Player pirates asking to "abandon" cargo

Be a pirate for several months, then come back to us and tell us how silly your point of view is. So many bigshots talking like they understand piracy yet not a single one of them has tried to live by it.
This repeated fallacy is beginning to wear thin, while there wasn't much meat on it in the first place.
 
Fixed it for you!

Not really. You can do some lab work and ask your friends to join the game then drop 100 containers of something valuable (15 per a turn of course) and let them scoop it. After this please post their feedback about ED and you. I'm very curious to see what they have to say about this magnificent experience.
 
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What do you suggest should be buffed exactly? Would you say the selling price for stolen goods at black markets should be increased to 100%?

If you care to read it, there was a discussion about this topic a few pages back. I was under the impression that complains by pirates about low profits because of the value reduction of stolen goods to 75% was misleading, since pirates don't have to buy the goods they are selling to the black market in the first place, hence sales equal profit (whereas traders have a much more reduced profit since profit = sales - investment for them).
Or is the opinion that piracy profits are to low grounded in the assessment that pirates can't pirate as many ships as traders can run trade routes?

I am genuinely trying to understand the reasoning behind piracy being called "low-profit" (from earlier in this thread) and needing a buff, since the point about pirates not having to pay in the first place for what they sell seems very convincing to me, so please forgive the potentially naive question.
I have only tried piracy early in the game, when hatch-breaker limpets where introduced, and only on NPCs, but I thought it worked quite well.

Could the recent change to NPC trader cargo in 1.5. be considered an appropriate buff for piracy?

Having so much resistance to the game improvement from the different player's camps shows that they're only interested in pushing their own personal agenda. Pirating is not profitable. Failing to understand it makes me doubt if you even play this game. There is so much that can be done: starting from condensing all cargo into a single container, the ability to salvage wrecks and if it's too hard devs can start from changing the font color for "Mission Target" notice. Reading black on black is so... fail.

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From the Oxford dictionary.


Pirates are not part of the Gov't, are they?

https://en.wikipedia.org/wiki/Privateer
 
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Be a pirate for several months, then come back to us and tell us how silly your point of view is. So many bigshots talking like they understand piracy yet not a single one of them has tried to live by it.

OK, I tried to be pro-piracy out of sheer goodwill and friendliness. Doesn't seem to work.

FD please remove any possibility of piracy form this game. Thanks.

Some people are really funny…
 
Releasing cargo with a timed self destruct on each barrel would be an interesting mechanic.

It would have to be scooped up in time to disable the explosive. Otherwise it acts like a Mine, inside or outside a ship.

This has been suggested many times but I think it's got potential for interesting game play. Make it so the trader has to give up cargo space though. Otherwise everyone would do it.

But, on the flip side, self destruct (a "tool" some use to "get back" at pirates) should immediately release all cargo, or 100t limit of cargo, whichever is lowest.
 
I would like to see a change that makes it impossible for pirates to demand that the trader should abandon cargo. Why is there an abandon cargo and a jettison (making the goods illegal) option? If pirates always demand "abandon cargo" - and they would be stupid if they didn't - there is no need for the other option.

Abandoning cargo could be only possible within a certain range of a station for example. That way players could use abandon cargo to transfer cargo to friends, but it would make it close to impossible for pirates to use that mechanic.

At the same time there should be ways for pirates to make a better profit/h and to take cargo form a trader without having to kill the trader. For example better hatch breaker limpets.

I think anything that makes piracy more than just "Abandon cargo or I kill you" would be a good addition to the game. Pirates being able to get "letters of marque", pirates having to fly into a different jurisdiction to sell stolen cargo as normal cargo, pirates being able to take the cargo by force without having to kill the trader …

How about this? If you dont have any cargo to give me thats legal...i kill you. Whats your cmdr name in game?
 
don't know why you'd hit self destruct.

Might as well boost ram the pirate and hope you'll do some significant hull damage to them, give them a hefty repair bill.
 
Pirating is not profitable. Failing to understand it makes me doubt if you even play this game.

What kind of knee-jerk reaction is that? I was asking a genuine question. If it's so easy to understand you shouldn't have a problem explaining it to me or telling me what I got wrong about the "pirates-don't-have-to-pay-for-their-wares" theory..
 
I think anything that makes piracy more than just "Abandon cargo or I kill you" would be a good addition to the game.
How about this? If you dont have any cargo to give me thats legal...i kill you.
Well Zadian, I believe your solutions are too complicated for some of our dimmer lights. :)
Whats your cmdr name in game?
CMDR Irrelevant to the discussion at hand, I believe he's called.
 
Not really. You can do some lab work and ask your friends to join the game then drop 100 containers of something valuable (15 per a turn of course) and let them scoop it. After this please post their feedback about ED and you. I'm very curious to see what they have to say about this magnificent experience.

Ok, did that and they said; "Hey, that's a pretty good way to put off RMT'ers".
 
What kind of knee-jerk reaction is that? I was asking a genuine question. If it's so easy to understand you shouldn't have a problem explaining it to me or telling me what I got wrong about the "pirates-don't-have-to-pay-for-their-wares" theory..

Ok. I'll try to make it simple. You're comparing whale hunting with grocery shopping and saying it's cheaper for hunters because they don't have to pay a cashier. I hope I don't need to continue...
 
Roger, they did indeed. Though I should point out that without the piracy exactly the same amount of the goods would get to the station, so don't go pretending you're doing anyone a favour.

Who claimed to do anyone a favor...?

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Dropping cargo as the money transfer is extremely tedious and cumbersome process that doesn't make this game look appealing especially for newcomers.

Agreed, but unless there's a good measure to counter the abusive behavior that will come with it, I think the current measure is tolerable.

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What do you suggest should be buffed exactly? Would you say the selling price for stolen goods at black markets should be increased to 100%?

If you care to read it, there was a discussion about this topic a few pages back. I was under the impression that complains by pirates about low profits because of the value reduction of stolen goods to 75% was misleading, since pirates don't have to buy the goods they are selling to the black market in the first place, hence sales equal profit (whereas traders have a much more reduced profit since profit = sales - investment for them).
Or is the opinion that piracy profits are to low grounded in the assessment that pirates can't pirate as many ships as traders can run trade routes?

Compare it to every other profession, it makes little to nothing.

I am genuinely trying to understand the reasoning behind piracy being called "low-profit" (from earlier in this thread) and needing a buff, since the point about pirates not having to pay in the first place for what they sell seems very convincing to me, so please forgive the potentially naive question.
I have only tried piracy early in the game, when hatch-breaker limpets where introduced, and only on NPCs, but I thought it worked quite well.

Because compared to every other profession in game, even exploration, it makes less Cr. The funny thing is it takes the most effort out of all professions.

Could the recent change to NPC trader cargo in 1.5. be considered an appropriate buff for piracy?

It does.

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Be a pirate for several months, then come back to us and tell us how silly your point of view is. So many bigshots talking like they understand piracy yet not a single one of them has tried to live by it.

Not targeting anyone, but the amount of people who claim to have credentials without any actual experience in the field they claim to have credential in is so rampant on this forum as I've realized from campaigning in the 1.5 SCB beta change for "Large Ships' Lives Matter."

Hah...
 
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