The PIRACY Thread - new ideas for changes needed to make it more viable as a Role

Traders who like to take risks for high rewards of RARES would go into OPEN for them. If you have no REBUY but only risk losing your Cargo then it's not as bad. If the Psycho had more to lose via a C&P system (e.g. PowerPlay Faction Policing and actual REBUY COSTS) rather than gaining from Piracy then that works even if you would get Psychos who are actually playing as losers.

In another way, Bounties on Players should be raised again and not give Bounty Pays to any CMDR on your Friend List. Allow an ONLINE PLAYER LIST of 5 MOST WANTED for actual Bounty Hunting Roles. Not allow add/removing CMDRs but is a 1 use of each only. Allow Auto-Add friend on both being in same Instance - you can choose to remove them once only. Report and Ignore is also already an option.
 
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Minonian

Banned
Traders who like to take risks for high rewards of RARES would go into OPEN for them. If you have no REBUY but only risk losing your Cargo then it's not as bad. If the Psycho had more to lose via a C&P system (e.g. PowerPlay Faction Policing and actual REBUY COSTS) rather than gaining from Piracy then that works even if you would get Psychos who are actually playing as losers.

So you meant by no rebuy, to get back your ship just like that? Also bad, empties the game no risk, no reward! And also takes away the most important part of the game. the thrill. There is nothing to lose? nothing to win!

rare commodities, access to more restricted items? Still not good enough! The reward and punishment works best together. And even if you have both if the other not willing to participate? goes back to solo, or group, and if these 2 are lacking? just depart.

About bounties? With that you meant to stop sidewinder bounty exploit? You can bypass it way too easy by keeping contact via skype or any other chat program making chat and voice talk possible.

Edit; hey! this is just a game you can't force on anything to anyone, because of it, for it, if he don't like it, don't agree your methods? He just take his leave and hit's the road. An he is right about it. And that's the problem with any kind of punishment or C&P system. for the "good" and "bad" guys alike.

The only thing you can really do? by forming the game system favor to one party or another or try to find a balance where most of the gamers are satisfied. And if you want a strong game, a strong community? The latest is the good choice.

Edit2; Without challenge, there are just no real point of a game right?
 
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Have you ever been Pirated by NPC and given Cargo and then let go on your way? - Yes to see what would happen - was surprised it worked fairly well!
Have you been Pirated by a Player and given Cargo and then let go on your way? - Yes, but only the once when I used to play Open exclusively. Actually worked out quite well and got away with minimal hull damage. Kudos to the player whoever it was.
Have you tried Piracy without trying to kill the Ship and picked up Cargo? - Yes but usually kill them if they try and fight after dropping cargo. Fortunately LTD miners usually don't.
What Cargo do you hope to find and what is it's value? - LTDs of course. Rares and illegal items like Trade data as such just aren't worth the hassle
Have you tried Piracy in Multicrew? - No, waiting until the main issues with Multi-Crew are sorted out.
If any of the above what Mode do you Pirate in: SOLO/GROUP/OPEN? - PvE GROUP
Why did you try Piracy else would you like to? - Because it's both fun and a challenge and smuggling is pretty naff at the moment.
Can you suggest how to improve this Role to become even more viable? - I'd like to see a return of the kind of piracy missions where you just go out there and steal X amount of a certain cargo from random NPC's in supercruise. What would be even better would be 'Havoc' type piracy missions where the goal is to steal a certain total value of goods (say for example 1 million total value of goods, but they could be anything from Gold, Consumer tech all the way up to LTDs) from a specific faction in the same system.

EDIT: There's another thread on the forums somewhere talking about giving players the option to pledge to a minor faction. Now imagine if these players also became valid targets for my answer above - from a profitability point of view that's one thing that could make piracy very viable in open ;)
 
