(04-25-2016, 03:41 PM)Croft Wrote: Perhaps a combination of the three suggestions? An upper limit for demands, higher costs for cargo and no cargo drops.
Limitations on demands should apply to lawfuls enacting fines as well, since there are many police and military pilots who will demand that cargo be dropped in addition to a large (indeed, larger than what most pirates ask) fine.
I don't agree with the no-drops thing. It's too great a disincentive for cargo piracy. Pirates are already at a disadvantage to lawful snubs when they fly a transport for piracy; they shouldn't go without anything at all when a trader refuses to pay the toll. Some ships can be a real pain in the rear to take down, and blue messages don't cover maintenance costs or drug expenses.
It would be nice to see a bit of equality with lawfuls but every time I've suggested it the response is always the same "How can I be a police character and let smugglers get away/go with their cargo?" It's like banging your head against a wall.
(05-12-2016, 08:59 PM)Croft Wrote: It would be nice to see a bit of equality with lawfuls but every time I've suggested it the response is always the same "How can I be a police character and let smugglers get away/go with their cargo?" It's like banging your head against a wall.
The response to that is "it's a game" and "you're not really a cop". Though I think it'd be good if there were lawfuls who would lead lawbreakers to stations where they can dock and "sell" their cargo, but in roleplay, the goods would be seized by ground forces. Give them a fine as punishment, but mechanically they still make some money from dropping it on a station instead of in space. Better roleplay, and it's not a total loss for anyone involved.
I mean honestly, when a cop tells you to drop a load of artifacts and then pay them 10 mil, you're not only not earning anything, you're actually losing money (especially given the cargo limitations on just about any non-corporate trader), and in that case it is demonstrably cheaper just to die.
But the whole "kill me it's cheaper" phenomenon I suspect is primarily spurred on by folks who don't really value their time. With most profitable trade runs being 20 or so minutes per leg, dying actually sets you back quite a bit of time, and in terms of credits per second, the loss is probably more theirs than the pirate's, though I suppose it depends on the route.
I, as a trader, honestly don't mind if a pirate interdicts me during a trade-run so long as he/she gives me a good bang for the bucks I'm going to eventually be forking out. Like, don't just point a gun in my face and give out a half-hearted attempt at role-play like "3 mil".
(05-12-2016, 09:20 PM)Grumblesaur Wrote: The response to that is "it's a game" and "you're not really a cop". Though I think it'd be good if there were lawfuls who would lead lawbreakers to stations where they can dock and "sell" their cargo, but in roleplay, the goods would be seized by ground forces. Give them a fine as punishment, but mechanically they still make some money from dropping it on a station instead of in space. Better roleplay, and it's not a total loss for anyone involved.
Thats not a bad idea, I'll try that out myself the next time I make a police character.