Killer Wolf wrote:... (ie you begin the game w/ an Offender/Fug status) ...
I'm not sure as it makes sense to start a player with an Offender/Fugitive status. How would they have it, if they were a beginner? Are we postulating that pirates are basically "born guilty"?
Besides, as a player who sometimes does play a privateer/pirate character, I can tell you that only a foolish pirate would leave their legal status as anything worse than perhaps Offender. A squeaky Clean legal rating is preferable, and not too hard to maintain with a bit of travel, making it a point to go after prey when there are no witnesses (and making sure any witnesses that happen by don't survive to tell tales). At the worst, if a bunch of police Vipers wander in at an inopportune moment and you end up having to cut them up, you make a trip to the friendly lads and lasses at the nearest Hacker Outpost and get the Fugitive status fixed up into something prettier.
Oolite is already pretty well set up to allow the player to "grow up" to be anything they want. It's attitude and ethics that make the difference, more than a legal status. It's the choices you make while playing.
I'm not saying it's not possible to have at least a somewhat "different start" for players that might intentionally want to go into piracy, privateering, bounty hunting, or whatever. They might start in a system or situation that would have different opportunities available, maybe. But viewing the difference as being legal status may be oversimplifying and cripple the player to the point of making the game's playability questionable. A person beginning with a Fugitive status would run into hostility even just trying to dock. How could they build up their ships or survive long enough to be able to do much? Not impossible, but it would take more thought as to what to make available to them as a beginner.
To make an example, bounty hunter might be a career we have more already available for. Assuming we base it on the existing OXP, Random Hits, the new player might start out at a Seedy Bar. A friendly feline or lobsteroid might give them some advice, and they'd start out by making runs to the main station with minerals or gems or whatever is available at the bar and heading to the main station to sell it and return with booze and food. "Beer runs". Seedy bars already have a good stock of weapons and ship upgrades available. Other than making those runs, they could join in the scramble to defend the bar when it's attacked, and there'd already be a system in place to encourage them to take contracts when they get enough experience to qualify for them. The Seedy bar would be their safe haven to kit out their ship and do a little "growing up" within the game. So it would be a different environment with a different focus on the game and different advice and opportunities so the player's early experience of the game would have a different flavour and perspective than a trader starting out at Lave. They'd be working at becoming a high ranking "Judge", so get the better contracts as their experience and reputation go up, and that would be the prime source of better income they'd see to strive for.
A career in piracy is considerably less developed as a potential player direction in the game at present, even as OXPs. The only OXP I can think of that actually allows any opportunities for pirates or privateers is Commander McLane's Anarchies. Even that one is far from "encouraging", since it makes the legal status even easier to end up a criminal than in vanilla Oolite as well as having some extra "enforcement options" against players with a less than pretty legal record in the form of the Sentinel stations. However, it does have some options for getting legal status "fixed" and some alternative sources of upgrades for the "legal status challenged". Still, it isn't really an environment that would encourage rookie pirates, and I'd rank it as being more about Anarchy systems (as the name implies) than privateering or piracy. It does, however, stand as the primary "must have" OXP (of what currently exists) for anyone playing the game as a pirate or privateer.
The problem with the idea of "rookie pirates" is that the attitude of "pirates=100% OK targets" exists not only with players, but with the entire game structure. That would make it rather difficult to offer it as a feasible starting point without a lot of rethinking as to what a pirate (or privateer) in the game might be, other than a target for any ship with a weapon. New players would likely find it discouraging if not impossible, though it's not such a bad option for intermediate (or maybe better) players.
PS: Yeah, like Commander McLane said while I was typing this. LOL