Continuing the discussion from Video demo of the warp prototype:
In that other thread, I mentioned that Raph Koster had an idea to introduce permadeath Jedi to Star Wars Galaxies to make them special. I thought that would be an interesting mechanic for pirates.
An account gets one dedicated slot for a pirate character. Create the character and you start with a really bad ship with some basic survival stuff at a pirate facility. Your character has sufficient faction to try to claw its way out of poverty, but itâs far more likely that youâll die to the NPCs. Good players will figure out how to get going and get out among the cargo lanes, which is the only way to improve your lot.
Yes, that would introduce permadeath for pirates, but it would mean
- A player could have as many pirates as he cared to and, more importantly,
- A player could gear up as strongly as the cared to before going pirate.
The permadeath becomes a disincentive, but it makes pirates throw-aways that nobody will get into until theyâre ready to throw away their character. Giving them one pirate at a time that must be worked up as a pirate is a completely different experience.
[quote=âTerranAmbass, post:76, topic:709, full:trueâ]
Whatâs the difference between a pirate character and a non-pirate character?[/quote]
Thatâs an excellent question.
Pirates and non-pirates operate in different game environments. Their only material interaction is the act of taking cargo from non-pirates. Pirates dock, trade and operate on pirate bases, dealing with unsavory characters who might turn on them, and whose loyalties are difficult to win. Everything is barter, making small, highly-valuable goods the preferred medium. Pirates are kill-on-sight by all NPC police and navy units. Players can attack them as well for bounties.
If players would just follow the spirit of the rules, that would be enough. Unfortunately players are exploitative, so there have to be lots of draconian rules.
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Cargo is something that is installed into a ship. It cannot be removed except at its designated destination without damaging it heavily. Perhaps down to pennies on the dollar. A destination could be a ship, a station, a city, etc. None of which may be a pirate facility. Designating a destination is mandatory; no cargo can be loaded without one. Stolen cargo is designated as such, and no non-pirate can touch it ever again.
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Non-pirates supplying pirates with material aid. Pirates have to remove cargo from ships per the above. Non-pirates canât dump goods into space. No handing over goods to a pirate. No handing over money to a pirate.
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Non-pirates supplying pirates with service aid. This is an ugly area. If you shoot a ship and drive off and it is then pirated, you will be fined heavily against the value of anything the pirate gains. There would be proximity and time restrictions on the fine, but the intent is to prevent the pirateâs heavily-geared friends from doing the hard work of subduing a ship, then letting the pirate player go in and pirate cargo.
Non-pirates can still shoot at each other as much as they like, but they canât take cargo. If a ship that they shot up is jumped by pirates, theyâll trigger that fine. Note that this makes pirates a serious liability to any organization that wants to defend its territory. They really donât want pirates around.
A griefer exploit is that a non-pirate character could fly into enemy territory, get shot up, then fly out again (per the Durable Ships concept) and go to his pirate buddy who then pirates the cargo and triggers a fine on the ones who were legitimately defending their territory. Or who were legitimately invading another groupâs territory. The proximity and time limits are supposed to keep that in check, but griefers will be griefers.
As suggested by the topic, when a pirateâs ship is destroyed, the pirate is dead.