At the present, anyone who is a potential victim of a pirate may be interdicted, or approached in normal space, and threats issued: 'Drop your cargo or else'.
The situation may then go one of several ways:
1. The victim complies.
2. There is a fight... and:
A. The victim is destroyed.
B. The pirate is destroyed.
C. Someone jumps to supercruise or another system.
Of course, there is a variant, that being hatch breaker limpets, but only NPCs appear to fail to react to that.
A variant on the theme of piracy is that of the murderhobo: Victim is interdicted/approached, combat ensues, and the better skilled and equipped attacker usually wins.
In both cases, should the attacker destroy the victim, the attacker is treated the same way: imposition of a bounty, but otherwise if the attacker is rich enough... nothing else. Just a relative slap on the wrist.
The trouble with this is that piracy is touted by FDev as a legitimate career option, yet murderhobos who don't even pretend to want to steal valuables get treated the same as a pirate wanting to turn a quick credit.
How do we fix this situation? How can we distinguish between "Illegal and somewhat antisocial" piracy, and "Illegal and really antisocial unprovoked murder"?
This would involve a number of linked changes to the game:
1. We need an incapacitating but non-lethal weapon system. Right now, only the Thargoids have one, in the form of the shutdown field.
However, I would propose a weapon similar to the Ion Cannon from the Star Wars universe: A directed weapon that has minimal effect upon a shielded ship, with minimal capability to damage shields, but once those shields are removed, hitting the target ship with it will quickly result in that ship shutting down with minimal hull damage, effectively entering a prolonged reboot cycle.
The bigger the target ship and the more protected the ship's modules, the more hits it will take.
2. Collector and/or hatch breaker limpets need to have the capability to grab or eject all or specific selected cargo from a disabled ship... or "copy and delete" mission data.
3. The game needs options to converse with any ship, whether it be an AI NPC or a real player, to make demands such as "Drop x/all tons/credits of y/any cargo, or else..."
These demands could be tailored to automatically allow the issuing pirate to quickly select a quantity between 1 and the pirate's free cargo capacity or the target's cargo tonnage, whichever is less, with options for common fractions (1/2, 1/3, 2/3, 1/4, 3/4, and so on) of that upper figure in case the pirate doesn't want to just demand "everything" he can hold or the target supply.
The reasoning behind this system of canned demands is twofold: Firstly, the demands can automatically be translated for players who do not speak the same language, and secondly, it informs the game that the intention of the attack is piracy.
4. Players should be able to purchase cargo insurance, at a rate of some percentage of the maximum payout value, that lasts for some time (perhaps a real month) or until a claim is made. Claims pay out 90% of the value of the lost cargo.
What if murderhobos demand cargo, then kill rather than incapacitate? My answer to that is that murder in the course of piracy is a crime even worse than unprovoked murder. A good pirate shouldn't need to kill in order to turn a profit... and a dead target can only be robbed once, while a live one can be robbed repeatedly.
So, once there is a clear distinction between piracy and murder, how can we discourage the latter without excessively discouraging the former?
Historically and currently, committing a murder in the course of committing another crime was and still is punished more severely than the motivating crime. However, the modern day equivalent of the traditional punishment for unprovoked murder - namely execution, the modern day equivalent being a player ban - is not something that FDev would want to do, especially when the offending players are only doing that which the game explicitly allows.
So... what do we do with the murderers? The answer lies in-game with a combination of the old and the modern day equivalents of the punishment for murderers... imprisonment with hard labour, and outlawry.
What would this mean for those who commit murder? Immediately post-crime, nothing much would change... the murderer would gain a bounty, though it would be larger than that for an act of piracy without any deaths. However, it wouldn't stop there. Those with multiple murders on their record, say, 10, would find that their ship rebuy insurance has been cancelled. Once a ship is destroyed, it's gone.
Secondly, on destruction of their ship, the murderer would find themselves in a prison station in a prison sidewinder... a ship without any weapons or a frame shift drive. No shooting, supercruise or jumping for them... and if they fly more than, say, 1000km from the prison station... Boom! After a warning of course.
Thirdly, this bounty will attract bounty hunters, both players and NPCs... and lots of the latter, all of whom will tend to gang up in wings or multiple wings. Nobody likes a murderer, and lots of people like the idea of getting a billion+ credit bounty, and they'll try to play it safe when they do, in tanked, engineered ships and with lots of skilled friends attacking simultaneously, wherever the murderer may try to hide. It will become very difficult to remain out of prison. Not necessarily impossible, but they'll have to work hard at it.
