I do hope Season 2 helps Piracy - Today's experience just confirms to me it doesn't work very well...

To OP: I have been in exactly the same situation. Brand new Cutter, full of iSlaves. Got interdicted by two CODE CMDRs. The leader ordered 200 slaves in 10 seconds and I agreed. Just forgot that I had the cargo hatch disabled for power management. Typed "Wait a moment" and fumbled with the controls. I already was in the cargo menu when when they opened fire. Alright, it didn't matter anymore, so full boost and jump. I made it out with 30% hull left. In the next system, one of them showed up before I plotted my escape route. But I made it out alive... A little bit shaken and with a repair bill easily exceeding the value of the cargo they demanded.
I wish they wouldn't be so trigger happy - I would happily play along. But communication is limited, and probably they had good reason to believe that I would log. Maybe a signal to let everyone know that you are leaving would help? Something like "CMDR whoever is leaving the game in 15... 14... 13..."
 
15 seconds works because its about the same time as someone needs to high wake out. If you can't kill the target who is waiting for the exit timer in 15 seconds, you're not going to get them high waking out either.

If only the Frame Shift Wake Scanner didn't exist, this argument might actually stand to reason.

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I still don't see how piracy is going to work in this game, with the current Crime & Punishment system being what it is. The only thing stopping a would-be-pirate from murdering you after you give up your cargo is a slightly higher bounty that nobody really cares about. Trying to base this whole thing on some sort of honor system is silly; griefers gonna grief.

Nim
 
one thing I don't get: if people don't want to be interdicted by pirates why do they not just play in private or solo?
 
To OP: I have been in exactly the same situation. Brand new Cutter, full of iSlaves. Got interdicted by two CODE CMDRs. The leader ordered 200 slaves in 10 seconds and I agreed. Just forgot that I had the cargo hatch disabled for power management. Typed "Wait a moment" and fumbled with the controls. I already was in the cargo menu when when they opened fire. Alright, it didn't matter anymore, so full boost and jump. I made it out with 30% hull left. In the next system, one of them showed up before I plotted my escape route. But I made it out alive... A little bit shaken and with a repair bill easily exceeding the value of the cargo they demanded.
I wish they wouldn't be so trigger happy - I would happily play along. But communication is limited, and probably they had good reason to believe that I would log. Maybe a signal to let everyone know that you are leaving would help? Something like "CMDR whoever is leaving the game in 15... 14... 13..."

World At War (2008) gave a player in the pause menu a little lamp over their head. Maybe that lamp should be replaced with a teddy bear?
 
Combat loggings only "required" if your lazy or vs a wing with the possible exception of pirates in clippers, .......... Unless your in a T7! I salute all T7's for flying at high speed towards the grave, truly they are the bravest souls in the galaxy

TBH... Combat logging is not surprising with that sort of thinking... ie: If someone is in a T7, surely it should just be easier to force them into comply, or steeling their cargo. Why the immediate suggestion it means their death? It's the crux of the whole problem IMHO.
 
If only the Frame Shift Wake Scanner didn't exist, this argument might actually stand to reason.

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I still don't see how piracy is going to work in this game, with the current Crime & Punishment system being what it is. The only thing stopping a would-be-pirate from murdering you after you give up your cargo is a slightly higher bounty that nobody really cares about. Trying to base this whole thing on some sort of honor system is silly; griefers gonna grief.

Nim

Firstly it assumes the pirate is carrying a wake scanner. Come on, how many do?

Secondly it assumes the person chasing can get to the next system not far behind you.

Just jumping then sitting around waiting to be followed would be foolish. Jump, low wake, select next system, high wake. See if they can follow you through that, and even if they can, they will be so far behind they wouldn't catch you.
 
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TBH... Combat logging is not surprising with that sort of thinking... ie: If someone is in a T7, surely it should just be easier to force them into comply, or steeling their cargo. Why the immediate suggestion it means their death? It's the crux of the whole problem IMHO.

Well, T7 is famous for falling apart if you even sneeze in the cockpit, even more so if (merely) grazed by a shot.
 
Meh, i get interdicted by pirates all the time in Mobius. Damn griefers those NPCs.

...and there's another problem of course. Psycho NPCs, or ones where you have no idea of their terms? ie: You drop cargo, and get shot... Drop more cargo, and still getting shot. Drop even more cargo, still getting shot. Give up!
 
I am also a firm supporter that High wake is overpowered garbage.

Basically, you high wake away, drop to solo play and gg.
No need to get so irate about it.

