Smuggling problems

So I decided to get back and check what happend with the smuggler missions, I was happy when I found out that they became more of a challange, bocuse of the failing upon scan.
I went a few run and realized that the whole silent running, heatsink and modules off method does not worth anything.

It happend a lot that pirate interdicted me, I decided to cool down my ship and dissapear from the radar, It usually not happening they just keep shooting, but hell they got a good eye, eventho my ship is full black...

I can live with that, but when the same time an authority vessel just jump in, and not becouse of the pirate, couse I turned off the report crime, and He can easily target me and scan me while my tempreture is 0-5 and even the silent running is turned on....    ?!?

So smuggling is basicly just a new form of race? If u are fast enough then u can avoid the scans and pirates?

I think this mechanism is completly broken. Dissapearing from the radar is the point of smuggling, not a bigg ass engine.

ideas:
-They could patch the NPC's so they are not GODS

-They could give ud some sort of communication blocker,jammer, like a drone. If u dispatch it, it will create a buble and within no data can escape, so u got time to kill that         police.

-Our we could jam the navigation system, so they cant actually target us, they can keep shooting with fix weapons, but the fact they can allways see us... is a little bit odd.



If they could actually make the silent running/tempriture features working, they could make the whole smuggling more harder. I would love the idea if u can only dock in a starport if u go in with absolute low tempreture, or even behind another ship, as close as it is possible so they cannot see on the radar at all. I think it would make more sense if u dont need to ask permission to dock, more like just smuggle yourself in and there should be docking pads what u can use only if u are on a mission.They are obviously waiting for u:)



The need to avoid detection is really good, but it worth nothing if it's just about running:) I belive getting these(jobs) parts of the game right is more important then any update. Couse u will spend most of your time doing one of the available 'jobs'. There is so much possibility in smuggling, It could be soo deep. Frankly it's true to bountyhunting, trading and mining as well, but this thread is not about all the professions.

So what do u think about the current implementation of this job? Do u have any idea how to make it better?
 
If they could actually make the silent running/tempriture features working, they could make the whole smuggling more harder.

Both harder and much more fun :) Would love to see more stealth tactics employed in PvE stuff - running cold, silent running while managing heat, drifting in with FA-off, stuff like that!
 

The silent running method seems to be good at avoiding the Feds and Pirates. They can't see you, so they don't bother you; however, if they've already seen you, you can't hide from them by using silent running. Once they take an interest in you, you have two choices: Run or destroy them.

You can therefore use silent running for sneaking into stations and it's more or less mandatory for landing at military outposts, but you can't use it when you've been interdicted because they know you're there.
 
Smuggling has always been about speed. The US Rum runners in the 20s where all about speed. Yes of course stealth has also been apart of it, but if the law has seen you, they are not going to stop looking for you, if you switch off your lights. Speed and awareness, is the only way, there is no point in trying to slip into a port, if the place is full of cops.

If you get seen, you have to get out of there and fast. Jump to another system and hope things are quieter, when you come back.
 
Getting in is easy. Straight line approach, if you cut corners then maybe problems.
When you're leaving, and you do have a lot of time, watch the patrol pattern and you don't even need to carry stuff when doing this. Contacts menu if you wanna know where the cops are.
Easier done when allied with the station because green mostly unless you've messed with your guicolour..
 
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Getting in is easy. Straight line approach, if you cut corners then maybe problems.
When you're leaving, and you do have a lot of time, watch the patrol pattern and you don't even need to carry stuff when doing this. Contacts menu if you wanna know where the cops are.
Easier done when allied with the station because green mostly unless you've messed with your guicolour..
Anything over 200 clicks is enough to fail scans, in or out of stations. As long as you don't fly straight towards the security ships.
 
The silent running method seems to be good at avoiding the Feds and Pirates. They can't see you, so they don't bother you; however, if they've already seen you, you can't hide from them by using silent running. Once they take an interest in you, you have two choices: Run or destroy them.

You can therefore use silent running for sneaking into stations and it's more or less mandatory for landing at military outposts, but you can't use it when you've been interdicted because they know you're there.

Well in the example above the pirate interdicted me the fed just came after it, still he saw me and scanned me... So it's broken... BTW seeing me and targeting me again 2 different things, maybe he can see me, therefore shoot me, but scanning me requires to see me on the radar... So again broken
 
I reckon a good addition to the mechanic would be making the different systems (Anarchy, Fed, Imperial) feel notably different - in Anarchy systems you would not be followed, and a scan wouldn't matter. That would encourage more careful route planning, and make the galaxy feel a bit more realistic.
 
Smuggling has always been about speed. The US Rum runners in the 20s where all about speed. Yes of course stealth has also been apart of it, but if the law has seen you, they are not going to stop looking for you, if you switch off your lights. Speed and awareness, is the only way, there is no point in trying to slip into a port, if the place is full of cops.

If you get seen, you have to get out of there and fast. Jump to another system and hope things are quieter, when you come back.

Cool, but as u already know there is no way in the game to hide in supercruise or use routes that not populated, becouse of the feds, pirates and random offers continously spawn around u nometther what, so again It is broken

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I reckon a good addition to the mechanic would be making the different systems (Anarchy, Fed, Imperial) feel notably different - in Anarchy systems you would not be followed, and a scan wouldn't matter. That would encourage more careful route planning, and make the galaxy feel a bit more realistic.

