NPC's.

    See this thread for more detail/ideas on how the 'Declare Piracy' mechanic could work.

    Pirate Notoriety



    A lot of pirates are in it for the infamy, there should be a system that provides this to some level:
    • Galnet should include the Galaxy’s and/or Faction's 'Most Wanted Commanders', for aspiring criminals who want some notoriety. This is based on a combination of:
      • Their total galaxy-wide bounty in all jurisdictions
      • The amount & type of crimes they have committed since they were last destroyed (a viewable rap-sheet for wanted commanders was talked about in the DDF and never implemented)
      • Their pirate rank (see below)
      • The value of goods they have stolen since they were last destroyed
        • This combination of difference criteria would prevent players from exploiting their way on to the list by committing non-piracy crimes (like deliberately getting caught by authority ships smuggling high-value items).

    • System top 5 bounties would remain but players would be able to see a more detailed local bounties list by buying bounty data (see my bounty hunting ideas thread).
    • Known cheaters should be removed from these lists in open play as they seem to remain on the top 5 bounties list at the moment despite being shadow-banned.
    • Cmdr Hagglebeard: List of most wanted NPCs: would be persistent in a region of the galaxy.
    • Snarfbuckle: Bounty reset: Committing a crime while having a bounty (regardless if it is a fine OR bounty) will reset the bounty timer countdown (Being wanted is a mark of pride for a pirate and should be kept up to date).


    Here is a thread showing how a Galnet bounty-board could look.



    Pirate Rank System

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    • Introduce a ‘Pirates Association’ ranking system;
      • The higher the rank of the pirate, the better the prices they get from black markets.
      • Pirate rank increases with amount of cargo taken from other ships and the progression rate varies based on profit (illegal salvage does not count - it has to be stolen). It’s also boosted by killing bounty hunters (see next full bullet for specifics on who qualifies as a bounty hunter).
      • Piracy rank progression is faster when stealing from higher level traders (based on the victims’ trading rank).
      • Piracy rank progression is 25% faster when stealing from players (this stacks with the victims’ trading rank progression bonus).
      • Bounties build up faster on higher ranked pirates, so they will become known throughout the galaxy, which let’s face it - is what most of them want.

    • If a wanted player kills an actively-tracking bounty hunter (see my bounty hunting ideas thread) or a player who has performed a kill-warrant scan on them, this is acknowledged in their stats as a bounty hunter kill (pirate receives a bonus to pirate rank progression rate).
    • A semi-decent pirate rank deters NPC pirates from attacking the player pirate; instead they may even help you out if you are getting attacked by clean players or the authorities.
    • Pirate players with high pirate ranks will get offered very lucrative NPC heist missions on the bulletin boards. These would only be available to pirates (not just high combat rated players).
    • Cmdr Hagglebeard: suggested pirate rank names:
      • Swashbuckler
      • Scourge
      • Privateer
      • Buccaneer
      • Freebooter
      • Marauder
      • Corsair
      • Brigand
      • Crook
      • Desperado
      • Highwayman
      • Outlaw
      • Villain
      • Terrorist (Lateralus: Not sure about this one, it's not very piratey)
      • Felon

    • Lateralus: I'll add to those, in no particular order:
      • Bandit
      • Raider
      • Pirate Lord
      • Dread Pirate

    • Olivia Vespera: Centralised ranks could be used to create wanted posters made by governments.
    • Cmdr Hagglebeard: suggested rank requirements:
      • Rank 1 - 0 ships plundered
      • Rank 2 - 10 ships plundered
      • Rank 3 - 50 ships plundered - Tech level 1 pirate systems unlocked
      • Rank 4 - 150 ships plundered
      • Rank 5 - 250 ships plundered - Tech level 2 pirate systems unlocked
      • Rank 6 - 400 ships plundered
      • Rank 7 - 600 ships plundered - Tech level 3 pirate system(s) unlocked
      • Rank 8 - 800 ships plundered
      • Rank 9 - 1,000 ships plundered - Tech level 4 pirate system unlocked
      • Lateralus: I think there should be slightly more to it than just numbers. Perhaps it could also depend on the quality of cargo stolen and the trade/combat rank of those plundered.

    • Suggested names for the pirates rank sysem:
      • Cmdr Hagglebeard: Outlaw’s Confederacy
      • Lateralus: Outlaw’s Brethren

    • Lateralus: Pirate rank reveal: Other players would only be able to see a player or NPCs' pirate rank if the target ship is wanted in that system, or if they perform a kill-warrant scan - Like this:
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      - or, with Powerplay improvements:


    • Defacto: Hidden pirate outposts: only become available/visible when you are of high-enough pirate rank/reputation.



    New Piracy Focused Ships



    I would like to see a 'piracy family' of ships as I don't think many of the multi-purpose ships have the right attributes for the role (Adder & Cobra mk3's guns aren't potent enough while the Cobra Mk4, FDS, FGS, Python & Anaconda's are too slow). The iClipper is currently the best pirate ship - but it's too flashy so doesn't feel quite right as a pirate ship. The piracy ship family could go something like this;

    • Caiman - Fighter (Tiny - <100k)
      • 2 x Fighter HP
      • Fighter loadout options

    • Krait - Entry Level (Small - 100k-250k)
      • 2 x Medium HP
      • 3 x Utility HP

    • Gecko - Budget (Small/Medium - 250k-1m)
      • 3 x Medium HP
      • 4 x Utility HP

    • Mamba - Intermediate (Medium - 10m-25m)
      • 2 x Small HP
      • 2 x Medium HP
      • 1 x Large HP
      • 5 x Utility HP

    • Moccasin - Premium (Medium/Large - 50m-100m)
      • 2 x Small HP
      • 2 x Large HP
      • 1 x Huge HP
      • 6 x Utility HP

    • Boa - Top of the Range (Large - 150m+) - enough firepower to worry a cutter..
      • 2 x Small HP
      • 2 x Large HP
      • 2 x Huge HP
      • 7 x Utility HP
      • Fighter Bay


    They would have to be;
    • Fast (375-475 m/sec) so they can get away from trouble or keep up with runaways (Lateralus: Top speed edited down from 500m/s as that was OP)
    • Well armed
    • Decent amount of utility slots
    • They suffer no or very minor interdiction damage.
    • Average shields
    • Average jump range
    • Have lots of small/medium internal slots (plenty of room for collectors, hatch-breakers and cargo space)


    The trade offs could be;
    • Weak armour (due to being lightweight)
    • Small power-plants so good power-management would be crucial
    • Run hotter than multi-purpose so aren't good for smuggling
    • Moderate agility (4-6 range) - they should not be able to out-fight combat ships of the same class on their own.
    • Low default fuel capacity (to save weight)
    • Would be illegal to operate in medium/high-security systems (placing a bounty upon you after being scanned by police)


    Pirate Controlled 'Tortuga' Systems

    • Introduce a few pirate controlled ‘Tortuga’ systems around the galaxy where you must be of a certain pirate rank to gain a permit (the minimum rank required would be variable per system).
      • These would make excellent refuge systems from most bounty hunters.
      • These systems would also have particularly strong black markets.
      • Bounty hunters would be drawn to surrounding systems, encouraging PvP.
      • All ports in pirate systems would be unsanctioned outposts/stations, therefore they would not update wanted player locations in the bounty data.
      • Bounty hunters would not be able to purchase bounty data from pirate systems.