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  • Have you ever been Pirated by NPC and given Cargo and then let go on your way? - No. Every NPC pirate I haven't evaded has ended up as orbital debris.
  • Have you been Pirated by a Player and given Cargo and then let go on your way? - Yes. Any amount of cargo that doesn't wipe out my profit for the trading leg is negotiable. If they want more than that and won't negotiate then either fight's on or I'll moon 'em with a high-wake.
  • Have you tried Piracy without trying to kill the Ship and picked up Cargo? - Not a pirate. I'm a relatively RP-heavy player and piracy just isn't in-character for my cmdr.
  • What Cargo do you hope to find and what is it's value? - See above.
  • Have you tried Piracy in Multicrew? - See above.
  • If any of the above what Mode do you Pirate in: SOLO/GROUP/OPEN? - See above.
  • Why did you try Piracy else would you like to? - Under the right circumstances, I can see my character pirating a ship or two, if he had a good enough reason. I don't think he'd ever make a career of it though
  • Can you suggest how to improve this Role to become even more viable? - Piracy needs more incentives to be a pirate. It needs a C&P system in place that has a niche within it for the guy that steals stuff and doesn't blow you up but doesn't crank up the murder penalties so high that the THREAT of destruction is one a victim can laugh at because the pirate really REALLY doesn't want to kill 'em. Pirates need better tools for locating both players and NPCs that are carrying high-value cargo, and better tools to extract it than they have now. Pirates need a bit of an incentive at black markets too. I can see the rationale behind BMs offering less for goods that are otherwise legit at the station, but stuff that is in high demand in the regular market or stuff that is prohibited should command a premium. Anarchies should have nothing but a regular market but allow selling of stolen or otherwise illegal goods openly at full market price, because the open market in an anarchy IS a black market. Lots of stuff like that.
 
So you meant by no rebuy, to get back your ship just like that? Also bad, empties the game no risk, no reward! And also takes away the most important part of the game. the thrill. There is nothing to lose? nothing to win!
NO REBUY in OPEN if you're CLEAN and attacked by Player - the risk is still losing your Cargo but at the higher reward of Traders get permitted the RARES. Other modes stay as are. Sure you will get Griefed but this is why you need a heavier C&P across Systems.

rare commodities, access to more restricted items? Still not good enough! The reward and punishment works best together. And even if you have both if the other not willing to participate? goes back to solo, or group, and if these 2 are lacking? just depart.
C&P is not heavy as it is by being restricted to the System they killed in. Even NPC BH are not enough to control it and there is no good way of a Player BH List to who when/where the Psychos are at anytime (who may Log off any way!). Player Kills Clean Player should mean FULL REBUY COST!

About bounties? With that you meant to stop sidewinder bounty exploit? You can bypass it way too easy by keeping contact via skype or any other chat program making chat and voice talk possible.
If Players get auto-added then to Friend List then Bounty against same Player may pay out only once to stop any repeat kill a friend to get bounties.


Edit; hey! this is just a game you can't force on anything to anyone, because of it, for it, if he don't like it, don't agree your methods? He just take his leave and hit's the road. An he is right about it. And that's the problem with any kind of punishment or C&P system. for the "good" and "bad" guys alike.
Choices are to play 3 Game Modes (or else) ;)


The only thing you can really do? by forming the game system favor to one party or another or try to find a balance where most of the gamers are satisfied. And if you want a strong game, a strong community? The latest is the good choice.
Yup, OPEN would favour Players which want high Trading Rewards but at risk of being Pirated (lost Cargo) but any Griefers (no threat of REBUY to Cleans) would get hell hounds on their tales ;) Let's also remember, we all get WANTED for accidental shootings and dodgy Missions and so it is still Dangerous amongst Griefers (you have REBUY but at least PvP either WANTEDs will get 100% Ship REBUY). Other Modes as it already is.


Edit2; Without challenge, there are just no real point of a game right?
  • The Challenge is for Traders not to lose so much Cargo.
  • For Pirates to get as much Cargo.
  • For Griefers to learn to quit OR git good avoiding Bounty Hunters and top up on their credits of lost assets from the C&P system.
  • For Player Bounty Hunters to Hunt from a LIST to help keep peace.

OK?
 
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Minonian

Banned
:) There is some good points.
personal note; Instead of capital alphabets use the B (fat) character formatting so no one thinks you shouting. ;)
 
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:) There is some good points, but also? You forgot about ship rebuy and menu / combat logging an important factor. Accidental game crashes and connection loss. And that's why you can't punish it more severe.
Considering these would be only changes to OPEN to draw players together for the above gameplay reasons which all tie together...The game knows if a WANTED Player has killed a Clean Ship is all it needs to know in these changes to REBUY. No change needs to take place in any combat log as there is no real loss besides a Traders Cargo. No change is seriously needed. If they used the 15sec counter to survive they risk getting Hull Repairs to pay for.

