Career Criminal

Does the thought of doing an honest day's work make you sick?
Does someone else owe you a living?
Do you thumb your nose at any kind of authority?

If so, you've got the makings of a Career Criminal.

Unfortunately, Elite does not, but this is easily remedied.

So how does this work? Well, for starters, you have to engage in illegal activities. The mission boards usually have at least a few of these - smuggling, liberating cargo, shooting down civilian transports, blowing up generators - all pretty standard fare for the common criminal.

But what about the Uncommon Criminal? Well, that's where things have to take a little turn. We have a system for sending random missions, or mission wrinkles, already in-game. No reason this system cannot be used to send the aspiring space thug an offer they can't refuse - namely the opportunity to impress folks who were beating up kids and taking their lunch money while you were still in diapers.

These Criminal missions will challenge you to more and more daring feats - high-value smuggling, long-range smuggling into the highest security systems, stations and installation out there, daring hijackings of armed and escorted transports, prison-ship breaks, assassinations of rivals, until you really prove yourself - and are invited to visit Criminal Lairs - these could be planetary installations similar to Engineer bases - unknown until invited, or megaships in Anarchy systems, where you can then begin the real work, making a real name for yourself among the only people who matter to you - you, and other scum like you.

From these locations you'll enjoy a litany of benefits, based on your standing within your chosen organization. At the lowest levels, you will have access to a wide array of criminal missions to suit your chosen area of crime - homicide missions to spread death, data-jacker missions to acquire data, smuggling, piracy, jail-breaking - just to name a few. As you progress further, you'll gain additional benefits as well - reduced costs to buy the tools of your chosen trade - discount, though usually hot modules, ships of questionable origins including those "locked" behind Federation or Imperial Ranks, access to not only sell to Black Market dealers, but to purchase from them as well, at any station throughout the galaxy.

That is, if you're able to access those stations any longer, as one of the constituents of maintaining your place in the Criminal Underground is maintaining your notoriety. Much as Power Players work to maintain their ranks within their chosen powers, so too must Criminals work to maintain their "space cred". Let your notoriety drop, and you'll lose the respect of your peers, and access to the perks they offer.

Sell out, and you'll find yourself hunted by your former associates.

And we're not done there - there is one other avenue of interest for the Career Criminal, and it affords the opportunity to maintain that standing - Turf Wars.

Much like Power Play, Criminal Organizations seek to maintain their hold on their chosen regions, and Turf Wars are they're done. This shadowy mirror of Power Play allows syndicates and mobs to expand their territory, drive back their rivals, and show the rest of us why they're not to be trifled with.

Activities for Turf Wars include the blowing up of various ships, be they rival gangs or system authority ships, either in Conflict Zones or throughout free space, raiding other organization's installations or megaships, stealing valuable data to disrupt their plans and weaken their control, locating and stealing their caches of loot (ever seen a stack of cargo containers just sitting there, begging to be sold somewhere?), and inflicting general mayhem (take a mission from a designated faction, but do not take their cargo where they tell you, but sell it in your own organization's black market instead), and Defend the Boss - the opposite of Pirate Assassination missions - you find the boss and hold off a well armed and outfitted wing of would-be Bounty Hunters (spare no one).

Of course, all this juicy and fun mayhem comes at a price - you won't be wanted in most civilized systems (or rather you will be Wanted in most civilized systems), and can expect a suitable response based on your notoriety. But that's why you have your own network of scum and villiany to support you.

Comment and Endorse away! Got some good ideas of your own to add? Let's hear them!
 
Just my idea

 
I like idea in general, few things seem a bit "heavy" to be fleshed out, but overall, game really need stuff like that BAD!

Few things I'd like to add, which I've been dreaming about for a long time:

1. Ability to toggle Anonymous Protocol manually before engaging docking procedure for every player. This is MAJOR feature for criminal roleplay. This should allow you to have special access to Black Market, which should have MUCH better prices and deals than regular one, as well as access to refuel, rearm and repair if station has criminal contacts (pretty much every station does) and you have high enough rep with them. If you have notoriety or bounty upon engaging landing with AP off, you should be either denied landing (if notoriety threshold exceeds station limits) and maybe local cops sent after you to kill on sight. Or if you have just a fine to pay off, you should get a warning pre-landing as acknowledgement. Then either sent to Detention if crime is severe, or pay off as you would normally with gaining access to station services.

