Modes The Solo vs Open vs Groups Thread - Part the Second [Now With Added Platforms].

Status
Thread Closed: Not open for further replies.
what if FD created high security areas where non consentual pvp wasn't possible, and then further out low security space where pvp can happen without consent( make the rewards for pve activities higher in low security for a risk vs reward balance)

whilst "not possible" is unlikley to happen (invisible shields etc) if you look in the (ducks head for fear of flack) DDA you will see that this sort of thing is already fleshed out... its just not in the game.............. (yet?)
 
Truth. An dem calling selves 'pirate' an focusin on player vs player piracy needin to recognize dat it not be sustainable. Best be recognizin dis an adjustin how dem seein piracy. Maybi best not to tink in terms of player vs player. Frontier not gonna be takin choice away. An wid dat choice, com poor pirates.

But dis ok - if we recognize dat player vs player piracy a novelty of de system, not core/critical component. We expectin more? In fah tuff time. Pirating NPCS? Bare credits, truth. Sustainable. Truth. Frontier best be uppin dem as credit source an reliable piracy target. Dis way, dem callin demselves 'pirate' an only wantin to pirate can make bold cash. Sustain demselves.
Yea, you said it, FD needs to start researching a form of renewable energy, or.....booty :D
 
Last edited:

Scudmungus

Banned
Sadly your're very much in the minority..

Truth. Tinkin bout it, NPC as reliable revenue source fah pirates makin more sense. An som sayin, 'But betta versus player!?' Ha! Why? De challenge? Wi not picking tuff targets, we pickin traders. De flight controls? Ha! Again, advantage us. So, wot de challenge? Piratin fah challenge bein oxymoron. Unless, de challenge be findin som trader not loggin out or movin to anoda game mode.

NPC piratin targets - reliable credit source. Player targets - novelty. Dere but not critical to sustainability of piratin.
 
I am interested in this as well, this is the first time pirates can actually get as much cargo as they want (up to 100 tons) since cargo drones can scoop quicker than the decay rate. Before this the limit was 20, and before that there was a soft limit of around 30, with manual scooping, some claimed they could get up to 50, but my best was 33 tons.

50 was perfectly doable using the "hoover" strategy if the trader dropped it all in one place, you could have possibly got 60 in an asp as its a bit more responsive than the python but any ship that could do it faster than that probably didn't have 60 cargo space :p

- - - Updated - - -

It's still a loss to Open if players choose not to player there.

Psycho killers and also those who demand too much of their mark - it will be interesting to see how the new 100t cargo-canisters-in-an-instance (that isn't a CZ or Station) limit affects the trader population in Open.

I don't think its a loss to open if people who don't want to fight players leave, yes it reduces the pop but at least it means the people there want to be there.
 

Scudmungus

Banned
Yea, you said it, FD needs to start researching a form of renewable energy, or.....booty :D

Ha! Truth. Seemin strange - minin a rock. Movin tings from A to B. Goin places far in de black - aal gud. Relaible. Sustainable. Makin ok to great credits, depedin.

Folks choosin NPC targets an hijackin? NO! NO!

Hopin fah change. Hopin! :D
 
Last edited:
50 was perfectly doable using the "hoover" strategy if the trader dropped it all in one place, you could have possibly got 60 in an asp as its a bit more responsive than the python but any ship that could do it faster than that probably didn't have 60 cargo space :p.
I must have not been very good at it then. I had trouble with blobs of cargo, I could never find a good angle of attack. I'd either break some cargo doing it quick, or take too long and some would expire.
 
Last edited:
I must have not been very good at it then. I was also bad at scooping blobs of cargo, I could never find a good angle of attack. I'd either break some cargo doing it quick or take too long and some would expire.

It basically ends up as a ball, and you have to target the outermost canister, scoop, reverse, rotate slightly, next outermost cargo. You keep doing it like that so your always taking from the edge and its pretty quick, it is extremely dull after you've done it a few times though, so its good they added collectors I don't think i could face scooping a ball ever again :p
 
Piratin fah challenge bein oxymoron.

Exactly, if you look at the actions of the many historical pirates, then you can see that they were very good at choosing their targets and very aware of changing situations, being able to judge the "not worth it" point sooner rather than later.
 
Last edited:
out of curiosity (i hope no one minds if this is OT but seeing as we have at least 1 skilled pirate here)

do you demand goods to be just dropped, or must they be abandoned? and if it is just dropped, would you be prepared to negotiate if a trader offered to abandon say 10 tons of gold and 10 tons of silver as opposed to just drop 30 tons of gold?.. and do you think this sort of negotiation would be the norm (*yes i know in real world a Somalian pirate would not negotiate I guess I am more thinking of a Terry Pratchett type thief* )

(I know some of you pirates think traders are in the land of gold and honey, but I am a miner not a trader, which right now is in the pecking order just above exploration!.)
 
Last edited:
Actually the games mechanics stop piracy being challenging more than anything, I used to frequently interdict anacondas despite how risky it is but basically anything larger than you can escape instantly, so your choice of targets is same ship or less, anyone flying combat loadout is extremely obvious in SC so even the same ships going to be at a sizable disadvantage.

- - - Updated - - -

out of curiosity (i hope no one minds if this is OT but seeing as we have at least 1 skilled pirate here)

do you demand goods to be just dropped, or must they be abandoned? and if it is just dropped, would you be prepared to negotiate if a trader offered to abandon say 10 tons of gold and 10 tons of silver as opposed to just drop 30 tons of gold?.. and do you think this sort of negotiation would be the norm (*yes i know in real world a Somalian pirate would not negotiate I guess I am more thinking of a Terry Pratchett type thief* )

(I know some of you pirates think traders are in the land of gold and honey, but I am a miner not a trader, which right now is in the pecking order just above exploration!.)

I was always happy to negotiate, i'd accept the equivalent value in abandoned if the trader was happy to do that, as it was easier to sell and involved less trips back to port (as well as saving the trader half of what i asked for). Of course not everybody wants to negotiate and in those circumstances you take what you can get.
 

Robert Maynard

Volunteer Moderator
Actually the games mechanics stop piracy being challenging more than anything, I used to frequently interdict anacondas despite how risky it is but basically anything larger than you can escape instantly, so your choice of targets is same ship or less, anyone flying combat loadout is extremely obvious in SC so even the same ships going to be at a sizable disadvantage.

If a ship chooses to hyper-jump out there is no mass-lock at all.
 
…There's nothing that can be done about that. A trader isn't going to give up cargo to a pirate that's not willing to get his hands dirty if they refuse.

There should be a way to take cargo by force without the trader being cooperative. I guess that's what hatch breaker limpets are for and from what I've read they don't work or are not effective enough.

Ideally - in my opinion - piracy would work something like this:

- pirate interdicts trader

- pirate does a fast cargo scan - this would reduce the time and give the pirate more time to "work"

- pirate shoots down shields - with a shield disrupter (only destroys shields without making damage to the hull as the pirate doesn't want to destroy the cargo he wants)

- pirate uses drone to destroy cargo hatch and to steal X t of cargo for X t more cargo he would have to launch an other drone. Higher class drones can be programmed to select what cargo to steal if different cargo types are available. Hatch drone prevents the trader from jumping into SC or HC.

- while this happens the trader tries to counter the pirate by flight maneuvers or maybe special repair drones to be able to jump away

- pirate can scoop up the cargo he got using the drone really fast - with working cargo drones

- security forces come and attack the pirate - timing is essential for this to fast and the pirate can't work, to slow and the trader feels at a disadvantage. This would limit the amount of cargo the pirate can steal.

Problems: Weapons specially designed for shield destruction will probably have a big impact on PvP fights and would have to be carefully balanced. Weapons that prevent SC and HC jumps are very problematic in PvP fights and would have to be balanced or get a good method to counter them. Both weapons should only work for piracy.

NPC pirates do the same thing. NPC traders have better cargo. This would make PvE piracy an option and pirate CMDRs would get a source of income without having to attack other players. It would make trading in Solo more risky and remove the (perceived) advantage of trading in Solo and it would make piracy in Solo an option.

Consequences for killing a non-wanted CMDR should be very, very serve - no insurance, very high bounties, not being able to dock at outposts and stations in that jurisdiction… Reward for piracy (done right) should be higher.

