Forums » Suggestions

Request a new station for pirates only

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Jun 25, 2011 PaKettle link
I have noted that many of the pirates would like to have a pirates only station.

I am thinking somewhere in Sedina might be a good location.
The station should be hidden somewhat with perhaps a special jump sector to enter close to the station - all other jump in sectors should result in a very long trip.

All players are initially KOS but dockable. First time the wanna be pirate should have to fight thier way in. Once docked they would have access to a special "I wanna be a pirate" mission that would raise thier standing to neutral and allow them to home at the station. They would also be permanently marked/flagged as a pirate.

Missions at the station would be tailored to pirates IE kill this voy to gain statnding instead of the usual proc missions

The station would sell the pirate only ship and a few other basic models.
Jun 25, 2011 ryan reign link
Thats actually a pretty good idea... but, only as a new faction or Corvus station. If that is the case, +1.

If as some are talking about, it is a pirates only conquerable station... -100000000

Jun 26, 2011 pirren link
Very good! +1

Still, we're waiting for the station in Deneb. I suggest devs move some manufacturing missions there, so trader traffic will be Deneb --> Latos -- > Bractus <-- Pelatus. And give some easy manufacturing for pirates too.
Jun 26, 2011 meridian link
I believe this already is planned by the devs. I can't find the thread, but I seem to remember that it was linked to unrat activity, such as an assault on the station would reduce the number of unrats for a couple hours.

My thoughts:
1) Limit docking only to people who have a standing of hate or lower with at least 2 of the 3 main factions (Itani, Serco & UIT)
2) The station should be in a fogged sector to help conceal the location
3) A mobile location might make things interesting: the station moves to a new sector within the system each week. Perhaps have a dozen fogged sectors in an asteroid belt as candidates. Players with docking rights would see the station on the nav map and the S-marker on radar. Other players would have to follow unrats or something to find the location
4) Have stock of specialty weapons (like AAP or Ravens) dependent on liberating cargo (or perhaps have manufacturing missions for them instead?). Basic weapons purchasable in unlimited extent
Jun 27, 2011 pirren link
Missions at the station would be tailored to pirates IE kill this voy to gain statnding instead of the usual proc missions

I like the idea putting there already implemented CrazySpence's mission more, maybe with some upgrades.

(Pirate needs to kill 1 atlas, 1 taur and 1 moth in that mission).
Jun 27, 2011 Pizzasgood link
A mobile station would be fun. I guess that could reuse some of the levi-sector coding.

Being able to manufacture some of the items that we may have limited access to (e.g. Gauss MkIII) would be nice as well. It could actually have a small selection of purchasable equipment but a very wide range of manufacturable gear, with the reasoning being that as a pirate station they possess stolen blueprints for many things, but can't rely on shipments of materials and equipment from other stations to use to keep the store filled, so people have to build the items themselves.

Alternately, there could be missions that help you to locate and steal useful items from convoys (with limits on how many show up and how many you can take each day, to prevent things from being too easy - and because IRL over-reliance on spies alerts those being spied upon to their presence). The short description could tell you what cargo the convoy would be carrying and what general area it would be in. Taking the mission would tell you more detail about the route and convoy members, but would commit you to taking down X% of the convoy. Failure would cost you faction points with the pirate station. If a pirate keeps his eyes on the mission postings, over time he could acquire small stockpiles of the gear he uses.
Jun 27, 2011 Alloh link
+1^c

This is a great first step toward a "Pirate Faction", for me it remains the most missed feature in VO... so we can BAN pirates from nations!

Stuff special weapons, ships and "banned" items there, like "Guise Creation Kit", narcotics, human organs, etc.

Make first access to it to Corvus based. I.e., before oing there, you must get a "permit" from Corvus capital, like doing some specific mission. Then the wannabe rat (or 'cat') receives a key for that station, just like a regular ConqStation. Offer two missions, one require convoy kills and its goods, the other simply require some exotic, drop-only items, for two levels of access, one for real pirates, another for traders/haulers/smugglers who just wanna purchase/sell banned items.

Anyone entering sector without keys is attacked, just like any ConqStation.

