All this talk of being a pirate/whats wrong with Piracy/ Piracy is dead in ED etc. got me thinking. I've always fancied being a Pirate (Ahhhahhhhrrrrrr and all that) but how would I outfit my ship?
So Cargo racks yes, Limpet things yes, FSDI - Check!, Shields etc. Of Course!!
But weapons??
Well your Pirate needs the ultimate sanction i.e. the Ability to destroy his prey. But in actuality that's really the last thing they want to do. What a Pirate needs is the ability to stop his prey from escaping for long enough for the piracy transaction to be completed.
We currently have the FSDI to start the process but that's where it all goes horribly wrong IMO. What happens when the mark decides not to play ball? The Pirate starts shooting and then when the shooting starts most of the weapons in ED at present seem to just destroy the ship before disabling it (or don't and it escapes).
What's need is some way to bring a ship to a halt without severely damaging it.
EMP pulse? Perhaps not even a hardpoint but an internal module. And perhaps it effects both ships, keeping both Pirate and "customer" in the same space for a specific period based on module class. The balance here is that the pirate is therefore as much trapped as the customer if the security forces decide to turn up. Traders can add shielding mods to their armour loadouts to reduce the amount of time the EMP effect lasts.
I don't want to add too much phoney balance but obviously there should be balance so this doesn't become just another tool of they-who-shall-not-be-named.
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TL;DR
Pirate weapon needed to temporarily disable ships during the "transaction".
Can't be OP though.
Discuss
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Edit:
My idea about the balance re trapping both parties has another caveat that C&P is fixed so the Police might actually show up, thus restricting this weapon to the less savoury parts of the galaxy, as it should. I would really like proper Piracy to flourish - there must be a way?
So Cargo racks yes, Limpet things yes, FSDI - Check!, Shields etc. Of Course!!
But weapons??
Well your Pirate needs the ultimate sanction i.e. the Ability to destroy his prey. But in actuality that's really the last thing they want to do. What a Pirate needs is the ability to stop his prey from escaping for long enough for the piracy transaction to be completed.
We currently have the FSDI to start the process but that's where it all goes horribly wrong IMO. What happens when the mark decides not to play ball? The Pirate starts shooting and then when the shooting starts most of the weapons in ED at present seem to just destroy the ship before disabling it (or don't and it escapes).
What's need is some way to bring a ship to a halt without severely damaging it.
EMP pulse? Perhaps not even a hardpoint but an internal module. And perhaps it effects both ships, keeping both Pirate and "customer" in the same space for a specific period based on module class. The balance here is that the pirate is therefore as much trapped as the customer if the security forces decide to turn up. Traders can add shielding mods to their armour loadouts to reduce the amount of time the EMP effect lasts.
I don't want to add too much phoney balance but obviously there should be balance so this doesn't become just another tool of they-who-shall-not-be-named.
---------------
TL;DR
Pirate weapon needed to temporarily disable ships during the "transaction".
Can't be OP though.
Discuss
------
Edit:
My idea about the balance re trapping both parties has another caveat that C&P is fixed so the Police might actually show up, thus restricting this weapon to the less savoury parts of the galaxy, as it should. I would really like proper Piracy to flourish - there must be a way?
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