Pirates do not unite. They really don't. I don't mean to rain on anyone's parade, but when pirates organise to form a united front and claim territory, they become a faction (albeit an illegitimate and violent one) and are pirates no more.
It's fun to organise though; I've been known to do so from time to time myself. A proper space battle is as good a reason as any to leave the space station on a Saturday afternoon. Let's just agree not to call it piracy, yes?
There's many things people pass for piracy these days:
So... with all of that out of the way, I present a pirate manifesto that makes a little bit more sense.
Take what you can, give nothing back!
Cmdr OlFart
It's fun to organise though; I've been known to do so from time to time myself. A proper space battle is as good a reason as any to leave the space station on a Saturday afternoon. Let's just agree not to call it piracy, yes?
There's many things people pass for piracy these days:
- Smuggling (Nope. This is just trading for people with brass balls. There's money to be had though, so... respect.)
- Extortion / Protection racket (Nope. This is good old fashioned organised crime. "Nice store. Shame if anything happened to it." Sounds familiar? Still, there may at least be a few credits in it.)
- Shooting cops (No, this is just a fun Friday night. Where's the money though?)
- Shooting everyone (Now you are just a sociopath. Show me the money!)
- Shooting traders (A cowardly sociopath, and I gotta be curious about this: how, pray tell, do you expect to make money by destroying the cargo along with the ship?)
- Fleet combat / territorial control (A fool proof plan to lose money. This is definitely not piracy.)
So... with all of that out of the way, I present a pirate manifesto that makes a little bit more sense.
Take what you can, give nothing back!
- It's all about the credits. This shouldn't have to be in the manifesto at all, but some people seem to forget. If there's no easy credits to be had, you are barking up the wrong tree matey.
- Dead traders carry no gold. If there's no cargo of value in the merchant ship, or the bloody cargo hatch won't open, let it go - and maybe it'll carry battle weapons on the return trip. Destroying a ship out of spite kills your meal ticket.
- Avoid bounties (on yourself that is.) If you become a wanted man, the long arm of the law will reach out for you. Worse, you may be hounded by bounty hunters and opportunists if the bounty grows large enough. You may even want to pay it off.
- It's a good idea to have friends, partners even. Just watch the shifty scallywags closely; they are after all associating with a known pirate and may just stab you in the back over a few tons of gold.
- It's counterproductive for pirates to fight each other. No one likes a pirate, so why make more enemies? There's honor among thieves, as long as there's cargo aplenty. Of course this only holds true to a certain degree; if the salvage is rare and shiny enough, all bets are off.
- Don't fight the police. Combat is only justified if you can make a credit out of it. Cops are notorious for never carrying gold. Besides, it'll increase your bounty (refer to p.3 above.) and paying it off cuts into your profit margin!
- Always aim for the cargo port, unless the ship's empty in which case you shouldn't be shooting it in the first place. You are better off vacating the location, with a quickness. (Exceptions in reference to p.5 above.)
- Retreat is a valid option, especially if your cargo hold is half-full of rich salvage. Honor is for poor people.
Cmdr OlFart