Pirates V Traders - I think figured something out.

here's the current situation...

At Elite Dangerous stands at the moment. For a trader to maximise profit they need to fill their holds with the most valuable things they can get their hands on. i.e. the item with the biggest profit at the station they are delivering too.
The pirates in the game know this, so will attack anyone on route to xxx station, knowing that anyone in a hauler/type-6/type-7/type-9 will be a nice big fat juicy target.

That's the logic that I'm thinking about. Where does it fall over? well, last time I was attacked by a pirate, I lost my ship - with a 4 million credit loss, because of animal meat. I'm leaving out the part where the "pirate" interdicted me (which took 2 seconds from interdiction start to interdiction complete, so much for that mini game, this was 1.1) Then give me 5 seconds to drop my cargo - which I wasn't carrying, but they didn't scan my cargo hold so didn't know was a I was carrying. I digress.

So currently the trader has to find the items with the biggest profit between stations, fill their hold with really expensive items - thus everyone becomes a target. Let get back to the real world for a moment. How many trucks do you see on the motorways full of gold, platinum etc? The vast majority are running things like Textiles, Consumer electronics, cars, waste, food, furniture. Basically, common junk. Why is it so profitable for them?

CONTRACTS!

Currently ED does not have a good grasp on the idea of contracts for running goods. It's got the casual market sewn up well, and I'm not suggesting for a moment that is altered in anyway what so ever. But how about an alternative... Allow the player to enter into a contract with a station - we saw something similar with the Yembo event, but that was a community things and was for extremely expensive items. So, what am I suggesting.

The idea is that the trader can take out a contract with Station xxx to ship yyy amount of a given commodity. If they reach the target amount, they get paid, if they exceed they get a bonus - which can ramp up.
For example. A two day (48 hour) contract, to carry 100t of Hydrogen fuel to Eravate Cleve hub if I make the target, I get 150,000 credits (plus bonuses for extra).

For someone just starting out in a sidewinder, that will be a massive under taking. For someone in a hauler, it'll be 5 trips, for a Type-6 one run will do it. But here's the kicker, the 150,000 credits plus the credits that come from the hydroen fuel add up. That makes the best profit for the cargo within 55 light years 7500 credits, and a total value of the cargo hold 16900 credits. Making for the trader, the total return 1,57,500 credits, for 100t.

At this point, I'm hoping that all the traders are saying "oh hell yeah" This idea completely blows the trader tools out of the water, as no longer are we dealing with finding the maximum profit all between two stations all the time. there would be another route to riches - find the profitable contracts. It will introduce a whole new level of complexity to the trading came.

I mentioned bonuses for extra - that's simple, it's a 48 hour contract. So for each shipment that you complete (each 100t in the care of the example) it will add a bonus to the contract.

The people playing pirates will have an issue with this. The reason, is that the money is no longer in the hold of the trader, its in the contract. The Trader risk is lowered a lot compared to before. The pirate won't make much cash from a hold full of hydrogen - so it's not really worth their while to go after it. 75 credit profit per ton, or to the pirate 169 credits per ton, oh wait they have to sell on the black market as it's stolen so it'll be a fraction of that price.


So, now the priates will be cursing me greatly for suggesting it..... but wait there's more!

Another Example.

A 6 hour contract, to carry 1000t of Palladium to Eravate Cleve hub if I make the target, I get 5,000,000 credits (plus bonuses for extra).

So, even with a type-9, that's two maybe three runs. It's a big fat juicy target, It's out of the reach of the small ships - a hauler simply can't complete in the time. A Type-7 would need 5 runs to complete that - so, pirates, there's your nice big fat juicy target. It's a type-6, type-7 or type-9 run of the good stuff! Why the 5,000,000 credit profit? Because of the risk.

With the wings update, we can have 4 ships in a wing. The trader would be able to hire a security detail, so splitting the profit/bonus up that's not so profitable for the trade, but it does lower the risk.

I'm sure there are most aspects to this idea.

Oh, and one last thing....

it should only be possible to pick up and contribute towards the contract in open play - no switching to group play or solo if the trader does, that cargo hold does not count towards the contract.


How about that idea as an incentive for Traders to play in open? Some targets are pointless for pirates, some are extremely profitable.
For the traders, you can choose to make yourself a target, or not. - just depends on the profit that you are willing to give up.
 
