One way to spark practicality of pirating.

The more I've played the more I realize how little of import combat is beyond wanted credits, and the more this depresses me because it doesn't have to be this way. When you attack a player or NPC ship that is not flagged, destroying their ship nets you nothing. Maybe you get their cargo, but that doesn't matter much. At most you might get a few tens of thousands of credits if they're hauling platinum, if you're extremely lucky (bounty hunter ships don't have large cargo holds like transports do).

So I propose this, on ship death, you would now lose your equipped modules as well. You could buy (optional) insurance for them to replace them, but on death they would be forfeit. However, to make it somewhat realistic, destroying a ship will damage a lot of these modules, rendering them as scrap. I'm not sure what the proper balance should be. 50% of modules? More/less? That's a hard call to make. I just know that if modules were also dropped, it would dramatically increase the profitability of pirating, and thus the danger and spice of the game would skyrocket.

NPC ships destroyed would drop modules too. Though they would be mostly low grade. The higher the grade, the stronger the ship (should be realistic like that).
 
Umm... so it's some kind of pvp involving full- (or partial-) loot?

In before the anti-pvp fraction find this thread...

You have really guts to propose something that outrageous. :)
 
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The more I've played the more I realize how little of import combat is beyond wanted credits, and the more this depresses me because it doesn't have to be this way. When you attack a player or NPC ship that is not flagged, destroying their ship nets you nothing. Maybe you get their cargo, but that doesn't matter much. At most you might get a few tens of thousands of credits if they're hauling platinum, if you're extremely lucky (bounty hunter ships don't have large cargo holds like transports do).

So I propose this, on ship death, you would now lose your equipped modules as well. You could buy (optional) insurance for them to replace them, but on death they would be forfeit. However, to make it somewhat realistic, destroying a ship will damage a lot of these modules, rendering them as scrap. I'm not sure what the proper balance should be. 50% of modules? More/less? That's a hard call to make. I just know that if modules were also dropped, it would dramatically increase the profitability of pirating, and thus the danger and spice of the game would skyrocket.

NPC ships destroyed would drop modules too. Though they would be mostly low grade. The higher the grade, the stronger the ship (should be realistic like that).

Can't you now toggle which modules you want to rebuy in the insurance screen?

What you are proposing is a variant of the salvaging mechanic in EVE if I'm not mistaken. Not sure it would work like that here as modules have widely varying masses unlike EVE which has a few distinct masses, i.e. regular mods are 1, medium 5, large 25 mass. Also EVE requires tractor beams and salvage modules so you need a ship specifically setup for salvaging or an add-on for a ship like the old marauders.

This won't work to stimulate piracy. You can't force or try to push a play-style on other players like this. There needs to be motivation to pirate, salvage isn't it for me; I want cargo, and only cargo ASAP before the police arrive, I don't want to spend any longer than it takes to pick up some canisters that I already know the contents of to pick up some scrap too.

The vast majority of cases you will be pirating NPC traders anyway, any reasonable player knows to submit to interdiction and hit boost while the FSD timer runs down to escape.

A better way to pirate would be a FSD inhibitor module of some sort to prevent your target from jumping or at least delay it - maybe have it so that it has a preventitive mass level so it slows down the charge rather than disables it completely.

Umm... so it's some kind of pvp involving full- (or partial-) loot?

In before the anti-pvp fraction find this thread...

You have really guts to propose something that outrageous.
smile.png

The anti-PVPers play in solo or PVE groups anyway so it's irrelevant to them.
 
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A better way to pirate would be a FSD inhibitor module of some sort to prevent your target from jumping or at least delay it - maybe have it so that it has a preventitive mass level so it slows down the charge rather than disables it completely.

Good idea. Like it.
 
Can't you now toggle which modules you want to rebuy in the insurance screen?

Oh, do modules increase your insurance cost now already? I didn't even know, I've yet to die. ;)

What you are proposing is a variant of the salvaging mechanic in EVE if I'm not mistaken. Not sure it would work like that here as modules have widely varying masses unlike EVE which has a few distinct masses, i.e. regular mods are 1, medium 5, large 25 mass. Also EVE requires tractor beams and salvage modules so you need a ship specifically setup for salvaging or an add-on for a ship like the old marauders.

Sort of, but not necessarily. In EvE, you can both loot the wreckage of a ship to obtain what modules are left behind (some are destroyed) and you can also salvage the wreckage of the ship to get more parts from it (mostly used in crafting). I'm suggesting the first variant. When a ship is destroyed, some of its components would drift out and you could scoop them up as cargo and sell them to stations.

This won't work to stimulate piracy. You can't force or try to push a play-style on other players like this. There needs to be motivation to pirate, salvage isn't it for me; I want cargo, and only cargo ASAP before the police arrive, I don't want to spend any longer than it takes to pick up some canisters that I already know the contents of to pick up some scrap too.

Well, either way you have to destroy or damage their ship. Cargo or wreckage loot, both are of value, so both should increase piracy. The way I see it, there's no single item of cargo that is worth a lot, whereas there are tons of ship modules worth a lot of credits. That makes it worthwhile.

The vast majority of cases you will be pirating NPC traders anyway, any reasonable player knows to submit to interdiction and hit boost while the FSD timer runs down to escape.

A better way to pirate would be a FSD inhibitor module of some sort to prevent your target from jumping or at least delay it - maybe have it so that it has a preventitive mass level so it slows down the charge rather than disables it completely.

Yup, I definitely think this could be a good idea too. Perhaps an inhibitor utility weapon that could temporarily shut down a target system when the shields are down? But also having a module that increases the time to activate FSD would be very useful.

The anti-PVPers play in solo or PVE groups anyway so it's irrelevant to them.

That is my line of thought too. Playing in open play should increase the risk significantly. Right now it doesn't.
 
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