Letting your Ship get destroyed is baiting Griefers and so is being commited to reporting such players which the C&P system is for. If you get WANTED accidentally it is wise to Mode Switch soon ;) less Grief then.
 
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Minonian

Banned
Ummmm... Excuse me? letting your ship destroyed is a bait in a game where player - player fights can happen regularly? Errmmm? think this over!
 
The situation of that was about Traders. If a Trader was not to engage in return fire but has a choice of either running (good idea) OR to Exit Menu and risk the next 15secs. If the game knows they fired back then this situation has changed and became PvP Combat - it's down to a REBUY for the loser as exists. Yes, if both participate in shooting each other then there is no Griefer for C&P to pick on. It was an agreeable gameplay. Thus PvP Combat stays and Griefers who just go out killing those which wish to run get punished still.
 
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Minonian

Banned
I see. so you saying if he do nothing just sit idly and do nothing than it's a bait. Not necessarily! Again? connection loss or client crash. it can take a while to the server to register either. I lost my ship in a situation like this against NPC's. about a year ago, or longer. How you going to know which one was the case? How you going to make a difference between illegitimate combat logging, and game crash + it's possible consequences?

To think in things like this is just like chess. There is a lot of factors, results and possible outcomes to consider, a lot of possible steps to take. what means an easy one way thinking answer can't be the right answer, cannot cover all the cases what can possibly happen.

Edit; in there, you not just want to give us laws but you also try to program a computer strict and cold unforgiving inflexible logics, to keep up with the world and human nature much much more chaotic and casual nature and yet keep it still serious and just enough. You see my point? It ain't so easy. Just some people can make it look easy because they have a hell of a practice to find the right answers.

And let's be honest i'm not necessarily, saying you are right about it, but what you write is worth consideration. ;)
(and also? That's why when we come to apply the laws and rules, we must show some flexibility about it)
 
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Just had a brainstorm thread on this today. More focused on how Pirates sell off their loot tho...

A Redditor pointed out this great AskHistorians post on seafaring piracy: Before ships carried gold, what did pirates do with all that random cargo?
Realistically most ships between the 1600s and 1700s carried cargo mostly not gold, so what did pirates do with all those random assortments of wheat, cotton, tea, and stamps?

There were black market merchants, smugglers, counterfeiters, and launderers of goods that they could sell it to. Smuggling probably being the largest one. Not every port was secured or had a harbormaster who cared (bribed) enough against pirates sailing in to sell their goods. If it was, pirates could offload their goods ship to ship or at a beach site, to a more legitimate seeming ship or a smuggler. For goods that did not have any system in place to verify their source, they could simply be sold to any seedy merchant. For goods and ports that were controlled, a more sophisticated system would be needed. The process being sort of similar to modern day money laundering or cigarette smuggling. Pirates takes possession of the goods, then they must get it in condition it can enter the legal market or find a black market buyer. This was usually done by a 3rd party counterfeiter, forger, or merchant. The goal being either to a final consumer who was willing to accept it as black market, or to make it appear legitimate for a consumer who only wants a legitimate good. Piracy was only a small part of the capture/transportation of illegal goods. Many illegal goods began legitimate or were stolen, and became illegal simply because they were smuggled to avoid taxes and duties (or in some cases, only a select few had the rights/privileges of trade).

The respective nations were not incompetent and enacted a plethora of measures to combat both piracy and the trade of illicit/pirated goods. Even in days before electronic monitoring, UPC codes, etc, a lot of goods required stamps, marks, and certification from both goods and merchant. Some measures were somewhat counterproductive, like Spain's mercantilism policies which meant the colonies could only trade with Madrid. This created a black market demand for other European goods.

For some periods there were some less than lawful ports like Nassau and Tortuga which served as pirate havens and markets for illegal goods. More ports fell into a more grey area, where most was legitimate, but some illegal goods were traded. Many more towns and ports were known for smuggling than outright piracy. Cawsand, England was one of them. As time went on and the bureaucracy expanded and the nations and companies had more resources and funds at their disposal they were able to chase pirates out through force and inventory controls.

The actual process of smuggling, mercantilism, and the combating illegal goods would be a large response to questions on their own.

Sources:

Transportation Act 1717

Piracy Act 1698

The History of Pirates Dr. Angus Konstam

Under the Black Flag: The Romance and the Reality of Life among the Pirates David Cordingly

Smuggling: Contraband and Corruption in World History Alan Carras

http://www.oxfordbibliographies.com/view/document/obo-9780199730414/obo-9780199730414-0077.xml

http://americanhistory.oxfordre.com...9329175.001.0001/acrefore-9780199329175-e-263

http://www.oxfordbibliographies.com/view/document/obo-9780199730414/obo-9780199730414-0197.xml
It got me thinking this...

Practical Ideas:

There's some stuff in there that would make for some great mechanics:

  • Counterfitters: Altering stolen goods to appear legit, with variable success rates depending on skill and payment.
  • A bribe option for station security: You could isolate a patrol and suggest it, or use as a last resort if caught. All with variable success rates depending on bribe and NPC personality etc.
  • More exchanges between ships: Blackmarket traders & counterfitters making offers in instances and SC, or gathering in locations which you could figure out. IE dropping out at instances near station approaches. Double-crosses a possibility... also police raids...
All benefitting from stuff like...

  • NPC comms (supposedly planned in some form)
  • Barter options (offer counterfitter some wares / pay more for better job etc)
  • The old Frontier police sting scenario cropping up occasionally

Dreamscapes:

Go full dreamscape, adding the 'Tier 2' style NPC persistence they're hopefully ([1],[2]) still working towards, and you could have old accomplices ratting on you and stuff like that too, cop personalities being discernible by radio chatter (allowing you to learn the most bribable ones in a location). Maybe even cop hierarchies, where the more senior the cop the more likely they can get you through the front door, but the more likely they'll pounce on you for the bribe. Unless you've hijacked their wife from her mining run that is...

Stuff like that could be amazing. The whole Smuggling strand could definitely do with this type of variability and risk :)

(That and blast doors at some locations. This game needs 'Ally only' blast doors for us scrubs to nip through ;))


/dreaming :D
 
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[*]Have you ever been Pirated by NPC and given Cargo and then let go on your way? -
No

[*]Have you been Pirated by a Player and given Cargo and then let go on your way? -
Yes

[*]Have you tried Piracy without trying to kill the Ship and picked up Cargo? -
Only once but was pretty fun

[*]What Cargo do you hope to find and what is it's value? -
At the time it was cargo for a CG.. Modular terminals. Can't have been worth more than a grand each.

[*]Have you tried Piracy in Multicrew? -
No

[*]If any of the above what Mode do you Pirate in: SOLO/GROUP/OPEN? -
Open

[*]Why did you try Piracy else would you like to? -
I was bored from ferrying Mod terminals for ages so decided to nick some from other cmdrs hoping to make their game play a bit more exciting too. Had a blast, made a few friends and a little video. I was in a Adder and only picked on larger ships, had to run from an Annie that didn't want to talk but no casualties in the end.

[*]Can you suggest how to improve this Role to become even more viable? -
Well firstly if people stop calling murdering silent lunatics "Pirates" that would be a pretty good start.
Other than that though I'm not sure really, I'm a very occasional pirate and with one account wouldn't really like my name ruined if there's a good c+p system brought about. (I'm usually a good guy, honest guv!)
Maybe if ships you fly can build reputations sort of like in Need for Speed most wanted when each car you own has its own bounty, which makes it much harder to get away from the law when your spotted if you have a high bounty, but you can hop in a new car and not have to deal with the stress of the galaxies finest officers hunting you constantly. Not sure if that would work in the elite universe but If there was something like that you could keep track of how notorious your ships are. Maybe through seperate stats like number of ships interdicted, total cargo stolen, maybe even smuggle deliveries and stuff like that add to pirate notoriority(?) but keep it seperate from stats like clean ships killed for those who like that. My plucky Adder may become something that can truly fill hearts with fear when it's spotted on the scanner as sort of a hobby on the side :D
 
@Minonian:
Re. my above Solutions in OPEN=NO REBUY for CLEAN if they did not engage return fire in Combat against a WANTED Player:

Defender will not want to quit by Logging Out as said above else the C&P will not punish the Attacker - Running away is best to keep all Cargo else they face losing that as their own penalty.
If the game crashes/loses connection whilst under the 15sec Rule then normal rules apply due to the Ship is not destroyed so there is no report of a NO REBUY recorded. You Log back in to find all is as it was. The Attacker may see this as a Combat Logger (awe man he pulled the plug dude!) in which case he would need to make a manual REPORT PLAYER which will need investigating - they will not need to as it would have recorded no fire from Defender but due to the abuse of usung such a report method by an Attacker does IGNORE those players from sharing the same instance again. Multiple breaches of this Combat Log do go on towards a SHADOW BAN. All of this is already in place.

- - - Updated - - -

Just had a brainstorm thread on this today. More focused on how Pirates sell off their loot tho...
Excellent ideas in there Golgot. We need Police stops in Anarchy to act as offering Bribes for a lesser fine for some dubious corrupt reason. The Commodities Market in Anarchy should be errrrrrrrrr A BLACK ONE!

"Ah Illicit Goods huh! Care to sell me those? I'll make you an offer. Else I'll just have to fine ya!" Give some away or offer to take a bribe.
 
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Have you ever been Pirated by NPC and given Cargo and then let go on your way? - yes
Have you been Pirated by a Player and given Cargo and then let go on your way? - no but been let go when I had no cargo several times
Have you tried Piracy without trying to kill the Ship and picked up Cargo? - all the time, I try to avoid killing even if they resist. I will disable and take my force.
What Cargo do you hope to find and what is it's value? - CG cargo counts towards CG so it's fine.
Have you tried Piracy in Multicrew? - in beta, yes
If any of the above what Mode do you Pirate in: SOLO/GROUP/OPEN? - Open of course
Why did you try Piracy else would you like to? - I am mostly a pirate.
Can you suggest how to improve this Role to become even more viable? -
Allow goods to be sold on the open market at Anarchy stations. Allow black market sales to improve the influence of any Anarchy factions at said station while lowering it for non-anarchy station owners.
 

Minonian

Banned
]@Minonian:
Re. my above Solutions in OPEN=NO REBUY for CLEAN if they did not engage return fire in Combat against a WANTED Player:


Sorry but i have some hard time with understanding English right now, a bit of tired and under of weather. So you saying if a clean player does not returns fire / run simply try to quit than he must be punished? This won't work because of explorer and fuel rat ships. explorer ships are tend to be un or lightly armed due weight sparing issues, and fuel rats tend to be playing pacifists, and also? there are cases when the other player don't see any point even to try, he don't have the chance. Like? A light trader VS Cutter or Vette. A lil bit extreme example but it can happen, and will happen. A second tough! Actually this will going to happen a lot of cases. After all, piracy can only be profitable if they can overpower their prey for sure. Otherwise the risk / reward ratio going to tip the scale against them in the long run.

Note; Also? this is why the why let themselves assaulted? Is a false reasoning. Their attackers not giving them the chance, and for the same reason? Taking them by surprise.
 
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Sorry but i have some hard time with understanding English right now, a bit of tired and under of weather. So you saying if a clean player does not returns fire / run simply try to quit than he must be punished? This won't work because of explorer and fuel rat ships. explorer ships are tend to be un or lightly armed due weight sparing issues, and fuel rats tend to be playing pacifists, and also? there are cases when the other player don't see any point even to try, he don't have the chance. Like? A light trader VS Cutter or Vette. A lil bit extreme example but it can happen, and will happen. A second tough! Actually this will going to happen a lot of cases. After all, piracy can only be profitable if they can overpower their prey for sure. Otherwise the risk / reward ratio going to tip the scale against them in the long run.
IF in OPEN: CLEAN PLAYER is attacked by WANTED PLAYER and Defender does not return fire but runs away as they should try to then they do so to avoid getting Hull Damage (during a 15sec quit by Griefer) and possible loss of Cargo knowing they can H-Jump fast if not mass locked. There is no penalty here no. If they choose to die (NO REBUY) because they got Griefed (Pirates do request Cargo and Hatch-Break rather than blow it all up for kicks!) then they are best to get Killed and the only penalty is loss of Cargo but they did a duty for life and others to get that Griefer a C&P punishment added to them. Attacker gets Bounty Hunted by Players on a 5 Online Most WANTEDs List plus Inter-System Police chased by PowerPlay Faction areas.


Note; Also? this is why the why let themselves assaulted? Is a false reasoning. Their attackers not giving them the chance, and for the same reason? Taking them by surprise.
Only a Griefer will attack a CLEAN PLAYER without reason nor comms. The idea is PvP can still survive as we all get WANTED at some time for silly things (accidents & Missions).

