Revisiting Piracy - My thoughts and your thoughts?

So after not having tried piracy (or the game really) properly for a while I thought I'd spend a few hours playing the victim and then trying some piracy to try and see where piracy is now?


Being a victim
- Flying around in a Python (no bounty and no PP allegiance) in a CG system, I was interdicted once, by a wing of CMDRs... No coms, no scans, immediately fired upon. *sigh - Another topic!*

In short, I wasn't pirated once!? A reflection of how few CMDRs are possibly doing this role?

Being a pirate
Note: As soon as I interdict a CMDR I give clear instructions. And typically even a second warning is given etc before taking any action. I very very very very rarely ever destroy CMDRs.

What went well?:-
- The lack of combat logging was good. I only had one or two CMDRs who (possibly) logged on me during a lot of encounters. I'd say logging is not an issue from this experience!

What didnt go well?:-
- On two occassions my limpets were picking up cargo, but it was not appearing in my ship.
- The moment you fire upon a ship (CMDR), security ships seemed to be called. This meant if you're using hatch breakers, typically by the time you come to recover the cargo (possibly spready over a large area), you're soon under fire quite likely meaning you can only pick up a few tons of cargo. This seems to be fairly standard, and as this was in a medium security system, goodness knows what it's like in higher security system?
- The profit, or lack of, from pirating CMDRs is appalling. A lot of effort, time and risk, for so little return. I'm not even sure at times if I was even making a profit?
- Quite often after interdicting a CMDR, and coming under attack from security vessels, when I went to jumped to SC the game hanged such that I had to kill it.

And as I soon realised "attacking" a CMDR meant security vessels would almost certainly mechanically be on the way, this almost suggested to me the game was almost promoting that if the CMDR won't willingly drop cargo under just the threat of violence, don't bother hatch breaking cargo, instead blow them up, so next time they will drop it without a shot being fired. This seems wonky?!


What I'd be interested to hear about from other players?

Hatch Breakers through shields
Still uncertain about this. It now just seems too easy to get cargo? But with the problem that security ships arrive so mechanically, it just ends up being frustrating.

I'd like to hear what other people think about this current new mechanic. It's never sounded right to me, and I still think either shields should still have to be brought down, or at least say brought down to 1 ring? (ie: You can't fire/target a hatch breaker with the enemy having more than 1 ring?)

Hatch Breakers and Collector Limpets
If you're intent on trying to get 20-30t of cargo out of a bigger ship, I'm not sure how the game would allow you to do this? It seems hatch breakers are too slow/limited in ejecting cargo, and then you're faced with cargo strewn over a large area... quite possibly soon to be patrolled by security vessels. Possibly at least need - click

FSD Disruptor
This seems pointless for piracy? You can extract cargo and typically do significant damage with the time it takes a victim to jump.

Better to have something else in its place IMHO.

Security Forces turning up so quickly like clockwork
This is a two edged sword IMHO. Because FD seem to want mindless destruction in their game (with little/no real penalty), they need the game to police itself based on this lowest common denominator. ie: If I was being mindlessly attacked by another CMDR simply to be destroyed, I'd like security forces arriving soon to back me up.

HOWEVER, the problem is, if you're trying to pirate a CMDR, this mechanic is frustrating. In my case I'd not destroyed a single CMDR pirating, and yet security was turning up so quickly over and over, I was regularly collecting cargo I'd hatch breakered under (significant) fire... This needs to be made more random at the very least. And possible it's another reason why the response rate should be based on your "Criminal Reputation" (karm system)? ie: The more often you kill CMDRs over a given period, the more hassle the game gives you? Destroy more CMDRs, generally get more attention more quickly etc. Kill less CMDRs, get less attention - click

$$$$$$$
The lack of reward is not fun. If instead as a pirate with reputation I could get missions at the CG say to specifically steal CG related cargo, and to get some mission payouts, that would be nice! But currently it's a lot of effort, time, risk, for quite literally no payout pirating CMDRs. I could probably have done one legitimate trade run for the CG and made far more CRs and delivered far more cargo than in hour(s) of being a pirate.


