10 seconds to scan? Hardly

The AI cheats. PERIOD. It's something that is supposed to be addressed but that's a wait and see affair. In the mean time you'll have to "game" the game.

Someone mentioned dropping into normal space as soon as you enter the system. DON'T. If RNG has already determined that you're getting a system authority vessel then dropping into normal space will guarantee that they drop right on top of you.

So here's how I've been gaming the game:

First, put your Asp away and fit a Cobra MkIII like this: Coriolis Build (you can ditch the Advanced DS if you want a few more tons of cargo)

It seems that small ships have lower priority for SAV's than Medium and Large ships so you'll get fewer RNG interdictors. When they do broadcast they're typically right on top of you but not always. For me they almost always broadcast when I'm scooping. If they are on your scanner and close or already positioning then just assume at this point you're going to be interdicted. If they are out near another planet then you can probably jump before they have time to get behind you. Either way, point yourself towards your next system and jump. If you make it great, If not, and the interdiction happens, FIGHT IT. Don't submit and DO NOT CANCEL YOUR JUMP. The Cobra won't overheat and will happily stay spooled up while you fight the interdiction. Now try and weave interdiction towards your jump point. You can't always do this but if you can then the interdiction will instantly break and you'll jump. For me it's about 50% of the time. YMMV. If it looks like you're about to loose then submit and instantly go into silent running and boost away. Nothing fancy. Just boost away in a straight line until you're well out of range. Watch your heat and dump a HS at 90%. Just keep boosting. With no shields/weapons to worry about you can use your small size, speed, silent running, and heat-sinks to your advantage.
 
Definitely think the high price smuggling missions need to have different locations much like the CG's change on a regular basis.
The authorities should lock them down after time.
 
Either way, point yourself towards your next system and jump. If you make it great, If not, and the interdiction happens, FIGHT IT. Don't submit and DO NOT CANCEL YOUR JUMP. The Cobra won't overheat and will happily stay spooled up while you fight the interdiction. Now try and weave interdiction towards your jump point. You can't always do this but if you can then the interdiction will instantly break and you'll jump.

This is very good advice, works in any ship, even my lumbering T9 & Python. You can control the interdiction to line up and high wake, just takes a bit of practice. I'll always try to jump, if the alignment is too far off I'll submit

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Definitely think the high price smuggling missions need to have different locations much like the CG's change on a regular basis.
The authorities should lock them down after time.

Yeah, it's just plain silly. Both superpowers and every cop in the galaxy is aware of the place, yet nothing get's done. These kind of places should pop up every now and again, as soon as they attract too much attention they get raided.
 
The AI cheats. PERIOD. It's something that is supposed to be addressed but that's a wait and see affair. In the mean time you'll have to "game" the game.

Someone mentioned dropping into normal space as soon as you enter the system. DON'T. If RNG has already determined that you're getting a system authority vessel then dropping into normal space will guarantee that they drop right on top of you.

So here's how I've been gaming the game:

First, put your Asp away and fit a Cobra MkIII like this: Coriolis Build (you can ditch the Advanced DS if you want a few more tons of cargo)

It seems that small ships have lower priority for SAV's than Medium and Large ships so you'll get fewer RNG interdictors. When they do broadcast they're typically right on top of you but not always. For me they almost always broadcast when I'm scooping. If they are on your scanner and close or already positioning then just assume at this point you're going to be interdicted. If they are out near another planet then you can probably jump before they have time to get behind you. Either way, point yourself towards your next system and jump. If you make it great, If not, and the interdiction happens, FIGHT IT. Don't submit and DO NOT CANCEL YOUR JUMP. The Cobra won't overheat and will happily stay spooled up while you fight the interdiction. Now try and weave interdiction towards your jump point. You can't always do this but if you can then the interdiction will instantly break and you'll jump. For me it's about 50% of the time. YMMV. If it looks like you're about to loose then submit and instantly go into silent running and boost away. Nothing fancy. Just boost away in a straight line until you're well out of range. Watch your heat and dump a HS at 90%. Just keep boosting. With no shields/weapons to worry about you can use your small size, speed, silent running, and heat-sinks to your advantage.

Some sound advice there Eldrazzi! Many a person would do well to read and learn your post!

May i add just one bit?

If you see a pirate and/or Security and you are scooping, (Via broadcast) then come to a stop close to Star, turn you bottom towards star. Ships will crash into star trying to get behind you to interdict. 2 issues Heat and Heat! So be prepared to go into the red zone or i always travel with heatsinks for silent running anyway and you could use them for this purpose!
 
