Why does Elite:Dangerous coddle pirates? We need OUTLAW status.

What long-term consequences are there for piracy? 250k insurance rebuy? A bounty you can pay off whenever you'd like or have a buddy claim, and suddenly everything's peachy again?

Traders risk millions every time they leave a station; pirates risk comparatively little.

We need a new, long-term WANTED status: OUTLAW, that cannot be paid off or cleared via player death. I'd say only clear OUTLAW with a save wipe, myself.

Like the Star Wars quote: "I don't like you either. You just watch yourself. We're wanted men. I have the death sentence on twelve systems."

I'll leave the details of becoming "outlaw" up to your imagination.

But the consequences of bounties should begin with primary target and immediate interdiction status in affected systems, inability to use ANY facilities in affected systems (outpost or otherwise). OUTLAW status should begin at local system level but should ultimately scale to faction level and eventually major faction level (Federation, Empire, Alliance.) Only Anarchy systems would be safe for the most hardcore pirates.

This is ELITE:DANGEROUS, not ELITE:NOCONSEQUENCES.
 
Try to google for Elite Dangerous piracy declaration :) It is all discussed before. ED needs NPC dialogs before they make this happen. But this will happen. There will be long term consequences for pirates if they don't allow drop cargo and leave you be.
 
Interesting. You might be on to somthing here. I just remembered the original Elite called it Fugitive status, and you couldn't just pay off the bounty - I vaguely recall you had to kill a ton of bandits to get your good rep back, but something along the lines of what you propose does sound more exciting/interesting for all.
There should definitely be about 15 ranks for piracy, no reason not to; for those that want to, let them aim to become a Pirate Lord, and tie in to automated missions generated for us to hunt them.

I was surprised to find this wasn't in release, I presumed that if you were a pirate, you'd gain access to a Buy option in the black markets of Anarchy systems, but there doesn't seem a need for it really, shame.
 
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That's the rub, though, it doesn't HAVE to have NPC dialogs. It could happen in 1.2, and it NEEDS to happen sooner rather than later. Right now open play is about as much fun as Diablo 1 a week after Town Kill exploit was released...
 
I agree there needs to be more comms options for pirates so you can acknowledge that you are dumping your load for them rather than they just opening fire and also that there needs to more repercussions to piracy. As mentioned above something beyond being wanted. This could also lead to another proffesion insignia similar to trader, explorer, combat rating. I say similar, not the same though, ppilots federation wouldn't offer elite status to a pirate but maybe there should be a pirates federation equivelant thingy. Good discussion!
 
I agree there needs to be more comms options for pirates so you can acknowledge that you are dumping your load for them rather than they just opening fire and also that there needs to more repercussions to piracy. As mentioned above something beyond being wanted. This could also lead to another proffesion insignia similar to trader, explorer, combat rating. I say similar, not the same though, ppilots federation wouldn't offer elite status to a pirate but maybe there should be a pirates federation equivelant thingy. Good discussion!

I agree with you. Would make the game even better.
Kudos for this idea !
 
That's the rub, though, it doesn't HAVE to have NPC dialogs. It could happen in 1.2, and it NEEDS to happen sooner rather than later. Right now open play is about as much fun as Diablo 1 a week after Town Kill exploit was released...

NPC comms have been confirmed by Michael 2 weeks ago as coming (on their todo list), but nothing else. He didn't add 'not anytime soon' though, so that's a plus.
 
Traders risk millions every time they leave a station; pirates risk comparatively little.

Oh please. Pirates risk something bigger than any of that. They risk a lack of income. Traders might risk millions but they make millions per hour. Pirates? Hah! They barely scrape by lapping up scraps. Pirates risk remaining obscure infinitely, all while providing a valuable public service to traders who otherwise would have an utterly boring time playing this game.
 

Snakebite

Banned
What long-term consequences are there for piracy? 250k insurance rebuy? A bounty you can pay off whenever you'd like or have a buddy claim, and suddenly everything's peachy again?

Traders risk millions every time they leave a station; pirates risk comparatively little.

We need a new, long-term WANTED status: OUTLAW, that cannot be paid off or cleared via player death. I'd say only clear OUTLAW with a save wipe, myself.

Like the Star Wars quote: "I don't like you either. You just watch yourself. We're wanted men. I have the death sentence on twelve systems."

I'll leave the details of becoming "outlaw" up to your imagination.

But the consequences of bounties should begin with primary target and immediate interdiction status in affected systems, inability to use ANY facilities in affected systems (outpost or otherwise). OUTLAW status should begin at local system level but should ultimately scale to faction level and eventually major faction level (Federation, Empire, Alliance.) Only Anarchy systems would be safe for the most hardcore pirates.

This is ELITE:DANGEROUS, not ELITE:NOCONSEQUENCES.

The sad thing is that many pirates are having to engage in honest trading to fund there piracy, it is a bit of a joke....
 
Oh please. Pirates risk something bigger than any of that. They risk a lack of income. Traders might risk millions but they make millions per hour. Pirates? Hah! They barely scrape by lapping up scraps. Pirates risk remaining obscure infinitely, all while providing a valuable public service to traders who otherwise would have an utterly boring time playing this game.

A pirates career isn't just about pew pew . You can rack up a very good amount of cash with smuggling that is also almost on par with normal trading.
 
While not a pirate myself i think the game should have player pirates, they add a level of interaction and risk that coding cannot. Many of the best comments/posts i've seen about the game come from interaction with "Well played" pirates. There are groups out their with their codes/guide lines etc which i think is a really good think. I would be nice to have some thing to separate the griefers (of which i've seen few as a % of the player base) from the real pirates. I think something other than a bounty after x kills or x times getting caught smuggling would be neat, ofc there would have to be a way to make good with the authorities again. IE missions or rep gain.
 
Something as simple as every murder in a system reducing your influence by a fair bit. Do stations go hostile if your influence drops too much?
 
Sure , but i for myself don't need to be exactly on par with other proffessions. Would be boring imo.
Then why be a pirate? The risk/reward ratio is absolutely sub-par for doing so.

You incure fines and bounties. You risk being shot out of your hull. People in this thread are clamoring for even more punishment.

And your reward? Earning not even half as much as a trader.

Well, if that isn't an incentive then I don't know what is.
 
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I play Open every day and move around a fair amount doing some trading, exploring and bounty hunting. I have never encountered a pirate, so I would like to see changes that encourage more players to try this role.
 
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