For me, it's impossible that an NPC Pirate destroys my Trading Ship.
And i don't have an shield, i also use the lightest hull module.
 
For me, it's impossible that an NPC Pirate destroys my Trading Ship.
And i don't have an shield, i also use the lightest hull module.

Why is this? What is the NPC pirate doing wrong? What needs to be fixed in the NPC artificial intelligence? Wrong ship? Wrong tactics? Perhaps you should raise a support ticket and explain the problem.

Or is it because of your elite piloting skills?
 
No, i am for sure not an Elite in piloting skills, i would give myself an average rating in piloting skills.

But avoiding/flying away from NPCs is easy.
Maybe i was just lucky in the past i dunno, but i never felt in danger when an NPC successfuly interdicted my trading ship.
 
I can protect any trader who is interested with my Anaconda,

reasonable prices in CR..

pm me for me for more info :)
 
here's the current situation...

At Elite Dangerous stands at the moment. For a trader to maximise profit they need to fill their holds with the most valuable things they can get their hands on. i.e. the item with the biggest profit at the station they are delivering too.
The pirates in the game know this, so will attack anyone on route to xxx station, knowing that anyone in a hauler/type-6/type-7/type-9 will be a nice big fat juicy target.

That's the logic that I'm thinking about. Where does it fall over? well, last time I was attacked by a pirate, I lost my ship - with a 4 million credit loss, because of animal meat. I'm leaving out the part where the "pirate" interdicted me (which took 2 seconds from interdiction start to interdiction complete, so much for that mini game, this was 1.1) Then give me 5 seconds to drop my cargo - which I wasn't carrying, but they didn't scan my cargo hold so didn't know was a I was carrying. I digress.

So currently the trader has to find the items with the biggest profit between stations, fill their hold with really expensive items - thus everyone becomes a target. Let get back to the real world for a moment. How many trucks do you see on the motorways full of gold, platinum etc? The vast majority are running things like Textiles, Consumer electronics, cars, waste, food, furniture. Basically, common junk. Why is it so profitable for them?

CONTRACTS!

Currently ED does not have a good grasp on the idea of contracts for running goods. It's got the casual market sewn up well, and I'm not suggesting for a moment that is altered in anyway what so ever. But how about an alternative... Allow the player to enter into a contract with a station - we saw something similar with the Yembo event, but that was a community things and was for extremely expensive items. So, what am I suggesting.

The idea is that the trader can take out a contract with Station xxx to ship yyy amount of a given commodity. If they reach the target amount, they get paid, if they exceed they get a bonus - which can ramp up.
For example. A two day (48 hour) contract, to carry 100t of Hydrogen fuel to Eravate Cleve hub if I make the target, I get 150,000 credits (plus bonuses for extra).

For someone just starting out in a sidewinder, that will be a massive under taking. For someone in a hauler, it'll be 5 trips, for a Type-6 one run will do it. But here's the kicker, the 150,000 credits plus the credits that come from the hydroen fuel add up. That makes the best profit for the cargo within 55 light years 7500 credits, and a total value of the cargo hold 16900 credits. Making for the trader, the total return 1,57,500 credits, for 100t.

At this point, I'm hoping that all the traders are saying "oh hell yeah" This idea completely blows the trader tools out of the water, as no longer are we dealing with finding the maximum profit all between two stations all the time. there would be another route to riches - find the profitable contracts. It will introduce a whole new level of complexity to the trading came.

I mentioned bonuses for extra - that's simple, it's a 48 hour contract. So for each shipment that you complete (each 100t in the care of the example) it will add a bonus to the contract.

The people playing pirates will have an issue with this. The reason, is that the money is no longer in the hold of the trader, its in the contract. The Trader risk is lowered a lot compared to before. The pirate won't make much cash from a hold full of hydrogen - so it's not really worth their while to go after it. 75 credit profit per ton, or to the pirate 169 credits per ton, oh wait they have to sell on the black market as it's stolen so it'll be a fraction of that price.


So, now the priates will be cursing me greatly for suggesting it..... but wait there's more!

Another Example.

A 6 hour contract, to carry 1000t of Palladium to Eravate Cleve hub if I make the target, I get 5,000,000 credits (plus bonuses for extra).