    • Cmdr Hagglebeard: Suggested pirate systems:
      • Zelada (Zelada Boys) - Tech Level 2
      • Morgor (Morgor Crimson Pirates) or LP 98-132 (Brotherhood of LP 98-132) - Tech Level 4
      • Iota Crucis (Iota Crucis Pirates) Ekonir - Tech level 1 Cmdr Hagglebeard: Please change Iota Crucis to Ekonir, because we need a starter area for pirates. Tech level 1. I don't know the pirate faction there, it just seems like the perfect system for starter pirates. Within reach of the standard Sidewinder hyperdrive, and not very important.
      • Quator (Quator Ring) - Tech level 3
      • Peraesii (Peraesii Jet Dragons) - Tech level 2
      • Sorbago (Sorbago Gold Clan) - Tech level 1
      • HIP 4005 (HIP 4005 Purple Partnership) - tech level 1
      • Sobek (Sobek Boys) - tech level 3

    • Cmdr Hagglebeard: Pirate system available technology:
      (Update 26.01.2016 - changed all fixed Pulse Lasers to Gimballed and changed cannons to Gimballed Multi-cannons, by request of Cmdr Hagglebeard)
      • Tech level 1 would always stock:
        • Hatch Breakers (Maximum class 1)
        • Collector Controllers (Maximum class 1)
        • Cargo Racks
        • Gimballed Pulse Lasers
        • Cobra MK III
        • Sidewinder
        • Adder
        • Krait (Added by Lateralus)
        • Gecko (Added by Lateralus)
        • Every D-rated Module and below

      • Tech level 2 would always stock:
        • Hatch Breakers (Maximum class 3)
        • Collector Controllers (Maximum class 3)
        • Cargo Racks
        • Gimballed Pulse Lasers/Gimballed Multi-cannons
        • Cobra MK III
        • Sidewinder
        • Adder
        • Krait (Added by Lateralus)
        • Gecko (Added by Lateralus)
        • ASP
        • Mamba (Added by Lateralus)
        • Every C-rated module and below

      • Tech level 3 would always stock:
        • Hatch Breakers (Maximum class 5)
        • Collector Controllers (Maximum class 5)
        • Cargo Racks
        • Gimballed Pulse Lasers/Gimballed Multi-cannons/Railguns
        • Cobra MK III
        • Sidewinder
        • Adder
        • Krait (Added by Lateralus)
        • Gecko (Added by Lateralus)
        • ASP
        • Mamba (Added by Lateralus)
        • Python
        • Moccasin (Added by Lateralus)
        • Every B-rated module and below

      • Tech level 4 (The last system to be unlocked) would always stock:
        • Hatch Breakers (Maximum class 7)
        • Collector Controllers (Maximum class 7)
        • Cargo Racks
        • Gimballed Pulse Lasers/Gimballed Multi-cannons/Railguns
        • Cobra MK III
        • Sidewinder
        • Adder
        • Krait (Added by Lateralus)
        • Gecko (Added by Lateralus)
        • ASP
        • Python
        • Moccasin (Added by Lateralus)
        • Boa (Added by Lateralus)
        • Anaconda
        • Every A-rated module and below

    • Cmdr Hagglebeard:Brown Dwarf Hidden Outposts
      • I think it would be great if more brown dwarf stars were scattered around civilized space, in-between current star systems, with outposts there. The coordinates would be locked to all those without the proper pirate rank. These can be really crap systems with no more facilities than any fringe outpost, but it's a nice touch IMO.

    • Snarfbuckle: Pirate station rules NOTE: These suggestions contradict the earlier suggestions by Defacto FD would need to choose which option suits the game best:
      • Anyone who is WANTED in any system can simply request docking on a pirate station
      • Not wanted people should use smuggling tactics to avoid being scanned
      • Scanned unwanted people are free-for-all targets for station and "security"


    The Transmission Scrambler Module

    • The ‘Transmission Scrambler’ could be a new ship utility module that prevents the pirate victims’ crime report by a certain amount of time (dependent on grade/class).
      • This would delay the security forces from arriving by some time, allowing stolen cargo to be scooped without interference.
      • It would also stop tracking bounty hunters from getting an immediate update on the pirate players’ crimes, giving the pirate more time to escape their current system while they are being tracked.
      • Lateralus / Cmdr Hagglebeard: UPDATE: This module should only buy the user a small amount of time (20-60 extra seconds) as to not make the module overpowered. The amount of time it gives is dependant on class/rating of the modu and the security level of the system.