Yep that's a good idea, more ways, tools, methotds makes the whole thing more colorfull, ejoyable.
 
Well in the example above the pirate interdicted me the fed just came after it, still he saw me and scanned me... So it's broken... BTW seeing me and targeting me again 2 different things, maybe he can see me, therefore shoot me, but scanning me requires to see me on the radar... So again broken
Or a visual line of sight. They can be 5k out, but if they are pointed towards you, they may see you; just as the coast guard would.

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Cool, but as u already know there is no way in the game to hide in supercruise or use routes that not populated, becouse of the feds, pirates and random offers continously spawn around u nometther what, so again It is broken

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Yep that's a good idea, more ways, tools, methotds makes the whole thing more colorfull, ejoyable.
Running from the star entry point; straight to the target station, will cause you problems. It is a predictable route.

Also, the pixels know everything. You take a mission and the appropriate NPC will come to find you, to make you fail the mission. It is a game after all. However: Jumping out and back in again, can bug this in your favour.
 
Here's how to beat the random number generator:

- high wake to an anarchy system one over from your final destination
- pirate or cop will message you
- immediatley drop from supercruise and wait for idiot NPC to show
- shoot NPC once to stop scan
- high wake to the destination
- since you were "interdicted" on your last jump, you will not be interdicted on the next

After stacking smuggling missions, jump to supercruise vs. high-waking out of the system. This should trigger a pirate or cop interdiction message, but they will be too far away to interdict before you can jump. Still counts as an interdiction, so you should be fee and clear in the next system.
 
Or a visual line of sight. They can be 5k out, but if they are pointed towards you, they may see you; just as the coast guard would.

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Running from the star entry point; straight to the target station, will cause you problems. It is a predictable route.

Also, the pixels know everything. You take a mission and the appropriate NPC will come to find you, to make you fail the mission. It is a game after all. However: Jumping out and back in again, can bug this in your favour.

But planning a longer route to avoid feds... not going to work. Thats my problem, u cant avoid them, u cant outsmart them... It's not the game of brain and logic, just the game of how to upgrade your ship so u can boost with 380-390,so u can actually outrun a viper. That's not engaging and fun, it's about pushing a button.

GTwannabe GTwannabe

Here's how to beat the random number generator:

- high wake to an anarchy system one over from your final destination
- pirate or cop will message you
- immediatley drop from supercruise and wait for idiot NPC to show
- shoot NPC once to stop scan
- high wake to the destination
- since you were "interdicted" on your last jump, you will not be interdicted on the next

After stacking smuggling missions, jump to supercruise vs. high-waking out of the system. This should trigger a pirate or cop interdiction message, but they will be too far away to interdict before you can jump. Still counts as an interdiction, so you should be fee and clear in the next system.

I am not looking for a way to cheat the system, I'd like to see improvments on the subject so it'll become more fun. This thread is not about my knowledge of smuggling, I know enough to be succesfull, I just come here to share my 2cents about it.
 
Half of the mechanics in-game don't apply to the NPCs so that they have a chance, because they are dumb as bread.
silent running, heat sink, chaff all these gadgets only make a difference against real players, not against NPCS and especially not against system authority vessels.

Coming out of jump, and 1 second later you are interdicted, common really?

Another thing i hate is, that you radar is clear and suddenly out of nowhere interdiction.
 
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Well if the anyone interdicts you in a Anarchy - well shoot them, they are less inclined to scan you. Even if you run, they shoot rather than scan after that. There is no bounty for killing the security forces in an anarchy. Occasionally Mr plod will find you in an anarchy - better than the destination in my view as all options are open to you to avoid being scanned.

Having said that, having NPCs respond to silent running similar to players would also be more fun.

Simon

I reckon a good addition to the mechanic would be making the different systems (Anarchy, Fed, Imperial) feel notably different - in Anarchy systems you would not be followed, and a scan wouldn't matter. That would encourage more careful route planning, and make the galaxy feel a bit more realistic.
 
Flying to a station being scanned 8,5 km away from the station, in the first 2 seconds.        *** RNG seriously
 
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Well in the example above the pirate interdicted me the fed just came after it, still he saw me and scanned me... So it's broken... BTW seeing me and targeting me again 2 different things, maybe he can see me, therefore shoot me, but scanning me requires to see me on the radar... So again broken

The Fed was already after you before the pirate interdicted you. He saw you pulled out of super-cruise. That's why he came after you and knew you were there. If you had just kept boosting the moment you got pulled out of SC, then jumped back into SC, he would have stayed behind to deal with the pirate, so you would have lost both of them. The game isn't broken. You just need to understand what's happening, which you'll get by doing a bit more research and getting a bit more experience.
 
The Fed was already after you before the pirate interdicted you. He saw you pulled out of super-cruise. That's why he came after you and knew you were there. If you had just kept boosting the moment you got pulled out of SC, then jumped back into SC, he would have stayed behind to deal with the pirate, so you would have lost both of them. The game isn't broken. You just need to understand what's happening, which you'll get by doing a bit more research and getting a bit more experience.

I was boosting with 0heat signiture with silent running while he arrived. He should not even see me on the radar. The mechanism is broken.
 
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