[Open Play] Disable self-destruct function in combat

To start off, I think we all can agree that this is a roleplaying game. If you disagree, there is no point in playing unless you enjoy logistics/exploration/anything else that can be done in Solo mode, and this suggestion applies to Open Play.

So, recently I've been reading about lots of commanders who think that it is perfectly reasonable to self-destruct while being pirated, in order to stop the pirate from succeeding. This is completely selfish and hurts the game, as since a pirate can never steal a reasonable amount of cargo under those circumstances, which will drive the profession into complete PvE (Assuming that becomes viable at some point), and this goes against what was and is advertised, as well as going against DB's dream for the game.

The solution is simple. If we disable the ability to self-destruct, commanders won't have the option to be selfish (unless they combat log), and the pirate can survive as a profession in PvP. It must be accepted that the game is centered around survival, in a sense, and that flying around the galaxy in search of other people and potential friendship is dangerous, as it was in the Wild West. And think about it, even in High-Sec systems, is Elite: Dangerous more similar to the Wild West or London?
 
Think about the other side though; why should someone have to sit through an enemy robbing them? They're more likely to just log off to avoid the inevitable drives disabled and locked into being helpless situation.

That said though, they do need to look at pirate/trader interaction and consider having ship destruction drop 1-2 tons of random cargo so that if your enemy self destructs you get a small reward of stolen goods to cover your time.
 
Think about the other side though; why should someone have to sit through an enemy robbing them? They're more likely to just log off to avoid the inevitable drives disabled and locked into being helpless situation.

That said though, they do need to look at pirate/trader interaction and consider having ship destruction drop 1-2 tons of random cargo so that if your enemy self destructs you get a small reward of stolen goods to cover your time.

I agree completely with your second point, but only a few tonnes of cargo, as some pirates might turn to lethal piracy to pay the bills if they can get a lot of cargo.

For the first point: the people that never want to be robbed should go to solo mode. Traders in open should not only accept that they may be robbed at some point, but expect it, and prepare for it. They can fight back, use countermeasures, silent running, etc. I've had many Type 6's escape me using SR, and those have been some of the best piracy experiences I've had. It isn't inevitable.
 
That said though, they do need to look at pirate/trader interaction and consider having ship destruction drop 1-2 tons of random cargo so that if your enemy self destructs you get a small reward of stolen goods to cover your time.
Solo player here, so disregard my opinions if you wish.

I'd love very much to disagree with the idea that cargo should be dropped to compensate the pirate player for their time. Put in those terms, I've never heard anything so ludicrous. There's no obligation on the victim, the game or the universe in general to provide satisfactory remuneration for crime. If you want the chance of a higher payout from criminal activity then you accept the attendant risks - one of which is that you might not get anything in return for your time.

That being said, while I'd prefer to disagree that disintegrating ships should drop canisters, I really can't. It doesn't seem realistic to me that the wrecking of a ship always causes a massive explosion and always destroys all cargo. While the big flashy booms might be very satisfying - and very pretty, in a brutal sort of way - I've always struggled with this sci-fi trope that wrecking a ship always make it go violently bang. I think it's just as likely - if not more so - that it'd just stop manoeuvring and drift off tumbling into space. Maybe bits'd drop off. But it doesn't seem unreasonable at all to say that in some cases the damage would result in the spontaneous release of one or more canisters.

As for self-destruction being disabled: no. It just doesn't stand up to common sense. What, does the pirate have a special device that jams the mechanism remotely? No, I can't agree. Combat logging is one thing. Using an in-built mechanism of your ship is something else entirely. The self-destruct has a countdown the same as the FSD does. Should the FSD be disabled as well? Say, while we're at it, why not disable the victim's guns, too? And thrusters? Actually, do that in supercruise and you wouldn't even have to bother fighting to interdict someone. Are there ways we could make piracy easier still?

Admittedly, I got a bit sarcastic there. But seriously: Open is already PVP deathmatch mode; shouldn't there be some disadvantages to piracy? Some element of gamble and uncertainty beyond "might this victim turn out to be better at fighting than me" when you've presumably picked a target you're pretty sure you can beat?
 
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Never been a pirate, so I've never had this problem. But instead of disabling self-destruct, why not let cargo be released by an exploding ship at random levels of integrity. Some will be salvagable and some will be destroyed.
 
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Why?
That turns it into Open mode is for PvP. The rest of you begger off.
There are others playing with different goals.

No you have it all wrong. Open mode is for the pirates and the griefers - any other players are only there for the benefit of the afore mentioned.
 

Robert Maynard

Volunteer Moderator
So, recently I've been reading about lots of commanders who think that it is perfectly reasonable to self-destruct while being pirated, in order to stop the pirate from succeeding. This is completely selfish and hurts the game, as since a pirate can never steal a reasonable amount of cargo under those circumstances, which will drive the profession into complete PvE (Assuming that becomes viable at some point), and this goes against what was and is advertised, as well as going against DB's dream for the game.

The solution is simple. If we disable the ability to self-destruct, commanders won't have the option to be selfish (unless they combat log), and the pirate can survive as a profession in PvP. It must be accepted that the game is centered around survival, in a sense, and that flying around the galaxy in search of other people and potential friendship is dangerous, as it was in the Wild West. And think about it, even in High-Sec systems, is Elite: Dangerous more similar to the Wild West or London?

It's rather ironic that pirates, who by their nature prey on targets weaker than themselves with a view to taking from them what is not theirs regardless of the wishes of the target, should complain that their targets are selfish enough to employ a tactic to defeat the aims of the encounter from the pirate's point of view.

If the self-destruct is disabled in combat then all that is probably required is to engage silent running after engaging the FSD.

If destroying ships were to guarantee a cargo drop, what would be the incentive for the pirate to do anything except simply destroy the target and see what drops out?
 
Cargo thats damaged could be made nearly worthless, if they take the time to pirate correctly and just collect a bit of cargo then they'll make more profit, or they could attack and destroy a target and scoop up a bunch of scrap.

Or on the other hand, FD could just replace all weapons with rainbows and bounties with cuddles. then the game really would be Elite "Dangerous"
 
Doesn't the cargo hatch have a good chance of melting long before self destruct actually destroy the ship?

Doesn't this then release a bunch of canisters?
 
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