2. Having Pirate systems in game (marked with skull and crossbones on galmap maybe?) in anarchy state, where NPCs are actually hostile and aggressive, attacking to rob and kill on sight as soon as you enter. If you have high reputation with them (plus notoriety), only then you can have safe passage, dock and use exclusive local services with all missions (and more?) OP kindly listed. All premises are there, FDev needs just to unwind a bit and code a little extra.

3. As for Turf Wars suggeston, I think it would be easier if the ^ rest was done properly, to just either resurface new PowerPlay faction, or simply convert one existing into criminal, or semi-criminal activities? That would give some variety and depth to PP aside from making huge changes for gameplay and universe inner workings.

4. As a consequence, we will also need overhauled C&P system, and make bounty hunting more meaningful, giving it more risk - more reward, and most importantly - more invovement. Maybe future cop/spec ops careers for ones who want to oppose the crime? Imagine missions when you have to strike at station or an outpost in a middle of pirate anarchy system, with the wing of humans or highly engineered NPCs to kill targets or damage current operations? Also you'd have to get outta there alive if mission is complete. Would be neat, eh?
 
Yes, this'd be awesome. Just a few minor notes: Successful smuggling means you don't get caught so you won't have notoriety. Smugglers (and possibly a few other specialists) need something different way to access the criminal lairs.
But if this whole thing isn't possible soon (and i mean ~2 years) FDev please add long range trading and smuggling missions at least!
 
Does the thought of doing an honest day's work make you sick?
Does someone else owe you a living?
Do you thumb your nose at any kind of authority?

If so, you've got the makings of a Career Criminal.

Unfortunately, Elite does not, but this is easily remedied.

So how does this work? Well, for starters, you have to engage in illegal activities. The mission boards usually have at least a few of these - smuggling, liberating cargo, shooting down civilian transports, blowing up generators - all pretty standard fare for the common criminal.

But what about the Uncommon Criminal? Well, that's where things have to take a little turn. We have a system for sending random missions, or mission wrinkles, already in-game. No reason this system cannot be used to send the aspiring space thug an offer they can't refuse - namely the opportunity to impress folks who were beating up kids and taking their lunch money while you were still in diapers.

These Criminal missions will challenge you to more and more daring feats - high-value smuggling, long-range smuggling into the highest security systems, stations and installation out there, daring hijackings of armed and escorted transports, prison-ship breaks, assassinations of rivals, until you really prove yourself - and are invited to visit Criminal Lairs - these could be planetary installations similar to Engineer bases - unknown until invited, or megaships in Anarchy systems, where you can then begin the real work, making a real name for yourself among the only people who matter to you - you, and other scum like you.

From these locations you'll enjoy a litany of benefits, based on your standing within your chosen organization. At the lowest levels, you will have access to a wide array of criminal missions to suit your chosen area of crime - homicide missions to spread death, data-jacker missions to acquire data, smuggling, piracy, jail-breaking - just to name a few. As you progress further, you'll gain additional benefits as well - reduced costs to buy the tools of your chosen trade - discount, though usually hot modules, ships of questionable origins including those "locked" behind Federation or Imperial Ranks, access to not only sell to Black Market dealers, but to purchase from them as well, at any station throughout the galaxy.

That is, if you're able to access those stations any longer, as one of the constituents of maintaining your place in the Criminal Underground is maintaining your notoriety. Much as Power Players work to maintain their ranks within their chosen powers, so too must Criminals work to maintain their "space cred". Let your notoriety drop, and you'll lose the respect of your peers, and access to the perks they offer.

Sell out, and you'll find yourself hunted by your former associates.

And we're not done there - there is one other avenue of interest for the Career Criminal, and it affords the opportunity to maintain that standing - Turf Wars.

Much like Power Play, Criminal Organizations seek to maintain their hold on their chosen regions, and Turf Wars are they're done. This shadowy mirror of Power Play allows syndicates and mobs to expand their territory, drive back their rivals, and show the rest of us why they're not to be trifled with.

