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#11 | |
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Join Date: May 2009
Location: WA
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Never thought about that. My first response was . But I, being poor, have only my dreams; I have spread my dreams under your feet; Tread softly because you tread on my dreams. But then after i started to type this out i thought. Yeah pretty much but all it does is force pirates to have a reason. Political refugees. Mercenaries out of work. Maybe they are all wanted criminals and they need mobility to run from the law and selling their ship would suddenly trap them planetside. Then of course the most important trait of a good smuggler is faking passport/id/ship's log/records or whatever it takes get a criminal ship into a civilian port. No reason Pirates wont do this too.
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#12 |
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Join Date: Jun 2006
Location: On the road again...
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The way I see it, pirates need a few things:
1) A safe haven to operate from. This could be a small asteroid base or a friendly colony world. This haven will have places for the pirates to sell goods and restock supplies, as well as places to relax. 2) A reason to perpetuate their crimes. Greed and politics are often the two big ones, and quite often go hand in hand. This also helps narrow down their targets; greedy pirates will board passenger liners for the upper-class cash, while politically-motivated pirates may just destroy other ships without taking much in the way of booty. Sometimes, though, they'll just take what they need, be it food, fuel, or ammunition. 3) A ship to operate with. Sometimes, the "ship" is a fighter or light freighter from which to blow up merchant vessels; light freighters are useful for pulling in cargo from the wreckage. Other times, the ship is a larger vessel. Fulfill those three requirements, and pirates become useful parts of the game world, either as protagonists or antagonists.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#13 |
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Join Date: May 2009
Location: WA
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I want to be space pirate.
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#14 |
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Join Date: Jun 2006
Location: On the road again...
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Wing Commander: Privateer. 'Nuff said. ;)
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#15 | |
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Join Date: May 2008
Location: CA
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#16 | |
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Join Date: Sep 2008
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Having the pirates actually be privateers and/or working out of a ship that belongs to a patron can also work.
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Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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#17 |
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Join Date: Feb 2005
Location: Berkeley, CA
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At that point, it isn't really piracy; it's a simple act of war by the 'safe port'.
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#18 | |
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Join Date: Oct 2008
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For example take current pirates in Somalia. The towns they operate from are fairly well known and thus in the past (say 1800s) there would have been few warships outside them by now bombarding them to pieces.. But that is impossible to do now due to public outcry if they did that. |
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#19 | ||
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Join Date: Dec 2006
Location: Meifumado
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Seriously, if piracy can still exist against the power of modern day radar technology, I'm sure enough tech assumptions can be postulated to make in-system piracy possible without requiring superscience. Quote:
Last edited by Daigoro; 05-25-2009 at 04:54 AM. |
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#20 | |
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Join Date: Dec 2006
Location: Meifumado
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edit: Also, following this line of reasoning would lead you to conclude that the Mafia shouldn't exist. Last edited by Daigoro; 05-25-2009 at 10:44 AM. |
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| Tags |
| arrgh, space pirates, space vikings, spaceships |
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