Quote:* - Can demand cargo and credits from all except House Military/Police/Intelligence, Bounty Hunter, and Order IDs unless the target is flying on a Freighter/Transport/Liner.
Looking at it some more, I feel this isn't actually an improvement. Yes, the previous iteration had some drawbacks (no competition between Pirate IDs, only cooperation and such), but honestly, doesn't it make sense to have drawbacks to a Sirius-wide piracy ID?
This new version creates an odd situation where lawful non-traders are somehow exempt from piracy, while unlawful non-traders are not. I'm not sure that this is an improvement at all.
Why not keep it simple and stick to the Freighter/Transport/Liner stuff? Use the ID of an organized pirate 'gang' if you wish to have more freedom while pirating.
You couldn't initiate combat against certain targets, because they rarely fly freighters or transports - that's why ID has been changed once again. With previous line, factions like Hogosha, Unione Corse, Junkers and some others were immune to the Pirate ID, as the latter could not initiate combat against them.
Given that Pirates can barely land anywhere (without being chased away either by lawfuls or unlawfuls), they have a huge nerf on any non-generic stuff, they are rephacked heavily even against many pirate factions - they should be given more freedom because of that. Plus, they don't have access to anything bigger than gunboats (but even those aren't so powerful against military forces).
They are damn bandits. Bandits so low even other unlawfuls may hate them, but some of them would have use of them to make dirty work for them - like Hogosha, GMG or even Kruger or Samura, not wanting much competition. Why should they follow rules after all? Let the big boys from military faction handle them.
Giving more freedom for Pirate ID - in exchange offer a huge tech nerf (all other but generic stuff, except for some pirate weaponry, set on 10%). What do you think about this idea?