Instead of native KoS, require higher Corvus standing to be take the "key missions". So privateers also can enjoy the rat's nest!
Jun 27, 2011 ryan reign link
"Instead of native KoS, require higher Corvus standing to be take the "key missions". So privateers also can enjoy the rat's nest!"

Hell no. Every damned care bear out there has high standing with Corvus. Including but not limited to PA, VPR, TGFT... in other words a whole lota folk that have no reason to do anything at a pirate station than be blow bits.

Privateers want access? Unless they also want KoS standing with their nations enemies, then forget it.
Jun 27, 2011 Alloh link
Privateers want access? Unless they also want KoS standing with their nations enemies, then forget it

Privateer are just like nationalists, in this case. He must have high stading with the nation he is fighting for, hated/KoS with opposite one and doesn't matter the rest.

But I agree, for a rat-only, guys like VPR should not have easy access, so here's an alternative:

RatsNest "Owner" key requires:
-3KoS is enough
OR
-2KoS .and. Corvus>=+800

RatsNest "User" key requires
-Corvus PoS

*User key allows one to dock and trade, but no homing and limited missions only (contraband, escort).
*Owner key alows to +homing+ and access full set of resources.

WHY?
Every pirate movie shows that heroes allways can enter rat's nest... to purchase, hire or hunt, doesn't matter...

I really really like the idea of RatsNest station (until someone offer a better name...). The perfect home for Guilds and individuals interested in piracy, contraband, mercenaries, outlaws, fugitives, rogue drones, guises in disguise, spies...
Jun 27, 2011 ryan reign link
Make this... "RatsNest "User" key requires -Corvus PoS"

Corvus PoS AND one nation KoS... and it keeps the Care Bears out. They can still hunt pirates outside the station and as we cannot kill inside stations, it's completely reasonable.

Also, Rats Nest is as good a name as any.
Jun 27, 2011 PaKettle link
Corvus inspite of its reputation is a legit law abiding UIT corporation - They have nothing to do with piracy whicgh is why they will deal with vpr and PA just as happily as CHRN...

This new station would be for known rats only - Corvus isnt going to sell or give way passes to it

Jun 27, 2011 ryan reign link
"Corvus inspite of its reputation is a legit law abiding UIT corporation"

Really? Since when? Maybe you could cite your source for this info?? Since you can't... I'll explain why you cant... you're wrong.

From the wiki...

Corvus Prime is Vendetta Online's pirate faction. They operate out of gray space, with headquarters in the Odia system.

Corvus, while not a corporation in any legal sense, certainly has a tangible economic impact on activities within the UIT, and the universe as a whole. This black market cluster of stations has become a major haven for pirate activity, mercenaries and corporations who simply wish to avoid Senate oversight. All manner of underground activities take place here under the baleful eye of the mysterious Syndicate, the little-known enforcing overlords of Corvus Prime. No lawful entities attempt to bring this region under their sway, partially because of the Syndicate's not-insignificant influence and firepower, and partially because of the logic that.. if Corvus were destroyed, they would simply reorganize in another, unknown location. "Better to know where the hornets nest" stated one law enforcement representative. This rationale is made that much easier by the Syndicate's strictly defensive posture within Corvus space. No attempts are made to expand or to influence other regions, and in fact the Syndicate is almost never heard from, even within their own territory. It is believed they have high-level economic dealings with several of the major corporations, but nothing is known of their membership, size, organization or leadership. Law enforcement agencies ceased to attempt to penetrate the organization long ago, when operative after undercover operative failed to return or report


So... this "legit law abiding UIT corporation"(your words) which is also... "not a corporation in any legal sense" (Devs words)... routinely assassinates covert operatives that law enforcement agencies send to infiltrate them, has not been eradicated because its easier to counter act them (when possible) by knowing where they are and "has become a major haven for pirate activity, mercenaries and corporations who simply wish to avoid Senate oversight." That all sounds terribly legit and law abiding.
Jun 27, 2011 meridian link
KoS requires exactly -1000 standing, correct? (I will admit I do not have much knowledge of that side of the spectrum). I was figuring hate or lower with 2 of the main nations would be sufficient because that's giving up docking rights with those nations.