Or should I say "No need to get so p.irate about it"?

tada.gif
 
Seriously about that 15 second log out timer. I'm very happy that's not longer.

Last Friday, I had my ship heating up because of a bug. First time it happened, I checked silent running, a quick function overview and quickly logged off. Longest 15 seconds of my life seeing your hull% going down. If the timer had been 60 seconds, I would have lost my ship after traveling nearly 100,000ly on the Distant World expedition and the way back.

FD would have given me some credits to make up for the lost data of course, but losing the data would have been a reason for me to quit the game.

So again, I am very happy the timer is 15 seconds and not longer than that. You can complain you lose your target and be a bit p.irate for a couple of minutes, I would have lost 3 months of effort.
 
Firstly it assumes the pirate is carrying a wake scanner. Come on, how many do?

Secondly it assumes the person chasing can get to the next system not far behind you.

Just jumping then sitting around waiting to be followed would be foolish. Jump, low wake, select next system, high wake. See if they can follow you through that, and even if they can, they will be so far behind they wouldn't catch you.

Nobody carries a wake scanner because the game balance is so bad you can log off before the scan even finishes. So it's basically a wasted slot on your ship.

Seriously about that 15 second log out timer. I'm very happy that's not longer.

Last Friday, I had my ship heating up because of a bug. First time it happened, I checked silent running, a quick function overview and quickly logged off. Longest 15 seconds of my life seeing your hull% going down. If the timer had been 60 seconds, I would have lost my ship after traveling nearly 100,000ly on the Distant World expedition and the way back.

FD would have given me some credits to make up for the lost data of course, but losing the data would have been a reason for me to quit the game.

So again, I am very happy the timer is 15 seconds and not longer than that. You can complain you lose your target and be a bit p.irate for a couple of minutes, I would have lost 3 months of effort.

So you defend bad mechanics over a single 1 time bug. amazing
 
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So you defend bad mechanics over a single 1 time bug. amazing
I defend what in your limited view is a bad mechanic. I do realise you couldn't give a toss about some other CMDRs issues, even if it's losing 3 months of effort, and think your own little problems are far more important than that.

It's not even amazing, just par for the course.
 
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Nobody carries a wake scanner because the game balance is so bad you can log off before the scan even finishes. So it's basically a wasted slot on your ship.

I highly doubt most "pirates" would bother with a wake scanner even if the 15 second timer was longer. And as i noted, even if you have one, and your target high wakes, can you effectively follow them? They high wake out, then you have to see where they have gone, select the same system, then charge your own FSD. By which point, they will be long gone.

So, I think my counter point to Nim Rodel stands ;)
 
Firstly it assumes the pirate is carrying a wake scanner. Come on, how many do?

Secondly it assumes the person chasing can get to the next system not far behind you.

Just jumping then sitting around waiting to be followed would be foolish. Jump, low wake, select next system, high wake. See if they can follow you through that, and even if they can, they will be so far behind they wouldn't catch you.
Game mechanics allow me to chase someone who high-wakes, as opposed to logging-off where the player is gone and I cannot follow them.

Therefore high-wake != logging-off, so stop using false equivalence to justify your point of view.

Nim
 
Game mechanics allow me to chase someone who high-wakes, as opposed to logging-off where the player is gone and I cannot follow them.

Therefore high-wake != logging-off, so stop using false equivalence to justify your point of view.

Nim

My point of view is, even if FD somehow 100% stopped logging via menu, people still have the better option of high waking. Even without FD stopping the exit to menu, its still the better option.

1) You can follow them, if you have a Wake Shift Scanner, but i'd bet good money you'd never catch them. If you think you can catch them, please explain how. I already noted you can do the high wake - low wake - high wake dance. Another option is to simply get to the next system, fly a bit closer to the star until you reach the "this is fine" region, then turn your tail to the star, and anyone following and wanting to interdict you has to fly into the star to get behind you.... its a great tactic i use against NPCs sometimes. Hopefully players are not silly enough to fly into stars.

2) High waking is actually better than quit to menu. Quit to menu you have no control over your ship. With high wake you can take limited evasive manouvers, fire off chaff, and who knows, once mines get a buff, you can carry some of those to deter direct pursuit. As for timing, i'm not 100% sure, but isn't high wake like 10 seconds? Even if its 15 seconds, its still clearly the better option than quit to menu. The only time its not an option is if for some reason you don't have the fuel to make a jump.

Now, if there is something in those points you disagree with, feel free to raise them.
 
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