Piracy and scooping cargo is not really viable

So I've taken to interdicting haulers, NPC or otherwise, and blasting their cargo hatch until the goods pop out. This is great if you can get the cargo before the cops show up. But hell, they show up FAST.

I can think of a couple possible solutions to balance it out a bit:

1) Cargo scooping is brutal. Even if you're right on, sometimes the thing bounces off. Make it so that you can at least scoop at max-speed (with scoop deployed). And make it a little less sensitive. It's annoying to scoop cargo even when not in combat. Basically, make combat scooping viable.

2) Cargo despawns after a fairly short period of time. Kill the despawn timer so that I have an option to kill the cops and take the cargo.

3) Have less cops show up at a piracy incident.

4) Make some kind of comms jammer module, so that you can commit piracy without attracting an army of cops.
 

Lestat

Banned
So I've taken to interdicting haulers, NPC or otherwise, and blasting their cargo hatch until the goods pop out. This is great if you can get the cargo before the cops show up. But hell, they show up FAST.

I can think of a couple possible solutions to balance it out a bit:

1) Cargo scooping is brutal. Even if you're right on, sometimes the thing bounces off. Make it so that you can at least scoop at max-speed (with scoop deployed). And make it a little less sensitive. It's annoying to scoop cargo even when not in combat. Basically, make combat scooping viable.
I had the same problem but I practice practice and more practice it really easy now.
2) Cargo despawns after a fairly short period of time. Kill the despawn timer so that I have an option to kill the cops and take the cargo.
A idea is maybe go for cargo breakers and stronger weapons that can help.

3) Have less cops show up at a piracy incident.
I think it gose by the system security. Low security means cops might show up late. High security systems because there a lot of security they can get there fast. So next time check your system info.

4) Make some kind of comms jammer module, so that you can commit piracy without attracting an army of cops.
It not needed. It just knowing when to attack and when not to attack.
 
You can raid all you want in a Anarchy system without cops ever coming your way... and in police systems you can always rob Smugglers (wanted cargoships) since they won't call cops and you get a bounty cash as a bonus just don't get scanned while holding his goods :d

when raiding in police filled system these are the steps I take....
-scan cargo , no point even trying if it's not worth it
- check sub-systems in case victim has Point Defence to counter Hatch-Breakers if not , take his shields down and apply hatch-breaker
- shoot victims health low enough for it to jettison cargo and jump, if it won't do this then its combat scooping
- put power to system and engines and scoop as fast as possible
- when police arrive engine boost + jump so they won't have time to scan and fine

it's not the most lucrative business but raiding cargoships and sticking it up to teh man has it charms
 
I had the same problem but I practice practice and more practice it really easy now.
A idea is maybe go for cargo breakers and stronger weapons that can help.

1. I'm not a noob, I have good weapons. On the Eagle, it's hatchbreaker or inderdiction module, there's no other option.
2. It's not easy, I've scooped probably 200 crates, some in combat. It's finnicky, and sometimes the cargo bumps the nose of the ship even if you are 95% centered on target. It needs balancing.
 
So I've taken to interdicting haulers, NPC or otherwise, and blasting their cargo hatch until the goods pop out. This is great if you can get the cargo before the cops show up. But hell, they show up FAST.

I can think of a couple possible solutions to balance it out a bit:

1) Cargo scooping is brutal. Even if you're right on, sometimes the thing bounces off. Make it so that you can at least scoop at max-speed (with scoop deployed). And make it a little less sensitive. It's annoying to scoop cargo even when not in combat. Basically, make combat scooping viable.

You're going too fast.


2) Cargo despawns after a fairly short period of time. Kill the despawn timer so that I have an option to kill the cops and take the cargo.

I'm not sure I agree. ISTM that you're trying to have your cake and eat it.

3) Have less cops show up at a piracy incident.

You need to choose a system which is an 'anarchy' or 'feudal'.

4) Make some kind of comms jammer module, so that you can commit piracy without attracting an army of cops.

Wouldn't that be a massive abuse tool for griefers? Certainly sounds like it.

Perhaps you should look for a different system.
 