    Cmdr Hagglebeard:
    The FSD Inhibitor Module

    • A module which extends the target ship's cooldown by a minute and causes the user's ship to gain +1 mass-lock factor for one minute.
      • Stocked and fired like the shield cell bank, with heat generation on par with with it too.
      • Rating affects cooldown extension, class affects temporary mass-lock factor increase.



    Other Modules

    • Cmdr Hagglebeard: Upgrade the hatch-breaker: to extract more cargo from a victim per use (Lateralus: Maybe this should be dependent on class/grade?)
    • Snarfbuckle: Variable FSD Cool-down Time: Perhaps the cooldown for a frameshift drive after interdiction should be increased depending on the quality and grade of the interdiction module.
    • Hagglebeard: Data theft module: Steals exploration data from target. The user is required to fly within 500 m of the target and remain there for 15 seconds, unless shooting out drives is updated. Then, I'd double that time. This requires that fringe systems spawn explorer-archetype NPCs with advanced discovery scanners, detailed surface scanners and fuel scoops, preferably flying Adders, Cobras and ASPs, with the occasionally Anaconda.
    • Hagglebeard: 0% drive speed:[/S] Drives should be modified, so that destroying them would cause a ship to come to a full stop. Changes to 0% power-plant reaction in 1.4 meant this change was not needed. - Cmdr Hagglebeard Update: 2.2 NPC reboot changes have made made this a problem again, PvE piracy is a chore when the target ship keeps rebooting; there needs to be a way of disabling a trade ship for a longer amount of time.
    • Julio Montega: Dynamic Piracy Missions: See post here (same thread)


    Piracy & the Background Sim
    Cmdr Hagglebeard: We need to find some way of stopping the spread of liberty, civility and happiness. Please, help me in listing as many possible activities that pay in credits that will counterbalance the threat of the law.
    • Black market sales will increase the influence of the local anarchy faction(s) Implemented in 1.4 - Cmdr Hagglebeard
    • Causing NPCs to surrender cargo, or forcing 8 or more tonnes out will have the same effect as killing them (decreasing their faction's influence) Has been implemented - Cmdr Hagglebeard



    What's everyone's thoughts on this?
    -Lateralus


    EDIT: Updated original post to show all the suggestions & game updates up to 20-03-2017.

  2. #2
    Thanks for taking the time to make this! Many of your ideas have been suggested, however.

    NPC Tweaks: The ability to hoist the black flag and demand cargo from your victim has been mentioned in the Design Discussion Forum, as well as a few other things. As for the randomness of NPC cargo, it is definitely not so. In Agricultural system, they'll carry Grain, Veggies, and other foodstuffs, and occasionally slaves, imperial slaves, narcotics and tobacco. In refinery, you'll find precious metals, and in extraction, you'll find minerals and some metals. Sadly, this doesn't make sense, why would a trader full of fish go to an Agri station? Agricultural commodities should be found around the Agri system, not within!

    Pirate Notoriety: I do very much like this, but I'd also like each system, or perhaps a collection of a few systems, to have it's own local most wanted NPCs. Their bounties may have been placed by controlling factions or by other factions, so it may or may not be legal to take them, which can add a lot of good decision-making to the game.

    Pirate Ships: Well, multi-purpose ships are a pirates home already. All of them, from the Sidewinder to the Anaconda, fill exactly what you want excepting the speed. A pirate ship or two may be implemented, but for a profession which doesn't sit well with the various governments in the game, it wouldn't make sense. Perhaps it could be found in pirate outposts in small amounts, or in anarchy systems (Ex- Zelada, HIP 4005), but it seems like a lot of dev work and money for little benefit.

