Ideas for 'fixing' Piracy

I'm not into PvP at all, but it wouldn't be true pirates that would have me running off to solo play only. I like the idea of piracy in the game. It's the "psychos" who get their jollies yanking people out of SC, blowing them away, then going off to find the next mark that would make me stick to solo. Some would argue that they're playing the "role" of a psychopath. Well, there's no universe either real or imagined where that would be allowed. What should happen is after the tenth or so murder in a short period of time, the next time the psycho goes into SC they're immediately interdicted and face a combined force of elite Imperial, Federation and Alliance police forces in maxed out Anacondas, Pythons, Dropships and Clippers who've been "hunting" this dangerous maniac since his killing spree began. From that point forward each and every time he goes into SC the result would be the same. He'd be yanked out and killed. The only way he'd really be able to play the game anymore is if he wipes his save and starts again. A maniac serial killer would not simply be givin additional minor fines in any remotely realistic universe, they would be killed, dead, forever, and wiped from existence.

something like that, if they are in a system where they are wanted
 
Most of the debate around pirates seems to take as default that piracy is PvP. I think Frontier should focus more on PvE piracy. Traders are PvE only, bounty hunters are mostly PvE, so why shouldn't pirates be as well? There are gazillions of NPC traders out there, If they implemented proper mechanisms for PvE piracy, the results from that would trickle over on PvP piracy as well. NPC piracy right now seems to be limited to hammer the poor fellow to near death, and hope he trickles out a few random canisters.

Problem is you can't talk to / argue with / threaten NPCs. They either fight to the death or run away, which is very unsatisfactory when all you want is their cargo. Let's say FD made a small chat menu with NPCs, where you could ask in your preferred lingo "Give me x cargo", or specified x cargo if you had cargo scanned them. This would have a random outcome, modified by your and the NPC's combat rating and ship type, system type, distance to station, etc, and possibly by your bounty - or "criminal rating" if that ever becomes a thing. Either the NPC gave you an amount of cargo, or he tried to run, or stay and fight. He could try to "cheat" you and drop scrap when you wanted gold, which there should be another chat option for if you detected the fraud. If you through combat could "convince" him, he'd eventually give you the requested cargo, or if he was a stubborn RNG he'd die giving you nothing but a large bounty. Large NPC traders or those carrying espacially valuable cargo should have a higher chance to have escorts. I would also like to see an implemented persistency of NPC's you pirated, so you could follow him through supercruise if he got away.

A substancial facelift to PvE piracy could perhaps give a lot of pirates the "kick" they need for their bloodlust. The chat mechanisms would in turn be useful for PvP piracy.
 
I'm not into PvP at all, but it wouldn't be true pirates that would have me running off to solo play only. I like the idea of piracy in the game. It's the "psychos" who get their jollies yanking people out of SC, blowing them away, then going off to find the next mark that would make me stick to solo. Some would argue that they're playing the "role" of a psychopath. Well, there's no universe either real or imagined where that would be allowed. What should happen is after the tenth or so murder in a short period of time, the next time the psycho goes into SC they're immediately interdicted and face a combined force of elite Imperial, Federation and Alliance police forces in maxed out Anacondas, Pythons, Dropships and Clippers who've been "hunting" this dangerous maniac since his killing spree began. From that point forward each and every time he goes into SC the result would be the same. He'd be yanked out and killed. The only way he'd really be able to play the game anymore is if he wipes his save and starts again. A maniac serial killer would not simply be givin additional minor fines in any remotely realistic universe, they would be killed, dead, forever, and wiped from existence.

Given how vast space is, it is entirely possible for a psychopathic murderer to escape into the black with little chance of being followed. I write hard science fiction and truthfully he'd be practically impossible to track. His biggest threat, or limitation, would be his own finances, starship and ability to be identified.

And identifying the perpetrator, that would be a challenge unto itself. With information only capable of traveling at the speed of light, he could easily gallivant around a system with little threat of resistance. Even if quantum communication were perfected, sensors would still have a delay in detecting him before the instantaneous transmission of results. Sorry, but space is the murderer's friend here. It isn't some thug in L.A. running from the cops and Motorola.

However, it would be nice to see an increased response against murderous thugs (who go on extreme rampages) and I think with the addition or wings, we will see this. Escaping, though, is still very easy for those who know how to do it--and I dare say pirates are the most qualified for this, too.
 
This sounds to me, more like another "make it easier for pirates" thread.

Most players go solo, not because of piracy but often because of the cheating hackers. It's one thing to have a fighting chance against pirates, even in a massive freighter, having no chance because the pirate is using hacks to make them invulnerable means you will never win, no matter how well you can fight back.
 
This sounds to me, more like another "make it easier for pirates" thread.

Most players go solo, not because of piracy but often because of the cheating hackers. It's one thing to have a fighting chance against pirates, even in a massive freighter, having no chance because the pirate is using hacks to make them invulnerable means you will never win, no matter how well you can fight back.

Well, the magic science of reading will have shown in the op an entire section on making it harder for pirates after the crime has been committed.
 
So you have no sources backing this up. Good to know.


You're confusing murder and the death penalty btw. You don't get murdered for loitering forever in a station, you get convicted and the death penalty.

You also get fined for many, many things without being attacked at the same time. I don't get how you don't know this.

Whatever dude; don't be so obtuse. I see you conveniently ignored his other example of killing a wanted pilot right in-front of the authorities. Apparently vigilantly justice carried out by whomever feels like it without a warrant, contract, or anything is just fine.

Executing someone over a freak'n parking violation is murder in the eyes of many.

There's slavery abound and in several forms in the lore and in the game.

The point is... human life in this ED galaxy is practically worthless. Shooting down a couple pilots out in space over some cargo wouldn't appear to be a big deal compared to the context of how death is dealt out elsewhere.

Obviously you still disagree but that doesn't make you correct.
 
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