So, even with a type-9, that's two maybe three runs. It's a big fat juicy target, It's out of the reach of the small ships - a hauler simply can't complete in the time. A Type-7 would need 5 runs to complete that - so, pirates, there's your nice big fat juicy target. It's a type-6, type-7 or type-9 run of the good stuff! Why the 5,000,000 credit profit? Because of the risk.

With the wings update, we can have 4 ships in a wing. The trader would be able to hire a security detail, so splitting the profit/bonus up that's not so profitable for the trade, but it does lower the risk.

I'm sure there are most aspects to this idea.

Oh, and one last thing....

it should only be possible to pick up and contribute towards the contract in open play - no switching to group play or solo if the trader does, that cargo hold does not count towards the contract.


How about that idea as an incentive for Traders to play in open? Some targets are pointless for pirates, some are extremely profitable.
For the traders, you can choose to make yourself a target, or not. - just depends on the profit that you are willing to give up.

Excellent ideas!

Makes you wonder why it's not been implemented already! But that goes for many good ideas we players have ( I am sure the beta guys made plenty of suggestions), nothing seems to make much difference.

Your suggestion of the exclusion to solo players would not be needed if they write in some little subroutines, for the AI "pirates" to seed the route of your contract! Then you know you would be in for higher level of interdiction. To counter the threat, there could be "NPC's" for hire at the station from which you took on the contract.

I would have preferred to be reading this in the ED newsletter, instead of how the devs enjoyed a school trip to the RAF, to play on their Merlin simulator!
 

Hyperlethal

Banned
there is also no tax, trading licenses, tolls, or fees!

As for getting killed with no cargo well, well theres 2 reasons for this. you are nothing to a pirate! NOTHING :) if he has taken the time to wait for you (could have been hours), follow you, pull you out of super cruse and you dont have good cargo to give him then you have wasted his TIME. he owns your life in this situation so dont think he cares about wasting yours. 2, having been so disrespectful as to fly without LIFE insurance you cant be allowed to tell anyone that a pirate let you live after not giving you anything! you and every other greedy trader need to know that pirates absolutely mean business if your successfully interdicted its PAY or DIE if that makes sense

that being said maybe a contract with do-gooder white knight bounty hunters would work to


Edit: i get that NPCs havent waited hours and also arent real but this is the simulated mentality
 
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Of course, the other way for traders to avoid player pirates is to get the heck away from the core systems. Plenty of profit to be made elsewhere in human space and minute risk of even meeting another player, never mind one who wants to attack you.
 

Hyperlethal

Banned
Of course, the other way for traders to avoid player pirates is to get the heck away from the core systems. Plenty of profit to be made elsewhere in human space and minute risk of even meeting another player, never mind one who wants to attack you.

Or permit-only space, player pirates tend not to pay their own bountys and often wear their wanted status like a badge of honor, or warning to others. So opperating in high security space where there arent independent or friendly faction systems in which to take shelter is more trouble than it's worth
 
I actually like that. not because of the pirates vs trader argument but because right now trading anything else besides palladium (or any other very high value commodity) is basically useless.

I mean why would I do a trading trip with goods that bring me a 100cr profit margin when I can do the same trip with goods that give a 1000+cr profit margin. For the station itself it doesnt matter if I sell them food or gold.

I like the idea of the contract. I would even try to go deeper. Like that you could specialise in a specific business. So you get better contracts or a permanent contract with a local business etc. (although for that to really work the background simulation has to work properly)

For pirates there could also be contracts. For example a rival business in a system wants to take out his competition. So he pays pirates to shoot down / rob his rivals trading ships.
 
At the moment the missions are rather simplistic - They give you an amount to ship and if your ship is too small and lacks cargo space you can't take the mission.

I like the idea of contracts - Deliver X amount of cargo to system Y in time Z, more so if X is considerably larger than your cargo hold : multiple trips as you said.

Mini-community goals but of a personal nature - Like it :)
 
Not a bad idea, but I think your rewards might be a little high. I can testify, having traded exclusively in open over a considerable number of trips, that I've had almost no hassle from player piracy on palladium runs. If these sorts of missions were available with rewards this high I'd already have an Anaconda with very little effort. Rather than increasing complexity I think rewards of this level are a no brainer. Nobody would bother looking for trade routes, but instead just grab the contract missions. That said it's a good idea in principle and I could certainly see it working with some adjustment. Maybe for the higher reward missions you could require a hefty amount of rep with the faction.
 