    Pirate Rank System: This is my favorite idea out of all of them. Pirates are terribly underpaid and under rewarded, we need more cash to become a full-blown profession (which was promised to us). For NPC pirates to recognize this would increase my immersion 1000%, it would feel like emergent gameplay, it would put me into the universe and make the game feel alive.

    Pirate Controlled 'Tortuga' Systems: Yes. Oh yes, yes, yes. Right now, we follow trade rank and combat rank, which we all know will never get us into Shinrarta Dezhra. Besides, the PF's bounty system exists to deter interstellar pirates, so it doesn't make sense that we would get in at all. For your permit-system idea, abso--lutely. I nominate Riedquat, Zelada, HIP 4005, and Iota Crucis.

    The Transmission Scrambler Module: Eh... seems a bit overpowered. Perhaps it could delay police forces by twenty seconds and make the low wake harder to follow, but still, seems a bit OP. There's enough time to collect in Low-Sec systems.

    Now, let me add in two more points:

    The Hatch Breaker Module needs an upgrade. Stealing 8t in 10 seconds is not good enough. In ten seconds I need at least 20t, and not spread out across the entire system by the traders inane flailing. It needs to cause cargo to jettison in groups of four tonnes per jettison (as is normal for a jettison), and it needs to do that roughly once per 2 seconds, for a maximum of 24t with an A1 module, 36t with an A3, 48t with an A5, and 60t with an A7.

    On that topic, shooting the cargo hatch should cause the same cargo dropping as currently, but it will happen continuously until the trader leaves the instance, or at the very least it needs to happen for a longer time. It shouldn't yield as much cargo as the Hatch Breaker, as to encourage their use, but it shouldn't be completely useless, either.

    My last point would for the devs to change the thrusters mechanic, so that shot-out drives bring the ship to a halt. It seems to fit with the current mechanics, speed limits and all.
    Pirate
    Beta backer since August '14
    I'm lurching around Open like some kind of paranoid, psychotic Space Jesus - DocLooshKin


  3. #3

  4. #4
    About Tortuga systems...

    You said that they should function as permit systems that require pirate ranking of a certain level in order to unlock access, and that they would only have unsanctioned outposts. I think that these permit systems shouldn't be very numerable, maximum 8, and they should each have at least a coriolis station, perhaps with the best pirate system having an Orbis. Each system would stock every pirate-related module available and a good selection of multipurpose ships. Perhaps as you gain access to the more advanced pirate systems, they would have better equipment, following a tech level? Ex-

    Tech level 1 would always stock:
    -Hatch Breakers (Maximum class 1)
    -Cargo Racks
    -Fixed Pulse Lasers
    -Cobra MK III
    -Sidewinder
    -Adder
    -Every D-rated Module and below

    Tech level 2 would always stock:
    -Hatch Breakers (Maximum class 3)
    -Cargo Racks
    -Fixed Pulse Lasers/Cannons
    -Cobra MK III
    -Sidewinder
    -Adder
    -ASP
    -Every C-rated module and below

    Tech level 3 would always stock:
    -Hatch Breakers (Maximum class 5)
    -Cargo Racks
    -Fixed Pulse Lasers/Cannons/Railguns
    -Cobra MK III
    -Sidewinder
    -Adder
    -ASP
    -Python
    -Every B-rated module and below

    Tech level 4 (The last system to be unlocked) would always stock:
    -Hatch Breakers (Maximum class 7)
    -Cargo Racks
    -Fixed Pulse Lasers/Cannons/Railguns
    -Cobra MK III
    -Sidewinder
    -Adder
    -ASP
    -Python
    -Anaconda
    -Every A-rated module and below

    If this pirate rank is serious, then I'd expect it to follow a nine-level ranking similar to the current three. We'd have to think up some names for each rank, and perhaps with this addition we could add the ability to display whichever rank we wish (and the ability to see a player's full stats instead of simple combat rank).

    I envision these systems to be similar to miniature Founder's Worlds, obviously without it's benefits (That awesome discount). They would be exempt from powerplay (As is Shinrarta Dezhra), and would be the pirate's way to success. If FD thinks this is terrible, I'm prepared to throw it all out of the window, though.