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Thank you for explaining, Simple i think you said, ah bless. Not going to enter a discussion at your level with you sir, i have bigger standards than to start a one way path to an infraction. Lets just say you do it your way i'll do it mine, i did say that i don't believe anyway is better.

Fly safe and enjoy your way.

Have a good day!

But far from trolling you, he was making exactly the point that I was. I wasn't looking into your analogy deeply at all, it wasn't required; the reason that it doesn't make much sense is running at the ship, as opposed to a policeman, is logical because the ship takes so long to turn round through 180 degrees that you are out of range by the time it does so. Unless he is a doughnut aficionado, the same does not apply to a policeman.
 
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OK Seriously, SHADOW MISSIONS are supposedly covert and yet cops wait for you. Same for the pirate saying "there's the one we are after. The one with the big haul!". Well the game plan should've been for us to manually plot a route that will sneak in undectected and even use HeatSink within the last 10secs before dropping out to Outposts (Stations are not same way and need them to boost into the dock as usual).
This must change to make any use of manual plots at all. Come on FD. Both knew about us taking on the missions yet didn't even scan to text us they are after us! What are the odds in that!
 
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OK Seriously, SHADOW MISSIONS are supposedly covert and yet cops wait for you. Same for the pirate saying "there's the one we are after. The one with the big haul!". Well the game plan should've been for us to manually plot a route that will sneak in undectected and even use HeatSink within the last 10secs before dropping out to Outposts (Stations are not same way and need them to boost into the dock as usual).
This must change to make any use of manual plots at all. Come on FD. Both knew about us taking on the missions yet didn't even scan to text us they are after us! What are the odds in that!


Every smuggler in history has presumably thought they were planning a way in undetected. Some were right. Some were not.

I really don't understand the issue people have with the idea that both police and pirates may be able to get tipped off. It's a tough galaxy in 3302. Corruption is endemic and when smuggling you are by definition dealing with criminals.

I can understand people wanting to be able to employ a wider variety of methods of evading the authorities for gameplay reasons but ultimately if you remove or hugely reduce the chance of being interdicted or scanned from smuggling, what you are left with is trading that pays about 10x as much as regular trading does but with no additional risk to justify that. For me at least that's not fun, it's just easy button nonsense.

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Nice one, Eldrazzi. Confirms my "unarmed, unshielded". That's how you do it.

Just on that, my smuggling Asp boosts at 394 and has a shield and weapons. Without them, it boosts at... 395. I can't say I notice much difference. :p

Anything small that interdicts me gets killed, anything large I can run from and have enough shields to keep my hull safe until I wake out.

I don't run weapons on my smuggling Cobra though - it may not have as much capacity as the Asp but it can boost at 450 and hasn't been scanned since the day I built it. For anybody who has difficulty at all with long range smuggling, the Cobra remains my advice because it's simple. As long as a player knows where his boost button is, everything will be fine.
 
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I never found the "boost past" method that effective unless he's right in front of you (100m away) when you drop. I have a great deal of success boosting straight away from the cop(s), build some separation and then work at aligning for the next system. I fly a Cobra Mk III so speed is my main defence.

This ^^^ Dead-simple. Get a fast ship and forget about it, they will never succeed with a scan if you have a 380+ boost speed, including instances where the cops drop-in on a previous pirate interdiction.

Submit, boost, charge, high-wake to next system. If you are at the delivery system, fight the interdiction or high-wake away, low-waking will just mean another interdiction in about 20 seconds!

If you insist on using a slow ship, you will get scanned.
 
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...... they will never succeed with a scan if you have a 380+ boost speed, including instances where the cops drop-in on a previous pirate interdiction.

My Asp boosts to 390 and I had missions fail due to scans when authority vipers dropped next to me. For me, the above is not true.
Now I'm using a cobra that boosts to 440+. So far, so good.
 
My Asp boosts to 390 and I had missions fail due to scans when authority vipers dropped next to me. For me, the above is not true.
Now I'm using a cobra that boosts to 440+. So far, so good.

Hate to say it, but never happened to us (probably close to 200 million CR in runs so far)... I've had them drop in right beside me (almost hit them!) and it's never an issue. If you get distracted or don't submit, it can be more problematic.

Also keep in mind that you need 100% pips to engines, and a Class-A power distributor and thrusters, nothing else will work.

As an aside, weapons are useless deadweight, as are "strong" shields. Run a size 5 fuel scoop to allow you to be charging the instant your FSD is ready, and with it, you can evade some interdictions before they start! (yes, you compromise a bit of cargo space, but it's worth it)
 
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