Activities for Turf Wars include the blowing up of various ships, be they rival gangs or system authority ships, either in Conflict Zones or throughout free space, raiding other organization's installations or megaships, stealing valuable data to disrupt their plans and weaken their control, locating and stealing their caches of loot (ever seen a stack of cargo containers just sitting there, begging to be sold somewhere?), and inflicting general mayhem (take a mission from a designated faction, but do not take their cargo where they tell you, but sell it in your own organization's black market instead), and Defend the Boss - the opposite of Pirate Assassination missions - you find the boss and hold off a well armed and outfitted wing of would-be Bounty Hunters (spare no one).

Of course, all this juicy and fun mayhem comes at a price - you won't be wanted in most civilized systems (or rather you will be Wanted in most civilized systems), and can expect a suitable response based on your notoriety. But that's why you have your own network of scum and villiany to support you.

Comment and Endorse away! Got some good ideas of your own to add? Let's hear them!
FDev, get to work allready!
 
2. Having Pirate systems in game (marked with skull and crossbones on galmap maybe?) in anarchy state, where NPCs are actually hostile and aggressive, attacking to rob and kill on sight as soon as you enter.

Awww... if you are on XB1 just come in Lu Pao for a visit, the Dark Marauders are happy to offer the same fun. :geek:
 
But what about the Uncommon Criminal? Well, that's where things have to take a little turn. We have a system for sending random missions, or mission wrinkles, already in-game. No reason this system cannot be used to send the aspiring space thug an offer they can't refuse - namely the opportunity to impress folks who were beating up kids and taking their lunch money while you were still in diapers.

Just one question... what if we're still in diapers? =P

But seriously, this sounds pretty cool! It'd be neat to have the 'turf wars' overlay hidden from lawful viewers so the only way to know is to become a criminal. There's a lot of randos who try and make a power expand to their system, unaware of how powerplay actually works, and it can be frustrating.
 
Been in favour of criminal lairs for a long time. They need fences, a black market to sell to which is always there, and whose cut of the profits strengthens the organisation.

And like Florenus says, anything to flesh out a career path without disrupting the wider game gets my backing.
 
I'd also like to see some good ol' fashioned burglary. Hide in the shadows, wait 'til no one's looking, sneak in and rob their butt blind. Would be even better on space legs, if we ever see those.

But in the vein of base building that gets thrown around, what if factions/squadrons could build/have warehouses to store their assets in. Not just materials but modules, weapons, even ships and they'd all be stealable. Security measures, passwords etc. would also all be in-game, so no EULA-debacles afterwards if you get released from your possessions because somebody got a hold of your warehouse access card/password/whatever.

Say, you learn a competing pirate mob has a hollowed out asteroid turned warehouse in the rings around some dull gas giant filled to the brim with G5 engineered weapons and what not. You don't have access codes but fortunately they don't know that you know, so it's unguarded. You could then either hack it or, if explosion inclined, place seismic charges and blow the whole thing up. The latter would obviously damage or outright destroy some of the goodies.

Something like that, I dunno.
 
I'd also like to see some good ol' fashioned burglary. Hide in the shadows, wait 'til no one's looking, sneak in and rob their butt blind. Would be even better on space legs, if we ever see those.

But in the vein of base building that gets thrown around, what if factions/squadrons could build/have warehouses to store their assets in. Not just materials but modules, weapons, even ships and they'd all be stealable. Security measures, passwords etc. would also all be in-game, so no EULA-debacles afterwards if you get released from your possessions because somebody got a hold of your warehouse access card/password/whatever.

Say, you learn a competing pirate mob has a hollowed out asteroid turned warehouse in the rings around some dull gas giant filled to the brim with G5 engineered weapons and what not. You don't have access codes but fortunately they don't know that you know, so it's unguarded. You could then either hack it or, if explosion inclined, place seismic charges and blow the whole thing up. The latter would obviously damage or outright destroy some of the goodies.

Something like that, I dunno.
See above the bit about snatching cargo sitting there, begging to be picked up and sold. Just have to find where it is, and data-jacking could provide that. This would also be viable for Megaships, as they already have both data points and cargo bays, and we already have code-breaker limpets....
 
Back
Top Bottom