Good ideas but I would prefer to see the market have a "usage component" to push the balance of profit.

If the only item traded to a station were high value the receiving station would soon be swamped as supply outstripped demand. Meanwhile the lesser valued items that are not being shipped would slowly creep up in price as supplies ran low. This should trigger missions for supply and increases in buy prices whilst the over supplied items had their margins reduce.

As I was typing this I realised this could be the perfect trigger for offering such bonuses on less traded but still needed items.
 
When I pull my beautiful fat bellied T6 out of the dock I'm always reminded of an episode of Star Trek DS9.
Season 1 ep5 "Captive Pursuit"

"I am Tosk. I live to outwit the Hunters."

Fly safe Commanders.
 
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Snakebite

Banned
there is also no tax, trading licenses, tolls, or fees!

that being said maybe a contract with do-gooder white knight bounty hunters would work to

As i've said a thousand times, bounty hunting is completely unplayable as yet, for three reasons.

1) The 'Pirates' are untouchable by bounty hunters because the game allows them to keep there status clean.
2) There are no tools to help Bounty Hunters track down targets.
3) There is no mechanism for players to pay a bounty hunter for any 'work done'.

I originally intended playing as a 'white knight' bounty hunter as you put it, but its just not possible with the current game mechanics.
A friend of mine playing trader is being repeatedly attacked and destroyed around the Lave system, i've been there and found the offending *pirates* but as they have a *clean* status I can not legitimately intervene.
also if I take it as a contract assasination my friend cannot pay me..

Forget adding planetary landings and wings, they should fix the *(%!!"£ game first.
 
Not a bad idea, but I think your rewards might be a little high. I can testify, having traded exclusively in open over a considerable number of trips, that I've had almost no hassle from player piracy on palladium runs. If these sorts of missions were available with rewards this high I'd already have an Anaconda with very little effort. Rather than increasing complexity I think rewards of this level are a no brainer. Nobody would bother looking for trade routes, but instead just grab the contract missions. That said it's a good idea in principle and I could certainly see it working with some adjustment. Maybe for the higher reward missions you could require a hefty amount of rep with the faction.

I just gave a couple of examples. With balancing it's possible to make it that the missions look attractive, but are actually junk, and vice versa. The idea is to make it so that the traders have to employ a little brain power, rather than a mindless grind.

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Good ideas but I would prefer to see the market have a "usage component" to push the balance of profit.

If the only item traded to a station were high value the receiving station would soon be swamped as supply outstripped demand. Meanwhile the lesser valued items that are not being shipped would slowly creep up in price as supplies ran low. This should trigger missions for supply and increases in buy prices whilst the over supplied items had their margins reduce.

As I was typing this I realised this could be the perfect trigger for offering such bonuses on less traded but still needed items.

That's an aspect that I'd not thought again. Love it, the missions would start to make some sense at that point. Here's a thought, Yembo was recently swamped with Metals, bet they ran out of fuel for the welding torches. lol
 
As i've said a thousand times, bounty hunting is completely unplayable as yet, for three reasons.

1) The 'Pirates' are untouchable by bounty hunters because the game allows them to keep there status clean.
2) There are no tools to help Bounty Hunters track down targets.
3) There is no mechanism for players to pay a bounty hunter for any 'work done'.

I originally intended playing as a 'white knight' bounty hunter as you put it, but its just not possible with the current game mechanics.
A friend of mine playing trader is being repeatedly attacked and destroyed around the Lave system, i've been there and found the offending *pirates* but as they have a *clean* status I can not legitimately intervene.
also if I take it as a contract assasination my friend cannot pay me..

Forget adding planetary landings and wings, they should fix the *(%!!"£ game first.

I'm hoping that they will be working on that.

IMO People should be flagged for interdiction anyone who is not wanted.
People should be flagged the moment they open fire on a "clean" commander.
People should be flagged for murder

Each should have a bounty. Each bounty should be seperate, and cumulative.
Also, it should be possible for a player to put a bounty on the head of anyone who has attacked them, regardless of their status. But only one bounty per offence. And that bounty should persist until it is paid out.
 
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