How does the prisoner get out of prison? They buy their way out, of course, by performing hard labour... that being prison missions, flying around, doing boring things like scooping debris, scanning other ships and the like.
Easy-peasy, you might think... but this is where the outlawry thing comes in. Everyone wronged by the prisoner has the right to kill them in their weaponless prison sidey once... both players whose ships were destroyed by the murderer, and NPCs seeking revenge for deceased relatives. And every death sets the prisoner's prison credit balance back to zero. Of course, if a wronged individual opens fire on the prisoner, and the prisoner makes it back to the prison station's no fire zone, that's a win for the prisoner, and that person may not legally attempt to kill the prisoner again during that sentence.
Finally, in order to encourage prisoners to do their sentence in Open, the lump sum release payment should take about 8-12 full hours of play to achieve in Open... or about ten times that in Solo, mainly by giving much higher rewards for prison missions issued, flown and claimed in Open than for those where the prisoner spends any time at all in any other game mode. Without the prisoner working toward their release, the imprisonment will continue indefinitely... or at least a year in real-time. This will prevent prisoner players from simply logging on and idling away a fixed term sentence. Unless they want to wait a long time without having to log on at all, they must actively work toward their release.
Once released, the ex-prisoner may purchase a FSD and weapons again, and may retrieve any other ship that they possess. Their crimes are considered atoned-for.
Harsh? Maybe so, but a few hours of grind in-game is a reasonable enough simulation of a punishment for the ultimate in antisocial behavior... and it would be a learning experience to grind for hours to get free of prison, only for someone to swoop in near the end and wipe it all away and make them start it all again. That's how the players who are these murderers' victims feel, when they lose their ship and their hard-earned cargo and other valuables are arbitrarily destroyed just so the murderer can get a quick thrill.
Besides, there are places in the world where the real-life equivalent of such behavior would gain the offender a death sentence, or life in prison, either of which could be simulated by account cancellation or a permanent ban, neither of which is commercially warranted for FDev to do. This penalty is still a pushover in comparison...
The situation may then go one of several ways:
1. The victim complies.
2. There is a fight... and:
A. The victim is destroyed.
B. The pirate is destroyed.
C. Someone jumps to supercruise or another system.
Of course, there is a variant, that being hatch breaker limpets, but only NPCs appear to fail to react to that.
A variant on the theme of piracy is that of the murderhobo: Victim is interdicted/approached, combat ensues, and the better skilled and equipped attacker usually wins.
In both cases, should the attacker destroy the victim, the attacker is treated the same way: imposition of a bounty, but otherwise if the attacker is rich enough... nothing else. Just a relative slap on the wrist.
The trouble with this is that piracy is touted by FDev as a legitimate career option, yet murderhobos who don't even pretend to want to steal valuables get treated the same as a pirate wanting to turn a quick credit.
How do we fix this situation? How can we distinguish between "Illegal and somewhat antisocial" piracy, and "Illegal and really antisocial unprovoked murder"?
This would involve a number of linked changes to the game:
1. We need an incapacitating but non-lethal weapon system. Right now, only the Thargoids have one, in the form of the shutdown field.
However, I would propose a weapon similar to the Ion Cannon from the Star Wars universe: A directed weapon that has minimal effect upon a shielded ship, with minimal capability to damage shields, but once those shields are removed, hitting the target ship with it will quickly result in that ship shutting down with minimal hull damage, effectively entering a prolonged reboot cycle.
The bigger the target ship and the more protected the ship's modules, the more hits it will take.
2. Collector and/or hatch breaker limpets need to have the capability to grab or eject all or specific selected cargo from a disabled ship... or "copy and delete" mission data.
3. The game needs options to converse with any ship, whether it be an AI NPC or a real player, to make demands such as "Drop x/all tons/credits of y/any cargo, or else..."
These demands could be tailored to automatically allow the issuing pirate to quickly select a quantity between 1 and the pirate's free cargo capacity or the target's cargo tonnage, whichever is less, with options for common fractions (1/2, 1/3, 2/3, 1/4, 3/4, and so on) of that upper figure in case the pirate doesn't want to just demand "everything" he can hold or the target supply.
