|...The two thousand star systems of the Cooperative once enjoyed a golden age of peace and prosperity, and perhaps the wealthiest of them can still pretend to. The trade ships that once safely travelled between planets now have to be well armed and escorted to fend off pirate attacks, from small-time criminals desperate for their next meal, to powerful robber barons extracting tithes from everyone who passes through their space.
The Cooperative's police force, concentrated near a few influential planets, can no longer maintain order. The mercenaries they hire for a few credits a kill are too few, too unreliable to do so either...
The Bane of Shipping
Ever since the earliest times of maritime and space travel, there have been individuals who have preyed upon those they saw as helpless and likely to yield a profit. They have gone by many names: privateers, reavers, brigands, buccaneers, marauders and 'alternative entrepreneurs'. However, most traders and the police force of GalCop know them as pirates.
These outlaws make their living by attacking trading ships, forcing them to dump their cargoes, so that the pirates can scoop and sell them at their leisure. It is a brave trader that refuses to dump his cargo as the predatory pirate ships rake his vessel with laser fire. One reason some traders refuse to lose their cargo is the enduring story that many pirates will not allow an attacked vessel to escape to inform the authorities of the piracy, thus forcing the pirates to take extra care should they end up facing squadrons of Vipers.
For this reason, entrants to the Flight Training Academy on Lave are trained in combat tactics and even use sim-combat to learn to defend themselves at least to a basic level of competence. On top of this there is the Federation of Elite Pilots' ranking system, with full endorsement from GalCop, to spur starry-eyed young combateers from the ignominious rating of 'Harmless' up to and including the immortal heights of 'Elite'.
Many Pirates live in systems where the law is decided by the strongest: Anarchies and Feudals, and where GalCop has little presence. While most pirates remain in these systems, many venture out and raid the space-lanes of more affluent neighbouring systems where trading ships are less likely to have squadrons of escorts accompanying them (and then flee back to their home systems when the heat gets too high). Squadrons of pirates roam the space lanes freely in these systems, their usual formation being one or more large cargo-carriers equipped with fuel scoops, and accompanied by a bevy of small fast fighters to swiftly tear apart their targets.
It is rumoured that in the more dangerous systems, pirates have the temerity to go as far as actually setting up a base of operations within the Space Lanes. Within this Pirate Cove the brigands lie in wait for passing traders. Occasionally, a battle-scarred ship will limp into dock and its crew will tell tales of an attack by Renegade Pirates slicing through their shields with multi-coloured laser beams. Whatever the truth of these tales, Commanders are well advised to keep a close eye upon the scanner in systems where pirates are known to lurk.
Sociometrics of Piracy
Cim wrote a Space-sim simulator (see bottom of page) setting up a basic ecosystem with pirates, traders and bounty hunters. It allows you to change the rules - ship performance, trade good costs, legal system, etc. - to see what effect this might have over time. It starts with some Oolite-derived settings.
Also see his thread: The Oolite NPC ecosystem (and other questions - where do pirates come from?)
See also the discussion here: System Populator Memory on the balance between realism and playability (2016).
Piracy as a career choice
- See Career Options for discussion and relevant OXP's.
- Also read Ganelon's post
- I am a fugitive... (2006 musings)
OXP's augmenting piracy
- DeepSpacePirates adds more pirates off the beaten tracks...
- GalCop's Most Wanted adds some really nasty pirates... and gives you opportunities to find them...
- Renegade Pirates OXP adds tougher pirates to the nastier systems (2006)
- Renegade Viper ditto - as above!
- Spicy Hermits - adds character to pirate-infested rock hermits
- Pirate Coves OXP - massively beefs up pirate-infested rock hermits
OXP's fighting against piracy
- Green Jameson makes the pirates unlikely to attack the player (but is this realistic?).
- Paddling Pool creates a pirate-free zone west of Lave
- Total patrol OXP introduces GalCop patrols outside the space lanes
- Enhanced Vipers beefs up the vipers with skills and introduces more bounty hunters in weaker systems. A measured .oxp.
- Galactic Navy introduces amongst other things naval patrols clamping down on piracy. A more extreme .oxp.
- 249th Naval Reserve Wing OXP - volunteers who fight piracy. A more extreme .oxp.
- Jaguar Company - volunteers who fight piracy.
OXP's doing both - and adding complexity
- Imprint came with the later versions of Classic Elite, featuring the Knights Templars, a terrorist force of pirates (by Redman).
- Carver's Anarchy - Captain Carver, his pirate crew, and their anarchy system base (by Ganelon).
- The Harbingers of Doom (pirates/slavers) are mentioned in the Dragon OXP Controversy/Historical Points section.