    Now for those rank names? Anyone? Me? Okay.

    Now elite ranks are all adjectives, but I can't think of many, so consider throwing these in somewhere:

    Swashbuckler
    Scourge
    Privateer
    Buccaneer
    Freebooter
    Marauder
    Corsair
    Brigand
    Crook
    Desperado
    Highwayman
    Outlaw
    Villain
    Terrorist
    Felon

    Lastly, in unlocking those pirate systems, you'd need a certain pirate rank. Let's throw some numbers at that to see if we can make something. If we look at ranks like numbers, Harmless being 1 and Elite being 9, we'd look at pirate ranking the same way. So...

    We don't want piracy level to scale in the same way as combat rank, because combat rank is very complicated. Let's make it equivalent to ships plundered. The following is a chart which is just hypothetical, just me thinking.

    Rank 1 - 0 ships plundered
    Rank 2 - 10 ships plundered
    Rank 3 - 50 ships plundered - Tech level 1 pirate systems unlocked
    Rank 4 - 150 ships plundered
    Rank 5 - 250 ships plundered - Tech level 2 pirate systems unlocked
    Rank 6 - 400 ships plundered
    Rank 7 - 600 ships plundered - Tech level 3 pirate system(s) unlocked
    Rank 8 - 800 ships plundered
    Rank 9 - 1,000 ships plundered - Tech level 4 pirate system unlocked

    So, what do you think? Is that too many ships to plunder? Mind that simply causing cargo to drop should be considered plundering in my book, and people could very easily grind pirate rank that way, but, people have done that with combat rank in CZs too. Should the amount of ships plundered be decreased? Increased?
    Pirate
    Beta backer since August '14
    I'm lurching around Open like some kind of paranoid, psychotic Space Jesus - DocLooshKin


  5. #5
    I just want the infamy!

    I have killed, stole, ganked and griefed my way across the galaxy.

    I system over... Not wanted, no bounty.

    I miss the old 3 Powers system
    [SIGPIC][/SIGPIC]
    [URL]http://thecodeelitedangerous.enjin.com/home[/URL]
    Code Pirate, Player killer, Rogue, The Voice of Open, Mobius Infiltrator, Capital Class Troll, Code Charity Administrator.

  6. #6

  7. #7
    I'm cmdr presley and this is my favourite thread on the forum.

    Lots said in this post that has been said many times before since alpha but nonetheless its all great stuff.

    One thing I'm really for is having ships come to a halt when the drives are blasted to zero. So what it's not realistic...its not fun boosting like a lunatic to catch an npc drifting off at constant boost speed with zero drives let alone what happens to the cargo spread at that speed.

    So much win for FD in this thread. The'll probably be too busy releasing odd left field features and smearing the current state onto the xbox etc to notice the win.
    http://i130.photobucket.com/albums/p260/jg_baller/Mobile%20Uploads/v6O39h3_zpseb33634d.png

  8. #8
    Originally Posted by Jezzah View Post (Source)
    I'm cmdr presley and this is my favourite thread on the forum.

    Lots said in this post that has been said many times before since alpha but nonetheless its all great stuff.

    One thing I'm really for is having ships come to a halt when the drives are blasted to zero. So what it's not realistic...its not fun boosting like a lunatic to catch an npc drifting off at constant boost speed with zero drives let alone what happens to the cargo spread at that speed.

    So much win for FD in this thread. The'll probably be too busy releasing odd left field features and smearing the current state onto the xbox etc to notice the win.
    Yep, they could really use this. I really hope they do look at this, and I 100% agree on the drives subject.
    Pirate
    Beta backer since August '14
    I'm lurching around Open like some kind of paranoid, psychotic Space Jesus - DocLooshKin


  9. #9
    Did this thread start in the dangerous discussion section and then get moved here? There's more tumbleweed in this section than the arizona dust bowl.