The reasoning behind this system of canned demands is twofold: Firstly, the demands can automatically be translated for players who do not speak the same language, and secondly, it informs the game that the intention of the attack is piracy.
4. Players should be able to purchase cargo insurance, at a rate of some percentage of the maximum payout value, that lasts for some time (perhaps a real month) or until a claim is made. Claims pay out 90% of the value of the lost cargo.
What if murderhobos demand cargo, then kill rather than incapacitate? My answer to that is that murder in the course of piracy is a crime even worse than unprovoked murder. A good pirate shouldn't need to kill in order to turn a profit... and a dead target can only be robbed once, while a live one can be robbed repeatedly.
So, once there is a clear distinction between piracy and murder, how can we discourage the latter without excessively discouraging the former?
Historically and currently, committing a murder in the course of committing another crime was and still is punished more severely than the motivating crime. However, the modern day equivalent of the traditional punishment for unprovoked murder - namely execution, the modern day equivalent being a player ban - is not something that FDev would want to do, especially when the offending players are only doing that which the game explicitly allows.
So... what do we do with the murderers? The answer lies in-game with a combination of the old and the modern day equivalents of the punishment for murderers... imprisonment with hard labour, and outlawry.
What would this mean for those who commit murder? Immediately post-crime, nothing much would change... the murderer would gain a bounty, though it would be larger than that for an act of piracy without any deaths. However, it wouldn't stop there. Those with multiple murders on their record, say, 10, would find that their ship rebuy insurance has been cancelled. Once a ship is destroyed, it's gone.
Secondly, on destruction of their ship, the murderer would find themselves in a prison station in a prison sidewinder... a ship without any weapons or a frame shift drive. No shooting, supercruise or jumping for them... and if they fly more than, say, 1000km from the prison station... Boom! After a warning of course.
Thirdly, this bounty will attract bounty hunters, both players and NPCs... and lots of the latter, all of whom will tend to gang up in wings or multiple wings. Nobody likes a murderer, and lots of people like the idea of getting a billion+ credit bounty, and they'll try to play it safe when they do, in tanked, engineered ships and with lots of skilled friends attacking simultaneously, wherever the murderer may try to hide. It will become very difficult to remain out of prison. Not necessarily impossible, but they'll have to work hard at it.
How does the prisoner get out of prison? They buy their way out, of course, by performing hard labour... that being prison missions, flying around, doing boring things like scooping debris, scanning other ships and the like.
Easy-peasy, you might think... but this is where the outlawry thing comes in. Everyone wronged by the prisoner has the right to kill them in their weaponless prison sidey once... both players whose ships were destroyed by the murderer, and NPCs seeking revenge for deceased relatives. And every death sets the prisoner's prison credit balance back to zero. Of course, if a wronged individual opens fire on the prisoner, and the prisoner makes it back to the prison station's no fire zone, that's a win for the prisoner, and that person may not legally attempt to kill the prisoner again during that sentence.
Finally, in order to encourage prisoners to do their sentence in Open, the lump sum release payment should take about 8-12 full hours of play to achieve in Open... or about ten times that in Solo, mainly by giving much higher rewards for prison missions issued, flown and claimed in Open than for those where the prisoner spends any time at all in any other game mode. Without the prisoner working toward their release, the imprisonment will continue indefinitely... or at least a year in real-time. This will prevent prisoner players from simply logging on and idling away a fixed term sentence. Unless they want to wait a long time without having to log on at all, they must actively work toward their release.
Once released, the ex-prisoner may purchase a FSD and weapons again, and may retrieve any other ship that they possess. Their crimes are considered atoned-for.
Harsh? Maybe so, but a few hours of grind in-game is a reasonable enough simulation of a punishment for the ultimate in antisocial behavior... and it would be a learning experience to grind for hours to get free of prison, only for someone to swoop in near the end and wipe it all away and make them start it all again. That's how the players who are these murderers' victims feel, when they lose their ship and their hard-earned cargo and other valuables are arbitrarily destroyed just so the murderer can get a quick thrill.
Besides, there are places in the world where the real-life equivalent of such behavior would gain the offender a death sentence, or life in prison, either of which could be simulated by account cancellation or a permanent ban, neither of which is commercially warranted for FDev to do. This penalty is still a pushover in comparison...