In Summary
Pirating (not mindless destruction!), and being pirated (not mindless destruction!), has given me some of the best moments in two+ years of playing ED. Why? Because it's forcing CMDRs togethor in interesting ways. And there's not many interesting PvP mechanics to choose from TBH! Consider three encounters from just yesterday:-
- Having hatch breakered some cargo from a CMDR I was in the process of beginning to collector limpet it when the security forced turned up, so I was on a ticking clock until they opened fire etc.. and then another CMDRs turned up too... Slowly picking up 1000CR cargo has never been so tense :)
- I interdicted a CMDR, and asked them to drop 10T of cargo which they did. As soon as they did this an NPC ship arrived and while I was collector limpeting the NPC opened fire on my victim. As soon as I was finished, I helped the CMDR out...
- I interdicted a CMDR who was very slow in responding... So much when an NPC turned up and opened fire on him I thought what the hell, and while he was fighting the NPC, I hatch breakered him, collected the cargo... And left :)

But IMHO piracy is far from what it should and could be. It's been basically ignored for two years, and is unfortunately blemished/tarnished by its unwanted cousin, "mindless destruction". So I still believe Piracy need some TLC and depth added to promote constructive "good" piracy, while importantly at the same time, penalising (habitual) mindless destruction. At the very least I still think some of the issues above (such as security vessel response rates, hatch breakers/cargo collection) need some attention.
 
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Good job NeilF, really good job.

I have always been a advocate of 'non lethal' cargo extraction, where one goes undetected leeching cargo to system security, bit like a mosquito om noming you at 3am.

I think the actual damage a pirate does to a trader is fairly insignificant. If I'm trading in my cutter, and someone drinks 50t, it's insignificant to me. If I were to get interdicted in this fashion, I'd just be more inclined to get away, probably a bit of local banter as FSD charged.

I don't like pirates to be tarred with the same brush mindless seal clubbing player killers are. If PKers are the lowest of the low, I'd consider Pirates to be PvP aristocracy.
 
Good job NeilF, really good job.

I have always been a advocate of 'non lethal' cargo extraction, where one goes undetected leeching cargo to system security, bit like a mosquito om noming you at 3am.

I think the actual damage a pirate does to a trader is fairly insignificant. If I'm trading in my cutter, and someone drinks 50t, it's insignificant to me. If I were to get interdicted in this fashion, I'd just be more inclined to get away, probably a bit of local banter as FSD charged.

I don't like pirates to be tarred with the same brush mindless seal clubbing player killers are. If PKers are the lowest of the low, I'd consider Pirates to be PvP aristocracy.

I actually pirated the same CMDR twice... He was of the nature that he would adhere to my instructions/threats and pay up without a shot... "...not you again!" And I gave him a loyalty discount the second time around so only asked for 10t of his X hundred tons, so it was kind of funny for us both! In reality it's just tens of thousands of CRs in this scenario, so what's the big deal!?

ie: Not all piracy has to be ill-natured. Sometimes good-natured piracy is a nice break I'd imagine for both sides involved :) ie: Helping defend a victim as mentioned above... and in the past after pirating a CMDR by force, I've then even winged up with them to escort them to the station given they'd in effect paid their dues, and I was headed that way anyway... It all makes for a more interesting/dynamic PvP environment surely!? I had an interesting story to tell off the back of it, as did he!


The problems arise currently where cargo has be obtained by force... and there's nothing wrong with this of course, but:-
1) Because hatch breakers can immediately be used, it surely means a trader cannot resist at all?
2) Because security forces seem to turn up so quickly, so mechanically once a shot has been fired, it makes even just collected hatch breakered cargo a right pain.
3) We always return to the fact that I could have blown up all of my victims, even after hatch breaking them, and what would diswade me from doing this in thruth? Surely the games should distinguish between the activities of pirating without destruction and with destruction? And ideally penalise needless habitual destruction (ie: "Poor" piracy behaviour)?

And no matter what, just so little profit for PvP piracy :(
 
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My thoughts?

Piracy is fun.

Piracy term is over-used, maybe from the Eve-Online days where Piracy didn't exist but they just called people who KOS "Pirates". People in ED who just shoot and kill without a word arnt pirates.

Piracy is rewarding only in terms of how much fun it can be, money wise you'd need to pirate like 30 ships to even get your buyback out of it.

Piracy needs improvement :D.
 
Well, more TOOLS would be nice:

- Radio Jammer similar to ECM but jam and delay any SOS after an attack
- Hatch breakers should be rather fragile and be able to shoot down with PD
- Certain faction weapons should really be more readily available as "soft" weapons (Cytoscrambler with Scramble Spectrum as a piracy weapon)
- Missiles that works as an AOE Scramble Spectrum on external hull modules but gives no damage against hull (take out weapons and defenses)
 
You summerized the situation pretty well...