Lestat

Banned
1. I'm not a noob, I have good weapons. On the Eagle, it's hatchbreaker or inderdiction module, there's no other option.
I never use Hatchbreaker I just target the Hatch and watch the cargo go out. But I tend to be after Pirates.
2. It's not easy, I've scooped probably 200 crates, some in combat. It's finnicky, and sometimes the cargo bumps the nose of the ship even if you are 95% centered on target. It needs balancing.
You think doing 200 cargo make you a pro? If you want to practice go mine ore. Thing is if the game is too easy then why play the game?

Now ship size not sure on that one. It could mean the Cargo hatch is also smaller. Which could be your problem.
 

Lestat

Banned
Doing the same annoying thing 200 times makes me a pro, yes. Somehow I doubt you've ever done more. You're just a forum troll who wants to come in and shut down people's ideas.
The problem you have is your not listing to anyone suggestions. instead you wish to have a great game dumbed down to suite your own needs.
 
The problem with the whole salvage thing is the lack of/difficulty of finding somewhere to sell the 'stolen' goods. First of all when a USS turns out to be a few drifting cargo canisters, usually almost worthless, they should not be flagged as stolen. Otherwise do not require us to fly over several systems trying to sneak into stations trying to find a black market. Sure you can expect to find them on out of the way unsanctioned outposts but generally they should be where the demand is, the most populated stations. Not much call of a market for drugs and weapons on a near deserted back water station after all now is there.
 

Lestat

Banned
The problem with the whole salvage thing is the lack of/difficulty of finding somewhere to sell the 'stolen' goods. First of all when a USS turns out to be a few drifting cargo canisters, usually almost worthless, they should not be flagged as stolen. Otherwise do not require us to fly over several systems trying to sneak into stations trying to find a black market. Sure you can expect to find them on out of the way unsanctioned outposts but generally they should be where the demand is, the most populated stations. Not much call of a market for drugs and weapons on a near deserted back water station after all now is there.
A idea Fia. View your galaxy map then view the system around where you are at. Try to target Small station or Anarchy and you should find a black market pretty easy.
 
IMO cops shouldn't show up at all. There is no distress beacon anymore, right? How would local law even know your mark is under attack?

You are right, OP. Even jetsam (cargo willingly ejected into space) should not be flagged as stolen. Flotsam (cargo accidentally ejected into space) should also, probably, not be flagged as stolen. There should be means to circumvent this.

When I first started I recieved a fine for carrying some "stolen" medical supplies. I had no idea they were stolen, who stole them? Not me. The game should warn you if cargo is stolen.

Perhaps merchants can flag their cargo as stolen once/if they reach a station and inform the local law. That way, at least, the pirate has a small window to ditch the hot goods.
 
IMO cops shouldn't show up at all. There is no distress beacon anymore, right? How would local law even know your mark is under attack?

Because their ship send out a crime report. Yours does the same, that's why the cops show up and steal your kills when you fight pirates. You can turn it off to avoid attracting attention. But npc ships have it on and you have to take that into account.
 
Try using a railgun to blow the hatch open and force the enemies engines out, if he refuses to leave.
works well.

However,
there is plenty of room to improve piracy:

1. Please reduce the amount of contracts for stolen toxic waste we are pirates not a junkyard.

2. increase the diversity of contracts to steal stuff and the timeframe, since cargo is randomized.

3. If a player with stolen goods enters a system and gets interdicted, cargo scanned and fined
it would be immersive, for a nearby pirate base to receive the crime-transmission aswell,
due to hacking police frequencies and generating a specific contract for that commander within a set timeframe.
The higher the influence of the pirate party in the system, the more likely.

4. please increase the amount of goods dropped by larger transport ships,
like the lakon 7 or fed dropship, it often drops only 3 tons....

5. create some more contracts, making the player attack transport and deal damage to the economy of a system
(currently cargo of ships, or destroyed ships, do not seem to impact the system at all, other than rep)

6.Pirate paintjobs;)

7. by increasing the influence of a pirate party in a system it is likely to impact the station they control aswell,
allowing them to upgrade the station with modules (repair, refuel, commodities) and such

8.try to increase the function of pirate bases in a system as a black market,
actualy trafficking illicit goods more frequently and having them on sale.
 
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