Hello. I know what you think, opening this thread… “Anderson you are stupid, there is already piracy in Eve”.
Well. You are wrong. There is no piracy in Eve yet.
I propose to add piracy in Eve Online, with a module that forces ship to loot items, adding a self-warp feature to this module, and reducing the loot and increasing the time to take it on kills
A Bit Of Definitions
A bit of, that is just not enough to not get you pissed.
The mechanism we have in Eve is
- you find a target
- you kill that target’s ship
- the ship is destroyed, leaving a wreck that contains a part of the ship’s fit and cargo.
- you pick up that wreck
That is not piracy. That is murder, and feeding on the corpse.
Well, that would be feeding if there was a need to do so (hunger) and a cost to assimilate your target (digestion), limiting both the minimum and maximum value of what you can do and making your prey be on average safe.
So what remains is murder. For profit.
This is a game, so it’s perfectly fine to have murder for profit. Stil, I propose to have something that we call “piracy”.
So what is piracy ? Piracy is the act of taking goods by force on a travelling ship. You’ll note that piracy is NOT murder, and while piracy looks alot like burglar, it requires trading routes to be constant in order to be rewarding, so in effect it requires to have small effect on trading routes.
Can we have piracy in Eve with current mechanics ? No. The need to destroy a ship to loot prevents piracy. Also, the lack of limitation on pirates’ frequency make them a threat to trade route. Finally, one can consider that jump freighters remove the possibility of trade routes ; this I my agree with but still think that some modifications could bring long-term possibility of piracy.
Item Drop When Shot
It’s when you lose something that you realize how much you liked it.
As good as it would look, it’s impossible ATM to make boarding in Eve, that is make a way to get the items on a ship. We need other ideas to obtain the loot of a victim.
A mechanism that makes people drop items must be subject to some restrictions, though.
- can’t be abused by cheap ships : just shooting in civilian noobship should not make you drop items.
- reduced riches : they must not be able to provide more than 50% drop (present drop rate).
- reduced RoI over time : using it several times in a row reduces the drop you can have, to the point you can’t make it drop.
- totally optional : if you want to kill someone and don’t care about the loot, this mechanism should not prevent you or annoy you.
A new module to make the ship drop items when it reaches 0% hull.
Basically, if you activate the module, the ship
- cannot be destroyed by you.
- will be warped to safety, cloaked, with no timer, and able to logoff at once, when its hull reaches 0% (with 0 hull hp)
- will drop a % of its CARGO (let’s say 40%) and none of its FITTED MODULES in a can the moment it is warped to safety. will increase to 100% for ore, minerals, gas, PI items.
If someone get the last hit and was not using such a module … The ship is wrecked.
Talking about wrecks. This is worse than present kills, as 40% on cargo only is meh ? Well I have the second part of that suggestion.
Wrecked Hull is Dust
Nothing is lost, nothing is created, everything is transformed. Where is that key ?
This approach aims at nerfing the present murder-loot mechanism. It consists in two parts : reducing the total loot of kills, and making killing someone require time to take the loot. Thus piracy would require less time and be more effective at taking items than killing someone.
When you kill a ship, the drop rate is set to 10%. Note that fitted modules can be looted, while piracy prevents you from doing so. but if the cargo is what is interesting, 10%instead of 40% is not really an increase.
Ammos and ore, minerals, gas, PI would be 25% instead of the 100% (40% for ammos) of piracy.
What is looted from a wreck is mostly not accessible yet. You need to SALVAGE a wreck to have access to the 10% of its content. Items that are 25% drop on kill are exception, they remain accessible in the wreck. When you successfully salvage a wreck, the items that were dropped (the 10%) appear in the can that appears.
Basically, if you don’t have a salvager, you can’t take the loot off a victim wreck. And if you don’t have a piracy module, you can’t access most of the loot. Note that salvager is useless if you use piracy module.
Feature Needs Expectation
A life without a goal is like a trip without a home
What do I expect of this ?
First, I expect a shift in mentalities. Stop saying you are a pirate when you are a murderer.
Second, I expect people to be more inclined to go low/null sec. How fun is it to wait on a gatecamp ? It’s not. People do it for the social, for the km, for the loot. I think that making confrontations result in such a devastating killmail is what prevents people from going in LS/NS, in a non-nullified and/or cloaky ship.
Finally, I expect such a modification to make low and null sec more lively. People would not blob you on sight to take your loot, they would either kill you because you are in their space, or piracy you because they are pirates.