Petty theft: the agent tell the pilot to warp to a deadspace complex where another pilot is ratting. The "pilot" is an NPC, but has a player-like name, it has a corp and looks a player on the overview. The task is to steal the mission item from one of his wrecks while he is fighting rogue drones. The player needs to set safety to yellow to do it and becomes a suspect for stealing. When that happens, the mission agent informs him in a pop-up window to immediately dock up and wait until the suspect timer is up. Invading a mission: same as the previous, but he must use combat probes to find the missioner. Unlike real player ships, the target "player" has a really big signature, so can be probed down easily with bad skills and T1 probes. Looking for duels: the player is told to warp to a mock stargate in a deadspace complex. Player-looking NPCs are coming trough the stargate and warp off after some time. He must invite them to duel. After one is foolish enough to accept, kill him. Honorable 1v1: the agent asks the player to ship into a logi frig and warp to a deadspace complex where he'll duel his enemy and apply reps on him. The player will go suspect. Traveling stabbed: the player is told to fit 4pt warp strength to travel to another system for a mission. If he doesn't do it, rats on a gate will tackle and kill him. Upon arriving, he must dock, refit to combat and kill rogue drones. If he remains stabbed, he'll be unable to lock the drones who keep range. Awox: the player is told to apply to the (NPC) corp "Clueless miners". He needs to go trough the standard corp application interface and will get accepted within a few minutes. After that he must check the belts to find corpmate player-looking NPCs in mining ships. The task is obviously to kill them. Then he has to dock up and quit the corp. He returns to the starter NPC corp and the corp history shows none of this action. Tears: the agent tells him to check his mail. He got an especially childish tear mail from the CEO of the "Clueless miners". The mission text tells him to never send or answer to tear mail, or talk to or as a victim, just block the crier/tear harvester. The task is simply to delete the letter and block the "player" who sent it. Suicide Gank: the agent tells him to fit a ganky destroyer of his race (I have no idea what can Amarr players use), fly to a deadspace complex and gank a player-looking NPC. He needs to set safety to red and gets Concorded. He can complete the mission after GCC is up. Oops! Kill right!: harmless looking mission, he must fly to a mock stargate to loot a container. At the stargate a player-looking NPC activates his kill right and attacks him. He might win, might not. After killing him or losing the ship, he is instructed to dock up for the suspect timer and informed about kill rights in pop-ups. Podding: another suicide gank mission, but this time he must first travel to a 0.5 system for longer Concord response time and also kill the pod. He must fly home with his pod. He is warned that podding is serious issue and he should wait with this mission unless he is really sure about going the pirate way. Faction police: harmless looking career mission, the trick is that the suicide ganks decreased his security status deep enough that faction police attacks him in 1.0 systems and the mission sends him into one. He might get away from the police, might not. Either way, he is informed of the mechanic. Final mission: tags. He is informed that he can fix his security status by getting pirate tags. He is sent to real lowsec to check the belts for the very common "Unsuccessful clone soldier recruiter" NPC in a destroyer, and kill one for the tag. He must actually kill one, can't just get a tag from the market. Then he must go to a CONCORD station where a mission agent accepts the tag and gives as much sec status as much was taken by the ganking missions. He is informed that next time the tags of the unsuccessful recruiter won't be accepted.

This suggestion is an idea to introduce new players to piracy. Not missioning to pirate factions or roleplaying a pirate but actually fighting other pilots. The purpose of informing him is to open the path of the pirate for him and to help him notice when someone is trying to pirate him.The local NPC pirates would have a mission agent in the space, at a beacon in the newbie systems. The first mission would appear like a storyline mission telling players to visit him after they completed the other career agents. Below you can see short description of the missions.I think after completing this series, the player will be aware of basic methods of attacking players and be able to notice it when it's used on him.PS: the EVE forums are free of trolling, insults or other bad posting... after some clicking: