Jettison (abandon) shouldn't exist

Right now there is little profit in piracy and also surprising little danger due to very few consequences.
Hell, loitering in a station is more dangerous.
This is certainly true if the trader obliges and drops the cargo with no shots being fired.

I think the real point I was trying to make, however, is that the danger and profit is somewhat irrelevant. Pirates largely do it for fun and interaction and have continued even when they barely break even after interdiction repairs.

If people are saying pirating should be hard and unprofitable, well it already is.
If people are saying they don't want pirates in the game at all, well I don't think removing abandoned for them would achieve this.

Maybe Frontier could add a third cargo ejection option "Abandoned under duress" which would alert the police?
 
If Frontier wanted to give the interdictor more time, they could - with a simple change to the short FSD cooldown timer duration when a player submits to interdiction.

That. Nice and simple. Why bother with intricacies?

Any device to disrupt the FSD would need to be able to be countered - for balance reasons, taking into account that there would seem to be many players who would wish to avoid combat.

Interdiction can already be countered with the interdiction mini-game. I don't see the point of any new device making things more complicated. That being said if FD can still decide to do further balancing by making the interdiction mini-game harder for the hunter and easier for the prey: it would be more difficult to interdict but in case of success the pray would be in a bad position. Right now it is just so easy: submit + boost away + jump.
 

Robert Maynard

Volunteer Moderator
That. Nice and simple. Why bother with intricacies?

I though that I'd already answered that (in bits of my post that you did not quote):

While this would give pirates more time to negotiate with their target - it would also give the player intent on simply destroying the target more time to do so.

The fact that Frontier have not made any changes to the timer or introduced anything that affects the targeted ship's FSD would tend to suggest that they are not inclined to make the interdictor's role any easier.
 
I though that I'd already answered that (in bits of my post that you did not quote):

I know, and I agree with you. But the rest of my post also suggests that if FD does not want to make interdiction any easier they can tweak the interdiction mini-game.
Essentially I think it should actually be more difficult to interdict someone, but if successful it should also be harder for the victim to jump again.
 

Robert Maynard

Volunteer Moderator
I know, and I agree with you. But the rest of my post also suggests that if FD does not want to make interdiction any easier they can tweak the interdiction mini-game.

That would be another way of approaching it - maybe make the interdictor module take ammunition too.... ;)

Essentially I think it should actually be more difficult to interdict someone, but if successful it should also be harder for the victim to jump again.

It would be interesting to see how that panned out....
 
That would be another way of approaching it - maybe make the interdictor module take ammunition too.... ;)
Oh god no. We don't need another reason to return to base. We already have to worry about, hull integrity, ammo, shield cells, and if we're lucky cargo. Now if I pull over 5 empty traders in a row I have to fly back empty handed. DO NOT WANT.
 
Now I'm neither a trader nor a pirate, so I have no personal stake in this, but to me player pirates demanding traders drop their cargo with the abandon option so that they can hawk their mugged wares on the open market instead of having to operate from a backwater black market outpost is kinda... gaming the game.
Its removing one of the big risks from being a pirate.

Discuss.

I think you might be right.. we dont need abandon cargo anymore now that we have got wings except for when people are giving away cargo to masses fo new players.
 
I don't understand how this system makes sense...
Your canisters are fitted with systems to protect anyone from just grabbing your cargo and selling it as your own. However, you can turn off this system with a single press... and any pirates can see if your canisters are theft-protected.

What's the point? Almost all player piracy happens like this: The pirate scans the trader. Then they demand a pick form the target's cargo, abandoned. Then, the trader either drops their cargo abandoned, or they run/fight, and die/get away/ defeat the pirate.

This bypasses all the mechanics regarding stolen goods and selling them illegally, which is supposed to be an important mechanic in piracy.
It is not possile for the trader to actually set a bounty on the pirate on their own. This was supposed to be one of the most important part of the bounty mechanics! Why hasn't this happened yet?
If piracy without abandoning goods is too unprofitable, then good prices should be scaled upwards while the profit per tonne remains the same. This will increase piracy profits, keep the trading profits the same, and increase the risks when trading in valuable goods.
 
well then the pirate will demand double cargo ;)

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I don't understand how this system makes sense...
Your canisters are fitted with systems to protect anyone from just grabbing your cargo and selling it as your own. However, you can turn off this system with a single press... and any pirates can see if your canisters are theft-protected.

What's the point? Almost all player piracy happens like this: The pirate scans the trader. Then they demand a pick form the target's cargo, abandoned. Then, the trader either drops their cargo abandoned, or they run/fight, and die/get away/ defeat the pirate.

This bypasses all the mechanics regarding stolen goods and selling them illegally, which is supposed to be an important mechanic in piracy.
It is not possile for the trader to actually set a bounty on the pirate on their own. This was supposed to be one of the most important part of the bounty mechanics! Why hasn't this happened yet?
If piracy without abandoning goods is too unprofitable, then good prices should be scaled upwards while the profit per tonne remains the same. This will increase piracy profits, keep the trading profits the same, and increase the risks when trading in valuable goods.

the trader can still drop illegal cargo and then go for a run. pirate has then to decide either run after the
trader and losing ALL dropped cargo, or take the illegal cargo anyway ;)
 
Oh god no. We don't need another reason to return to base. We already have to worry about, hull integrity, ammo, shield cells, and if we're lucky cargo. Now if I pull over 5 empty traders in a row I have to fly back empty handed. DO NOT WANT.

I agree, interdictor ammo does not sound like such an intriguing idea, neither for pirates nor other professions that use them (e.g. bounty hunters).
 

Robert Maynard

Volunteer Moderator
I agree, interdictor ammo does not sound like such an intriguing idea, neither for pirates nor other professions that use them (e.g. bounty hunters).

It is possible that Frontier may have decided that not having an ammunition requirement for the FSD Interdictor is balanced in some way by players having a shorter FSD cooldown delay on submission to interdiction.
 
well then the pirate will demand double cargo ;)

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the trader can still drop illegal cargo and then go for a run. pirate has then to decide either run after the
trader and losing ALL dropped cargo, or take the illegal cargo anyway ;)

Or kill the trader for not following orders and then take the dropped cargo?
I don't see what this has anything to do with the prolems I mentioned with the current system.
 
Or kill the trader for not following orders and then take the dropped cargo?
I don't see what this has anything to do with the prolems I mentioned with the current system.

will be difficult when the trader gets into sc or hyperjumps away.

the problems you mentioned are no problems. thats what it has to do with it.
 
This is certainly true if the trader obliges and drops the cargo with no shots being fired.

And that's why I think pirates need more tools to stop people from simply running.

The closest description to wet-navy piracy I can think of is that an interdiction is when a pirate catches up with another vessel and when it complies it stops and the pirate board them.

The problem is that in Elite the boarding is merely to be within the same instance and the other ship can cast off again.

-Add the ability to use the interdiction module as a "weapon" to reset the frameshift drive cooldown or at least add a few seconds to the timer for each hit.
-Add the ability for the interdiction module to reduce the target ship ENGINE energy pool to prevent boosting.
-All cargo dropped from an interdicted victim is classified as stolen
-Interdiction from non-law enforcement is classified as a crime unless target is wanted

If we loose the interdiction minigame we should not just scream "RUNAWAY! BRAVE SIR ROBIN!" and be on our merry way. We lost or submitted so we have to pay the price for it.

Piracy needs a boost but also proper consequenses - one part should not be without the other.

After all, beign a criminal should be both profitable, fun AND dangerous for the pirate.
 
The interdiction mini game still has a problem by the way, the one where you've lined up perfectly on the escape crosshair then it suddenly glitches off 90 degrees to your side.
Really annoying because you've got all chance of escaping when it happens.
 
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This is the reason I gave up on piracy, not worth the effort or risk. Shame, as it could be the most exciting career choice.

this!!!!!!!!! And they should really make it so we can just give credits directly. If farming is the fear it shouldn't be. If people want to farm then they find a way transferring cargo. at the most just making it inconvenient.
 

Robert Maynard

Volunteer Moderator
this!!!!!!!!! And they should really make it so we can just give credits directly. If farming is the fear it shouldn't be. If people want to farm then they find a way transferring cargo. at the most just making it inconvenient.

Direct credit transfer when not docked would facilitate extortion by players in ships that don't even need to carry off the booty from the scene of the crime.
 
The closest description to wet-navy piracy I can think of ...

After all, beign a criminal should be both profitable, fun AND dangerous for the pirate.

During the era of sail and SoTL (ships of the line) - e.g. Wet navy piracy - it was extremely hard for a more heavily armed ship to close on a trade ship.

Why should being a criminal be profitable? The vast majority of criminals dont make profits...the small minority make vast profits but the majority make very little. Why would that be different in the 33rd century?
 
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