Personally I think hatch breakers being able to penetrate shields is pretty neat, because they allow us to pirate non-noob traders whose shields you would normally be unable to drop before they high-wake out.

Of course the amount of cargo they can syphon out is far too low to be worthwhile, so we usually still have to rely on the classical "please drop 50 tons of your cargo or else..."-method, which usually doesn't work very well from my experience. And once you have to shoot, you can as well blow them up, because police won't let you scoop cargo if you don't manage to get your loot without violence, which also devalues hatch breakers even further.

In fact piracy in high sec is pretty futile... funnily blowing other players up is usually no problem there.


Hatch breakers could offer a pretty easy workaround for the time being, though with a few little changes:
- While Using hatch breakers should make the pirate wanted, it shouldn't trigger a police response or at least only a considerably delayed one.
- The amount of cargo they can pull out should be drastically increased (to 25-50 tons per limpet)

This would allow pirates to go about their business without resorting to either begging the trader to drop something or kill them and be somewhat lucrative at the same time.
 
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At the Valentine's Day CG, at least, piracy pays less than actually going out and getting the rares (rares increase in value the further you travel from the point of origin, so by the time you reach Rose Terminal you get around 9x the purchase price, while pirates get far less, plus the cost of limpets, clearing WANTED status, etc) . The only benefit is in gameplay, which is really all that we should care about as it's incredibly fun.

The other CG is better for pirates because it's 98% profit, and the inbound cargo ships are loaded to the gills.
 
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Personally I think hatch breakers being able to penetrate shields is pretty neat, because they allow us to pirate non-noob traders whose shields you would normally be unable to drop before they high-wake out.
You don't think that maybe at least having to drop the target ship's shield even just 1 ring before being able to target/fire hatch breaker at them might be a good compromise?

Of course the amount of cargo they can syphon out is far too low to be worthwhile, so we usually still have to rely on the classical "please drop 50 tons of your cargo or else..."-method, which usually doesn't work very well from my experience. And once you have to shoot, you can as well blow them up, because police won't let you scoop cargo if you don't manage to get your loot without violence, which also devalues hatch breakers even further.

In fact piracy in high sec is pretty futile... funnily blowing other players up is usually no problem there.

Hatch breakers could offer a pretty easy workaround for the time being, though with a few little changes:
- While Using hatch breakers should make the pirate wanted, it shouldn't trigger a police response or at least only a considerably delayed one.
- The amount of cargo they can pull out should be drastically increased (to 25-50 tons per limpet)
Yeh, it seems hard/impossible to extract significant amounts of cargo with hatch breakers. So agreed, shame they can't chuck out more or work in parallel?

But if they chuck out more, it would be nice if you could pick it up just a tad quicker - eg: - click
 
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You don't think that maybe at least having to drop the target ship's shield even just 1 ring before being able to target/fire hatch breaker at them might be a good compromise?

Wouldn't mind it, but having to attack would probably bust my hopes to get a delayed/nullified police response for applying hatch breakers :)

But if they chuck out more, it would be nice if you could pick it up just a tad quicker - eg: - click

Yes, bundling cargo is a very good idea :)
 
Well, more TOOLS would be nice:

- Radio Jammer similar to ECM but jam and delay any SOS after an attack
- Hatch breakers should be rather fragile and be able to shoot down with PD
- Certain faction weapons should really be more readily available as "soft" weapons (Cytoscrambler with Scramble Spectrum as a piracy weapon)
- Missiles that works as an AOE Scramble Spectrum on external hull modules but gives no damage against hull (take out weapons and defenses)

Problem is, you cannot implement radio jammers or scramblers or anything else that subdues your target. That would be a tool used by PKers, and allow them to do it with no repercussions.

The ideas are sound, and in theory should work, but in practice all you're doing is handing PKers 'get off scott free' cards.
 
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Robert Maynard

Volunteer Moderator
And no matter what, just so little profit for PvP piracy :(

Piracy profit relies entirely on the cargo being robbed (which depends on the ship carrying it) and how much it sells for on the Black Market.

