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rhohltjr





Joined: 13 Dec 2003
Posts: 304 on topic
Location: Fort Worth, Texas
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PostPosted: Wed, 6. Dec 17, 06:48    Post subject: Actual working pirates Reply with quote Print

Assuming there will be pirates in X4, How about having the NPC pirates
actually attempt to board and take over transports and lightly armed things. That way they make an Rolling Eyes honest pirate living Rolling Eyes
instead of having stuff given to them by the game magic.

In all of the X games so far I have yet to see a single pirate take any cargo, after they blow up a freighter. They just shoot. What an embarrassment to pirate lore.

How about some more of those Dukes freighters in previous X games. At least that showed the pirates trying to have an economy Rolling Eyes

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Skeeter





Joined: 09 Jan 2003
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PostPosted: Wed, 6. Dec 17, 07:18    Post subject: Reply with quote Print

Yes. I'd love more gameplay for player pirates to do and NPC pirates. It seems silly that a pirate in a X game is just a ship that shoots at you, there needs to be more than that for a pirate to do. A proper criminal underworld with mob bosses, factions, dedicated pirate missions from pirate bases, loyalty rewards, rackets, etc.

All you really do as a player pirate is cap ships, that's a bit boring if it's the only option of being a pirate and doing it for a life in the game.

At least in elite frontiers u had the risk of been caught when docking at a station by a cop and try to bribe em, not in X games. If you had illegal wares no cop or station security to surprise you and can't talk or bribe ur way out. This soo needs to be in X games.


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ZaphodBeeblebrox





Joined: 10 Apr 2006
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PostPosted: Wed, 6. Dec 17, 10:11    Post subject: Reply with quote Print

In Rebirth the pirates did collect loot.


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Seanchaidh





Joined: 10 Sep 2017



PostPosted: Wed, 6. Dec 17, 12:36    Post subject: Reply with quote Print

It'd be interesting for players to be able to pay off a protection racket (or more likely operate one). Intelligent AI decisions about how much they should charge for "protection" money and how much they'd be willing to pay for "protection" money could be interesting. Stations in well established and well protected areas might not be willing to pay anything, more vulnerable outposts might be willing to pay quite a bit if presented with a credible threat. And if the player is too greedy in station placement, pirates might want quite a high cut of the profits indeed.

Realistic piracy would have realistic demands and realistic reactions to demands as well as the straightforward theft and so on.

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Lucius89





Joined: 26 Mar 2017



PostPosted: Thu, 7. Dec 17, 03:11    Post subject: Reply with quote Print

Seanchaidh wrote:
It'd be interesting for players to be able to pay off a protection racket (or more likely operate one). Intelligent AI decisions about how much they should charge for "protection" money and how much they'd be willing to pay for "protection" money could be interesting. Stations in well established and well protected areas might not be willing to pay anything, more vulnerable outposts might be willing to pay quite a bit if presented with a credible threat. And if the player is too greedy in station placement, pirates might want quite a high cut of the profits indeed.

Realistic piracy would have realistic demands and realistic reactions to demands as well as the straightforward theft and so on.


I too would like to see some "smarter" crime. As a player who is in love with the romantic notion of being a space pirate, it always disappointed me that there were so few nuances to the whole situation. What if I want to extort a station instead of blowing it up? Then they pay me money every week and I expand my "territory" (in the unofficial sense).



To the OP: yes, if pirates are more active ti would make the universe feel more alive and would also give bounty hunters and mercenaries some real work (including players).

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ezra-r





Joined: 14 Oct 2005
Posts: 3042 on topic

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PostPosted: Thu, 7. Dec 17, 12:30    Post subject: Reply with quote Print

ZaphodBeeblebrox wrote:
In Rebirth the pirates did collect loot.


yes, I saw some pirates carrying useless stuff to do nothing with it.

There must be something else in the "chain" to have certain purpose. Like aim for certain merchants better, and take that loot to certain neutral all-around commerce depots to sell it through an intermediary or something meaninful of the likes.

So yes, Rebirth had some kind of half-implemented feature.


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schedarx





Joined: 17 Dec 2016
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PostPosted: Thu, 7. Dec 17, 17:05    Post subject: Reply with quote Print

X3 mods allowed this to happen. I'm sure devs will take that idea to workshop.

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Thrake





Joined: 01 Sep 2012
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PostPosted: Fri, 8. Dec 17, 21:34    Post subject: Reply with quote Print

What I would really love:
- pirate clans: basically not just one pirate factions but many. You can't be friendly to all and they attack one another. This is to replace the system where pirates are hostile to you, so you defend yourself, shoot them and every one gets mad at you. So instead you will still be attacked but you can still stay friendly with some pirates. And pirate/pirate action.

- more complex diplomacy: Say I'm a Boron, split come in, I shoot them, my boron mates are highly glad. Fair enough. Now I move to Argon space, I don't want to shoot split to tank my reputation, but they are hostile, so I shoot them to defend myself and argon get mad at me. So now I go back to safe boron systems, but argon at mad at me, so I must defend and shoot them too (not to mention turret fire that can get every one red in a glance).

Long story short, if I'm hostile to just 1 faction, I'm hostile to all factions without going through painful gameplay. Even pirates because of the occasional hostile carrack (that just won't die/move) makes it hard to actually actively go the pirate road and attack just for loot/capping. So the only "safe" way is to be friendly with everyone, and we even have the flower power ending (no more war) to boot. That's ok in itself, but I would really like the spice of hostile ships in random sectors to either mess with my plans or be an opportunity for more profitsss without ending up with the whole galaxy after me. Why is it fine for everyone if AI boron ships blow up split, but not I do the same? Maybe a way could be to claim citizenship, and end up with the same alignement than this faction/race, so if I'm a boron citizen, then it is my duty to blow up any wandering split that comes up and every one will applause for my self-commitment no matter in which system I am.

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Silla





Joined: 26 Mar 2011
Posts: 250 on topic

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PostPosted: Mon, 11. Dec 17, 14:15    Post subject: Reply with quote Print

Well if Egosoft will be kind enough we might actually see a fully blown pirate economy however this might look like. This would be what I hope for.

The basic resource for pirates could be mineable resources but also ships, because pirate mining operations might not be so efficient. So you would have something like

Pirate refinery disassembler - Station that uses either mineral ore or mineral shunks from shipwrecks to produce basic materials. Schipwrecks are normally more efficient ass all the minerals are already refined. So pirates would be able to salvage ship graveyards or when they have blown up a ship ...

Than you would have other stations similar to what you’d find by other races. However important would be for the pirate economy that their production cycles needs them to actually start plundering to a certain degree. Shipyards could for example need components that pirates can not produce themselves or they take captured ships to salvage components.

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ezra-r





Joined: 14 Oct 2005
Posts: 3042 on topic

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PostPosted: Mon, 11. Dec 17, 14:28    Post subject: Reply with quote Print

At a bare minimum, X3:R or TC,AP had pirate bases from which you could get specific goodies only available from them. That would be a good starting point.


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