As for privateers, access to Corvus should be sufficient. I see the pirate station as something for pirates with limited docking rights elsewhere to call home. However, I can see pirates wanting to get the help of privateers to defend the station (and possibly stock it with supplies too). Perhaps being on friendly terms with the unrats could allow for the turrets not to shoot you and possibly even limited docking rights (but damage a turret/unrat and the deal's off). Corvus PoS plus one nation KoS for a user key seems awfully easy for any nationalist to attain.

And in which system should it be located? PaKettle proposed Sedina, but there is already a Corvus station there. Perhaps some pirates should weigh in...
Jun 27, 2011 Maalik link
If certain piratical players want a station of their own they can conquer and hold one of the contested ones. Corvus is entirely sufficient for everything else.
Jun 27, 2011 ryan reign link
In further thinking on the matter... I have to agree with Maalik. With an addendum, Make Corvus require at least one faction standing level of Hate with a major nation. Or if you want a more complex/immersive scenario...

12 KoS and Corvus PoS: Corvus benefits...
-25% on R/R and supplies and the Elite Corvus Corsair Commander badge, after taking some type of mission.

TriKoS and Corvus PoS: Corvus benefits...
-15% on R/R and supplies and the Elite Corvus Corsair badge, after taking some type of mission.

DualKoS and Corvus 800: Corvus benefits...
-10% on R/R and supplies and the Corvus Corsair badge, after taking some type of mission.

Single KoS (any major nation) and Corvus 650: Corvus benefits...
-5% on R/R and supplies and the Corsair collaborator badge, after taking some type of mission.

The reason I have to change my mind on this is the bulk of conflict in Gray, is over the conquerable stations... if one is added for pirates only... it could in theory create conflict in that non-pirates could launch attacks/blockades... but more likely it would detract from conflict in that the pirate guilds would have less motivation to attack other stations.

Definitely better to simply make some changes to Corvus and ensure everyone continues to fight over the conquerable stations.

It could also be step in the right direction for a small piece of the larger picture... minor factions as player options.

[EDIT] Or even make it a new Corvus "Station" By station I mean very large Cappie bigger than a connie with massive shielding, this way it could be mobile. which as a secret pirate base would be imperetive.
Jun 28, 2011 Pizzasgood link
Agreed, conquerable stations and fancier station-like capships would be better for this, especially when player control of station parameters gets expanded to include managing the shop. That avoids the problems of trying to create a "pirate faction" that lumps them all together. Evil is not one big happy family.
Jun 29, 2011 pirren link
12 KoS and Corvus PoS: Corvus benefits...
-25% on R/R and supplies and the Elite Corvus Corsair Commander badge, after taking some type of mission.


Awesome, though I believe hated is more than enough.
Jun 29, 2011 ryan reign link
Pirren it likely is... but, I felt the few folk out there with 12 KoS deserved something special.
Jun 29, 2011 incarnate link
I've actually had plans for a pirates-only "station" for a very long time, but I don't think I've publicly spoken of the idea. Much of the thinking is similar to what is written above, I'm just restating my own thoughts for clarity:

- Pirate / contraband / "black market" station for ne'er-do-wells and people who are seemingly dirty enough to have access.

- The station has no fixed location. It moves. Maybe a capship? The whole key point is that you have to be on the "dark side" to even learn the location of the ship. Yes, people will immediately tell one another where it is, if some people know, and that's fine. But I would keep the locations random enough and unpredictable enough that it would not be easy to find without help of some sort. And then, even if you could find it, you wouldn't be able to dock without being sufficiently "bad" anyway.

- I'm not exactly sure how 'badness" would be defined, although we certainly have enough metrics to let us come up with something. The thing is, I don't want this to be just for pirates, as it would also trade in contraband and black market items that could be useful to more "gray hat" types who take on a mix of activities.. and maybe they just like to hit convoys every once in awhile.

Anyway, that's the general idea, access and location information would come through various missions and persistent NPCs who would "know" where it was, but would also move to and fro, and so on.
Jun 29, 2011 Dr. Lecter link
Non-binding ballpark estimate: could such a station be a few months away, a year away, or more?