    The game needs this sort of work doing to it and from my utterly armchair perspective it doesn't seem like much work on top of what's already in game?

    All the major professions need to worked on like this THEN release left of field stuff that they want to like PP as an example which had come before any major depth placement in the major professions weirdly enough.
    http://i130.photobucket.com/albums/p260/jg_baller/Mobile%20Uploads/v6O39h3_zpseb33634d.png

  10. #10
    Originally Posted by Jezzah View Post (Source)
    Did this thread start in the dangerous discussion section and then get moved here? There's more tumbleweed in this section than the arizona dust bowl.

    The game needs this sort of work doing to it and from my utterly armchair perspective it doesn't seem like much work on top of what's already in game?

    All the major professions need to worked on like this THEN release left of field stuff that they want to like PP as an example which had come before any major depth placement in the major professions weirdly enough.
    We all say this, but imagine the Devs pride after releasing the large expansions/update and then having an entire update dedicated to fixing what should've always been there. It would stink. I think they'll always slowly feed fixes in with every update, or if they do create an update dedicated to fixing, it'll be "cool new unprecedented additions" which I would be absolutely fine with.
    Pirate
    Beta backer since August '14
    I'm lurching around Open like some kind of paranoid, psychotic Space Jesus - DocLooshKin


  11. #11
    Pirates should all burn inside the core of a sun!!!

    .
    .

    Was that the kind of feedback you were looking for Hagglebeard?




    On a more serious note. Yes, these are some good ideas, many of which have been discussed previously both by players and devs.

    The devs have a long list to work through though...a very very long list!
    >> MIND THE GAP...SIGNATURE CREATION IN PROGRESS (Soon™)<<
    List of official design proposals

  12. #12
    Originally Posted by Tinman View Post (Source)
    Pirates should all burn inside the core of a sun!!!

    .
    .

    Was that the kind of feedback you were looking for Hagglebeard?




    On a more serious note. Yes, these are some good ideas, many of which have been discussed previously both by players and devs.

    The devs have a long list to work through though...a very very long list!
    That was exactly what I was looking for. When you say long list, you mean DDF + CQC/PP?
    Pirate
    Beta backer since August '14
    I'm lurching around Open like some kind of paranoid, psychotic Space Jesus - DocLooshKin


  13. #13
    To the OP: i really like your ideas. +1 from me.

  14. #14
    On the ''tortuga'' systems, if I may come with a sub-suggestion:

    I think that there are better ways of doing this than permits. Permits are so arbitrary, it's hard to ground them in reason, and there is very little to work with when it comes to them.
    Instead, I think that these ''pirate havens'' should just be stations hidden from the system maps. In some cases, these could maybe even be present in systems that have lawful factions. However, unless you have the right reputation, you do not get nav data on the station's location. It would still be possible to search for or stumble upon the station (it appears as a normal station light in Sc and you can drop near it) but if you do not have their access codes then you will of course receive a very warm welcome if you drop nearby.

  15. #15
    Originally Posted by Defacto View Post (Source)
    On the ''tortuga'' systems, if I may come with a sub-suggestion:

    I think that there are better ways of doing this than permits. Permits are so arbitrary, it's hard to ground them in reason, and there is very little to work with when it comes to them.
    Instead, I think that these ''pirate havens'' should just be stations hidden from the system maps. In some cases, these could maybe even be present in systems that have lawful factions. However, unless you have the right reputation, you do not get nav data on the station's location. It would still be possible to search for or stumble upon the station (it appears as a normal station light in Sc and you can drop near it) but if you do not have their access codes then you will of course receive a very warm welcome if you drop nearby.
    Alright, your idea is far better. I'd love to see dim red lights and blue-white lights line the interior of the stations, to produce that eerie feeling that Alpha stations had - particularly I Bootis' Chango Dock.
    Pirate
    Beta backer since August '14
    I'm lurching around Open like some kind of paranoid, psychotic Space Jesus - DocLooshKin


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