Optional: Just like rare commodity trading piracy could be something that is only viable for CMDRs in smaller ships and without enough money for other things. There need to be other things for pirates to do with big ships and a lot of money. Maybe a system of "letter of marque" - that could be something for Power Play.
 
If a ship chooses to hyper-jump out there is no mass-lock at all.

yes however the number of players that know that is tiny, thats more of a reset than an escape as your already sat in their sell system, and anything trade variant of the same ship or smaller I can destroy the FSD or damage before they hi-wake anyway (or might have to follow and finish it off for well defended targets)

Thats not the same as versus a equivalent target, I can't pirate an anaconda regardless of what I do, well some let you interdict them 5x in a row but besides those.
 
Last edited:
There should be a way to take cargo by force without the trader being cooperative. I guess that's what hatch breaker limpets are for and from what I've read they don't work or are not effective enough.

Ideally - in my opinion - piracy would work something like this:

- pirate interdicts trader

- pirate does a fast cargo scan - this would reduce the time and give the pirate more time to "work"

- pirate shoots down shields - with a shield disrupter (only destroys shields without making damage to the hull as the pirate doesn't want to destroy the cargo he wants)

- pirate uses drone to destroy cargo hatch and to steal X t of cargo for X t more cargo he would have to launch an other drone. Higher class drones can be programmed to select what cargo to steal if different cargo types are available. Hatch drone prevents the trader from jumping into SC or HC.

- while this happens the trader tries to counter the pirate by flight maneuvers or maybe special repair drones to be able to jump away

- pirate can scoop up the cargo he got using the drone really fast - with working cargo drones

- security forces come and attack the pirate - timing is essential for this to fast and the pirate can't work, to slow and the trader feels at a disadvantage. This would limit the amount of cargo the pirate can steal.

Problems: Weapons specially designed for shield destruction will probably have a big impact on PvP fights and would have to be carefully balanced. Weapons that prevent SC and HC jumps are very problematic in PvP fights and would have to be balanced or get a good method to counter them. Both weapons should only work for piracy.

NPC pirates do the same thing. NPC traders have better cargo. This would make PvE piracy an option and pirate CMDRs would get a source of income without having to attack other players. It would make trading in Solo more risky and remove the (perceived) advantage of trading in Solo and it would make piracy in Solo an option.

Consequences for killing a non-wanted CMDR should be very, very serve - no insurance, very high bounties, not being able to dock at outposts and stations in that jurisdiction… Reward for piracy (done right) should be higher.

Optional: Just like rare commodity trading piracy could be something that is only viable for CMDRs in smaller ships and without enough money for other things. There need to be other things for pirates to do with big ships and a lot of money. Maybe a system of "letter of marque" - that could be something for Power Play.

simply put they need an option that allows the pirate to 'pickpocket' traders after a succesfull interdiction
 
simply put they need an option that allows the pirate to 'pickpocket' traders after a succesfull interdiction

The options already there its just broken, if they make limpets spill 10 cargo in one go and up their speed so every single ship doesn't outrun them its done already
 

Scudmungus

Banned
There should be a way to take cargo by force without the trader being cooperative.

Aal de empowerment in de universe to pirate not stoppin traders exercising dere choice. Choosin to play solo, group or trade fah away. Aal gud. Wastin energy - not changin behavior anytime soon!

Challenge fah Frontier bein to make piratin sustainable. Dis only be comin fram adjustin NPC as source of pirain revenue. Piratin gettin reliable credit source - aal gud. Expectin it from players? Ha! An dis ok - wi aal get to choose. An mi respectin dat choice. :D
 
Last edited:
Aal de empowerment in de universe to pirate not stoppin traders exercising dere choice. Choosin to play solo, group or trade fah away. Aal gud. Wastin energy - not changin behavior anytime soon!

Challenge fah Frontier bein to make piratin sustainable. Dis only be comin fram adjustin NPC as source of pirain revenue. Piratin gettin reliable credit source - aal gud. Expectin it from players? Ha! An dis ok - wi aal get to choose. An mi respectin dat choice. :D

The convoy mechanics would be great for this, theres a few going in permit systems however as per usual FD detected somebody might have fun with them so they made the T9's only carry 2-4 cargo, that way you had to take on 2 anacondas for a pittance :p
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom