|
|
|
#31 | |
|
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Quote:
I'm considering the idea that 'neutral space' isn't legally regulated, and thus there is no reason not to sell stolen goods at any nearest spaceport - aside from risking retribution just as you leave the spaceport's legally protected area, that is. Something along the lines no-sec zones in EVE, where CONCORD rules do not apply. |
|
|
|
|
|
|
#32 |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
Then you have to ask yourself why neutral space isn't regulated, because that's not a stable state of affairs.
|
|
|
|
|
|
#33 | |
|
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Quote:
In a setting that differs from our world significantly, especially with a low 'cultural TL' (from our PoV), it is possible that in neutral space might makes right, and the mightiest can't be everywhere all the time. |
|
|
|
|
|
|
#34 | |
|
Join Date: Dec 2007
|
Quote:
Colony ships are hijacked, their occupants sold to colonies eager to expand quickly enough that they'll be able to build defenses against raiding and maybe even rebel against their neglectful mother worlds. Sometimes particularly daring and well-equipped pirates briefly take a cruise into corespace, to raid undefended commercial ships and installations, hoping to make it back out again before the navy catches them. When so provoked the navies will send a retaliatory expedition out, and the fringe ships scatter or play innocent, but it increases tension between the nations, threatening a war that comes close to mutually assured destruction, so the expeditions almost always return before accomplishing anything. Usually if you make it back to the Fringe, you are home free. Might be a good idea to change your ship's distinctive features before you go near any of the ports belong to the people you just raided. Covertly, all sides provide private citizens with military hardware to raid each other so that they can slow the rival expansion while fueling your own side's development of their colonies. |
|
|
|
|
|
|
#35 |
|
Join Date: Feb 2009
|
Thanks for all the help guys.
Just a couple of more notes I've found that might be useful:
|
|
|
|
|
|
#36 |
|
Join Date: Aug 2008
|
A potential big problem for the pirate side of things is that the targeted ship(s) can get off messages to any law enforcement in the area giving critical information for identifying which specific ships were involved in the attack. Once the authorities know exactly which ships were involved, they know exactly who to send the hitmen after.
Sure you could blanket radio comms with static, but inside star systems darn near every ship would have comm lasers as a backup, and that would be damn near impossible to jam. David Weber's 'Path of the Fury' deals with this problem for piracy on a large scale. One of the recurring problems for the 'pirates' therein is that they absolutely cannot afford to have their ships IDs getting to the Imperial Navy. Once the Imps get this info they can target the people *behind* the pirates - with fleets. |
|
|
|
|
|
#37 | |
|
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Quote:
Another reason for using 'Babylonian' hyperspace: supposedly, in hyperspace, communication systems and sensors are near-useless, to the point of the Mk.I Eyeball being the primary detector and identifier. |
|
|
|
|
|
|
#38 | |
|
Join Date: Dec 2006
Location: Meifumado
|
Quote:
This brings up another point to consider- what type of organisation do the pirates have? Each crew is essentially autonomous, or do they answer to someone further up the feeding chain? Last edited by Daigoro; 05-26-2009 at 10:29 AM. |
|
|
|
|
|
|
#39 | |
|
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Quote:
|
|
|
|
|
|
|
#40 | |
|
Join Date: Dec 2007
|
Quote:
|
|
|
|
|
![]() |
| Tags |
| arrgh, space pirates, space vikings, spaceships |
|
|