Keep in mind, a Pirate is still a Threat as they can bring down your Shields as a show of power and render you more at your mercy to listen to demands. They may attack you if you run instead, they can still give you plenty Hull Damage to cost you Repairs.

All sorted. Just needs the extra Limpet fixes (no time limit, not require zero speed to collect, vary numbers as HB) and Anarchy Market is Black and we're done. Needing to bring Shields down is extra time. I'd rather they made the HB not get us WANTED is all. Tough as it is with PD destroying them all. This way we are not mistaken as Griefers.
 
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Re. HATCH-BREAKER: If these were not seen as Missiles by the Target and therefore would NOT trigger you as WANTED in Secured Space then you would have used Stealth to sneak away their Cargo instead - they simply notice they are losing Cargo! It is for the Pirate if they wish to go Silent Running and all that and if they can scoop/collect it before they need to return fire (will then not get WANTED by then). It is simply then a Smuggling role if they are still CLEAN. Of course in Anarchy it does not matter one bit.

Re. COLLECTOR LIMPETS: These must not be so restricted to ONLY 1 for all Class 1s, 2 for Class 3s, 3 for Class 5s, and 4 for Class 7s BUT follow a similar mix of numbers as to HATCH-BREAKERS obviously! PLUS do not let them die - PLUS allow us to scoop them when they are powered OFF!
I don't think I have an issue with becoming wanted in a system where you are pirating? What I do have an issue with is:-
1) The current/new hatch break mechanic is just dull. I'd much prefer it if you had to reduce a victim's shields down to 1 bar before you can employ it.
2) Security force response times should be more random. By all means base them some degree on system security, but make it more random. And there should then be chances for them to hurry up (arrive quicker) if you start hitting hull, and say again when you reach 50% hull? But ultimately make their response time more random. At the moment it seems far to regimented, and generally too quick in many system types.

Hatch breakers also need to be able to take into account the size of your ship and the size of your victims. So larger hatch breaker modules can eject more cargo. And furthermore the amount of cargo a hatch break ejects is also based upon the amount of cargo on the target. So if you hatch break a full Hauler it won't eject anywhere as much cargo as a full T9. But I suspect a minimum amount would still be applicable at the very least.

Not sure why you only want one collector, when collecting any amount of cargo at the moment is painful. Personally I'd prefer to see them stay much as they are, but for cargo to be potentially bundled into various sizes (eg: 1-4t), OR, for collector limpets to be able to collect more than 1T at a time!
 
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Well I would like the WANTED to be the difference between a Ganker and a Common Theif (no fire). If HB did not alert cops then you get all the time you need. Mix the Collector numbers to same as HB mixed numbers and you get even 2 for a Class 1B. If we can not reserve most bay space for Cargo then it's not productive.

Thing is, once you open fire on a CLEAN they panic and suspect a Ganker. Even though it is fun to do if needing HB to attach, it does scare off your prey and possibly will Combat Log.

Whatever the solution:

Just to say OPEN needs to change to bring forward Traders/Miners to get higher rewards>at risk of Pirates who need Traders/Miners/Smugglers>which both do not need Gankers but a Threat must still prevail>for Gankers to be hunted>by Bounty Hunters who work from a Online Player List>which are backed up by the C&P system of Inter-System Policing based on Powerplay Factions>to bridge Powers into Non-pledged Universe.

In my Pirate Cobra MkIV I have my Power Usage at 120% so switch modules to work by just Manifest toggling. I get 2 Limpets for Hatch-Breaker (1B) and 2 for the Collector (3A). My Usage when Deployed is dead on 100% but all functions. I also include both a Wake-Scanner and Interdictor. It has 48t Cargo. All ample plus powers 3 Turret Beams (Multicrew ready) and 2 Rails up front. All engineered - top boost 370m/s.
 
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Well i.e. OPEN is just dandy and simply by removing RARES/LTD from SOLO/GROUP, add the extra C&P, balance Collectors same numbers as mixed classes in Hatch-Breakers and no time limits plus no destruct upon Disable their power so we can collect them again, Anarchy Market is full price for Stolen Legit Goods (there is still Black Market for the Illicits), THEN I think we are good to go Pirating more viably ;)
------------
EDIT: Allow Collectors to drop Cargo for you at any speed at all.
 
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