This was spiked by a Reddit post asking why some were anti-pirates.
Short Story: There are no pirates (players) today because gameplay doesn’t really exist beyond what an NPC interaction may be.
What would be meaningful:
-If the game actually had built into the UI a pirate experience that interacts successfully with NPCs and Players.
-This would actually be a selection in the contacts panel. The result would be most similar to what NPCs requesting X amount of material or cargo with one MAJOR Twist.
Any combat actions intended to be pirate actions would come by way of this interaction NOT resulting in destroying or making a ship no longer function after this interaction.
Any other combat actions would be part of the existing crime actions and results and NOT considered pirate based.
-Ideally…To be a pirate and not fall victim to existing criminal acts. Victim can participate in pirate interaction in a clear way.
Loot is sent and received as part of this interaction but only possible if certain criteria exists.
(Example) Pirate can’t be a pirate if they have no cargo slots. recipient can fall victim to pirate if they have no cargo.
-Maybe this is a module that would have the capability to temporarily disable a ship from flying away with damaging any hull or other modules. It may some type of mini-game initiated by “firing” this item.
the point of this is so players have a clearly defined pirate role that also is not limited to player vs player. This gameplay would enhance community goals and any other activities where cargo and intractables exist.
Short Story: There are no pirates (players) today because gameplay doesn’t really exist beyond what an NPC interaction may be.
What would be meaningful:
-If the game actually had built into the UI a pirate experience that interacts successfully with NPCs and Players.
-This would actually be a selection in the contacts panel. The result would be most similar to what NPCs requesting X amount of material or cargo with one MAJOR Twist.
Any combat actions intended to be pirate actions would come by way of this interaction NOT resulting in destroying or making a ship no longer function after this interaction.
Any other combat actions would be part of the existing crime actions and results and NOT considered pirate based.
-Ideally…To be a pirate and not fall victim to existing criminal acts. Victim can participate in pirate interaction in a clear way.
Loot is sent and received as part of this interaction but only possible if certain criteria exists.
(Example) Pirate can’t be a pirate if they have no cargo slots. recipient can fall victim to pirate if they have no cargo.
-Maybe this is a module that would have the capability to temporarily disable a ship from flying away with damaging any hull or other modules. It may some type of mini-game initiated by “firing” this item.
the point of this is so players have a clearly defined pirate role that also is not limited to player vs player. This gameplay would enhance community goals and any other activities where cargo and intractables exist.
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