"So you’ve decided to become a Pirate and dump the rule of law for the life of freedom and renown. Well there are a few things you need to be getting straight in yer head boy, and the first thing be, that it’s not all guts and glory out there in the black, no mate, only a steel nerve, lightning reflexes, and a sharp wit will give you those. Do ya have what it take laddy to live the life of a Pirate?"
As a Pirate your reputation an renown bring you benefits and hindrances.
The more you plunder, attack trade ships for cargo, the more your name gets out bringing higher bounties on your head, and a better chance the traders will dump and run instead of fighting. Also as your reputation grows, other lesser pirates may wish to join up with you. These pirates are treated like escorts but will stay as long as the plunder is good. A few bad hauls may see you with no back up.
since renown is tied to the price and rank of the pirate, only Rock Hermits and Anarchy systems will allow docking, and there still may be a fee.
As a pirate gains renown and a following, he can take over a Rock Hermit and use it as a base, or possibly a small station in an Anarchy system.
Traders chance of dumping their cargo and running increases with rank.
NPC ships marked as pirates have a percentage chance to be friendly and even helpful to the player. This is directly tied to reputation on bounty amount of player in the current system.
Percentage chance to gain followers as rank grows. Treated as escorts, profit gains being the loyalty factor.
Anarchy Systems always see the player as neutral.
Chance to take over Rock Hermit or small station in Anarchy Systems to use a a base. Directly tied to Rank and number of followers. Target facility become Friendly treated as home system with bonuses to markets and services there. Also the more the player pirate gains in rank or reputation the more ships and equipment will become available in the home base.
Outlawed in most systems depending on reputation.
Hunted by Bounty Hunters and GalCops and possibly GalNavy if reputation get high enough.
Can only dock at Rock Hermits and Anarchy systems
Specialty Equipment, and Gear:
EMC missiles, and weapons that have a shut down chance or escape pod launch chance. Manifest scanners, cargo stopper and spotter, some of the equipment used in the Smugglers OXZ.
Trader/Miner hit missions on the BB to begin with to increase the players rank and reputation, basic hunt down, and retrieve cargoes, bonuses if trader dumps and runs, greater profits if trader ejects and ship is salvaged and escape pod is captured and sold as slave at Rock Hermit or Anarchy System.
Running Guns, Slaves and Narcotics missions between Anarchy to Rock Hermits in Corporate Systems.
Convoy Raids, Hitting a large convoy of traders and dealing with their escorts and retrieving their prized cargo.
Achieving a Stronghold: Taking over a Rock Hermit or small station in an Anarchy System.
Treasure Ship Hunt: Hunting down an allusive treasure ship who’s route is a highly held secret. Follow the clues to learn it’s route and then intercept, fight off it’s security escorts and gain the treasure.
OXZ’s I can think of off the top of my head that have items of factors that could be used to build or enhance the possibility of making this a more achievable occupation or path of pursuit:
Illegal Goods Tweaks
Smuggler of the Galactic Underworld
Broad Cast Comms *(Special broadcast opptions to intimidate traders and miners into dumping cargo).
Escorts and Escort Deck
Seems that being a Pirate is kind of in the game but not a flushed out occupation or path within the game.
This is just some thoughts on how I perceive it could be done. I know that others here have more knowledge on the game mechanics and have ideas that can round this out and fine tune it into a real path of pustule in the game.
**(Oh and a few pirate skins for various ships would be an awesome addition and allow a player to customize their fleet.) Just a thought.