El Viejo wrote:If there was a fullPirate AI, it should avoid main stations like the plague - rock hermits or a jump-out should be the only options.
The ones generally seen acting like traders are the ones without a witchdrive in the first place (well, or the ones you follow to another system, but sooner or later they'll run out of fuel), and there's no guarantee of a rock hermit existing.
I suppose that could be changed: stick a rock hermit in all systems at coordinates well away from the sun-planet-witchpoint plane - the only reliable way to find it is to wait for a pirate to get full, and see which way they start heading. Of course, rock hermits are very profitable for trading, so guaranteeing one is perhaps too unbalancing there. (Though less unbalancing than the average OXP station...)
Disembodied wrote:Might it be possible to make the first X amount of damage inflicted by a player on a police ship (where X is a suitably small number) result in a broadcast warning
Easiest would probably be to tie this in to the "change target" routine. The police ship won't necessarily immediately attack the player (or another ship - I'd rather not have this be player-only) if they're already fighting something else. So they can broadcast a warning if they don't start going for their attacker.
If they aren't fighting something else, they'll always start attacking, and how many shots they'll take before getting annoyed is random (so no bored pilots firing the legally permitted number of shots at every Viper that goes past)
Disembodied wrote:I think a "fullPirate" should stick up for themselves a bit more ... mind you, so should some traders. Maybe there could be an "aggressiveTrader" AI that fights back?
Traders and full pirates already fight back, don't they? Sure, they start running when their energy gets low, but almost everyone does that. The main problem I see with traders against player piracy is that very few trade ships can take a full military laser blast, and that's quick enough that their escorts don't have time to react. The trader gets no advance warning of player attack, and the player won't be dissuaded by a missile that's still 20km away...
Interestingly, traders (and full pirates) will only dump cargo in that situation if it's the player targeting them. I'll experiment with changing that locally, I think.