PvP PvPiracy and its sad state.

Not that its already the least performed Thing in the Entire Game. With all the new Punishmentstuff it gets almost impossible.

People mistake Pirates with Griefers 80% of the Time. At least 40% of the Guys i interdict just Combatlog.
The Guys that stay mostly Run and i have to disable theyr Drives first or shoot at them before they Stop wich makes you instantly wanted.
A Wanted Ship instantly gets targetted by everyone (CMDR's that is) Problem is: you cant even defend yourself against them because if you kill the aggressors you always get a Pilots Federation bounty.
So i can either go out in My Cutter and STAY in my Cutter so i never get destroyed Or i use a Mid/small ship. I cant do both. If i defend myself in a Cutter and later get destroyed in my Courier or Viper i have to pay the full rebuy of My Cutter.

I know F-Dev wants this system to Work against Griefers and Gankers but it also punishes the most difficult role in the Game. How am i supposed to get people to comply if they know im not a threat? Why cant i defend myself against Wannabe-police-wings? If i got this right i wont even be able to Dock on certain stations anymore if my Karma gets to low with the upcoming updates.

It kinda Feels like F-Dev wants to kill of everything that has to do with PvP if its not agreed to by both CMDR's.


You are not a pirate.

Your black market profit doesnt even account for 1% of your assets. Stop pretending already :)
 
Pretty much any suggestion to improve piracy has to be critically evaluated as a gank-tool too.
By definition, any tool useful to a pirate to disable an uncooperative ship to the extent that it either becomes cooperative or can have cargo extracted is going to also be useful for destroying ships.

For a piracy tool to be useful for piracy without being a weapon or otherwise useful to killing a target it would need to:
- work through shields
- only extract cargo
So basically a hatchbreaker, but much faster, much more effective at stealing cargo (not bound by the 20 barrels per instance limit, for a start), and less straightforward to counter.

Given just how effective this thing would need to be to make piracy a reasonable-payout profession, we're talking a device that when it's used on a target basically teleports cargo from their hold to yours until your hold is full, at a rate >= 50t/second. The only real counter for the trader would be "don't be in the instance".

That's not much fun for either side, really - the pirate just points and clicks; the trader can't really do anything (though is guaranteed to survive). The way to get your cargo into an Anarchy starport would be to carry one yourself, wait for the pirate to hit you with theirs, and then fire one back just before you pass the mailslot...

So if your criteria for piracy tools is "can't be used to help destroy a ship" ... may as well just give up on piracy altogether.

...

The other issue: if we did ever get effective pirates, it might be worth having bounty hunters to hunt them. Now, the bounty hunter needs some tools which can destroy a ship, to kill the pirate and claim their bounty. Obviously there is a fundamental issue with trying to design a tool to destroy a ship which can't be used to destroy a slower and weaker ship - anything the hunter can use to pin down the pirate ship long enough to destroy it would be considerably more effective used against a non-combat ship.

So if you want traders+pirates+hunters (and the name of the game is Elite Dangerous, not Traders Dangerous, so we have to assume it was a design goal...) people who are going all-out for killing are going to succeed. (Of course, it'll be easier to kill *them* back, too)
 
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