.... plus repairs, consumables, bounties and the occasional rebuy, I'd expect. ;)

Problem is, you cannot implement radio jammers or scramblers or anything else that subdues your target. That would be a tool used by PKers, and allow them to do it with no repercussions.

The ideas are sound, and in theory should work, but in practice all you're doing is handing PKers 'get off scott free' cards.

I've held that opinion for a long time now.
 
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Problem is, you cannot implement radio jammers or scramblers or anything else that subdues your target. That would be a tool used by PKers, and allow them to do it with no repercussions.

The ideas are sound, and in theory should work, but in practice all you're doing is handing PKers 'get off scott free' cards.

Yes, the mechanics are stuck between a rock and a hard place given FD currently allowing mindless destruction with nigh on no penlaties.

Now, if repeat mindless destruction (in a given period) was more and more seriously penalised such that after a few destructions you really wouldn't want to continue, then maybe the kind of tools need to improve piracy could be be brought into the game, as using them for mindless destruction would be far less of an issue.


I'd imagine a good compromise being:-
1) You had to reduce a victims shields down to 1-2 rings to get a hatch breaker lock before you can fire?
2) If you then hatched breakered the victim you could get more out, more quickly/easily. Surely base it more on a minimum figure (as currently) but also upto a %age of what they're carrying. ie: Surely a hatch breaker could throw out cargo more easily if there was 400t rattling around in a hold, than just 5t? So if you hatch breaker a T9, it might throw out more cargo than if you hatch breaker an Asp?
3) Or maybe let better hatch breaker module work in parallel. ie: So you can attach more than one hatch breaker at a time?
4) Bundle (like) cargo up in to 2-3T units so a bit quicker to pick up? - click
5) Randomise the arrival time for security forces more. Randomly speed up arrival if hull damage ensues?



Piracy profit relies entirely on the cargo being robbed (which depends on the ship carrying it) and how much it sells for on the Black Market.

.... plus repairs, consumables, bounties and the occasional rebuy, I'd expect. ;)

Don't forget how much cargo you can extract (eg: via rather slow/limited hatch breakers), and then how quickly you can pick it up :) Something I of course tried to address in another post which someone you know had a good alternative idea about (see bottom of OP) - https://forums.frontier.co.uk/showt...aid-to-piracy-instancing-and-collection-speed

But there's also the option maybe even just for piracy based missions for example specifically for some CGs to then at least potentially pay out rewards to bolster profits a bit.
 
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Piracy is best done with a fairly strong ship (you need to be a credible threat), which means it's expensive. And that means you have to gather large quantities of high value goods to make it profitable and to recover your costs. Really not something to do to get rich.

They might be able to make it viable by adding blockaded systems for the pirates to trade with. For example, feds/imperials put a system under blockade, everyone who trades with them becomes wanted and banned from normal commodity markets for a while. Normal traders won't want to sell to them anymore. Pirates are already wanted, so they don't care, and get more money because the desperate blockaded system pays much more for the goods.
 
Problem is, you cannot implement radio jammers or scramblers or anything else that subdues your target. That would be a tool used by PKers, and allow them to do it with no repercussions.

The ideas are sound, and in theory should work, but in practice all you're doing is handing PKers 'get off scott free' cards.

Except we would need to combine all the ideas with a crime and punishment system.

Killers and madmen should have their space as well AND mission gameplay to match. Most likely wanted all over the galaxy with a rap sheet that would scare Hannibal Lecter but also HUNTED and hiding in Anarchy systems AND taking a huge risk ever LEAVING said Anarchy system.

Criminal GAMEPLAY needs more mechanics and it cannot really be done properly without a good crime and punishment system.

Pirates NEED subduing weapons and NOT having them because someone BAD might use them is a bit of misplaced logic. It's like saying we should forbid weapons because criminals can use them. And in this case we are essentially describing two kinds of criminals.
 
Piracy is best done with a fairly strong ship (you need to be a credible threat), which means it's expensive. And that means you have to gather large quantities of high value goods to make it profitable and to recover your costs. Really not something to do to get rich.

They might be able to make it viable by adding blockaded systems for the pirates to trade with. For example, feds/imperials put a system under blockade, everyone who trades with them becomes wanted and banned from normal commodity markets for a while. Normal traders won't want to sell to them anymore. Pirates are already wanted, so they don't care, and get more money because the desperate blockaded system pays much more for the goods.

WINGS could work too if strength in numbers could influence mass lock and block FSD high wakes.
 
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