How to survive in Open. The trader's tip exchange!

  • Thread starter Deleted member 110222
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Deleted member 110222

D
Hi guys. Just to clarify, I should be updating my OP here later, with what I do to survive in Open in a ship not set for combat.

Given the possibility of Powerplay becoming Open only, I thought some of the greenhorns out there might benefit from advice and tips from us cargo movers that do so in Open already.

Let me assure you guys, that trading in Open is not suicide. If you think it is then with the greatest respect, you need to up your defensive flying game.
 
Tip1) use a shield.

edit for clarification as this was a bit "thrown in"

Really. DONT. FLY. SHIELDLESS.

There is a lot of stuff out there which really can ruin your day quick unshielded.

Best is a max engineered shield of course, for traders you better go for raw shield strength, so think A grade or prismatics.
The advantage of bi-weaves is the regeneration, which you won't need as a (hopefully) running away trader, and they cost you raw strength.

Use boosters, as good engineered as possible too.

Every mj counts.
 
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Shield strong enough to survive while you charge up a high-wake to another star system, or speed enough to outrun any pursuer in normal-space. If you're going to trade, then s shield is advisable, yes.
 
Just the tip.

Edit: On a more serious note, I hope there is going to be more to this than just making your ship survive long enough to high wake. Because constantly high waking until you manage to get to your destination without interdiction sounds about as compelling as waiting for USS after USS to pop up until you get that HGE.
 
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Deleted member 110222

D
Totally agree with the first three replies.

SHIELDS ARE ESSENTIAL.

I'd recommend at least one HRP and one MRP, too. Also at least reinforced alloy bulkheads... Unless your ship has very high speed thanks to engineers. Definitely the M/HRP though.

Yes! This does mean you'll be carrying a little less cargo, but the added survivability will actually increase your trade profits in the long run.
 
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Deleted member 110222

D
Meep..Meep...

If you refer to the speed of Roadrunner, it is really good advice! Some trade ships actually have great speed potential. Use it!

I dare someone in a Battleconda to catch my 635 Cobra Mk III!
 
Just the tip.

Edit: On a more serious note, I hope there is going to be more to this than just making your ship survive long enough to high wake. Because constantly high waking until you manage to get to your destination without interdiction sounds about as compelling as waiting for USS after USS to pop up until you get that HGE.

If you have wingmates then it's totally different. A lot of that meta will happen after this change. Like escorts with shield replinishing lasers and the like.
 

Deleted member 110222

D
Tip1) use a shield.

edit for clarification as this was a bit "thrown in"

Really. DONT. FLY. SHIELDLESS.

There is a lot of stuff out there which really can ruin your day quick unshielded.

Best is a max engineered shield of course, for traders you better go for raw shield strength, so think A grade or prismatics.
The advantage of bi-weaves is the regeneration, which you won't need as a (hopefully) running away trader, and they cost you raw strength.

Use boosters, as good engineered as possible too.

Every mj counts.

Yeah, it's why I have two shield generators. One is bi-weave, when I take the Kalashnikov to battle, and the other is a reinforced A-rated monster.

I have much engineering to do on it and the boosters yet. My Cobra is rugged though!
 
If you refer to the speed of Roadrunner, it is really good advice! Some trade ships actually have great speed potential. Use it!

I dare someone in a Battleconda to catch my 635 Cobra Mk III!

You'll escape from the Conda no problem.

Now an 850+ Courier on the other hand...
 

Deleted member 110222

D
You'll escape from the Conda no problem.

Now an 850+ Courier on the other hand...

True... But the Courier also has less firepower. Frankly, unless you fly a Cutter, there's always going to be a few archtypes that you'll be vulnerable to.
 
I've been on both sides of the coin, as someone who has carried cargo in open and as someone who has pursued said cargo from others.

As many have mentioned already, Shields are your friend. No shields means that your FSD and Drive can be shot out, which then means game over.

Adding to that, MRPs can buy you some time should your shield fail.

When escaping with cargo, use high wake rather than low wake, you ignore mass lock and you won't be repeatedly pulled. Be ready to jump again in Supercruise on the rare chance your pursuer followed you though.

When flying in SC, always check the loadouts of other ships. Be extra mindful of ships carrying 'FSD Disruptors' or the simple 'missile' weapon in their subtargeting. The first will reboot your FSD and the dumbfire missiles may carry a similar upgrade. They are your biggest threat, especially if they are part of a larger wing.

Should your ship be significantly faster than the opposition, you can always just outrun the pursuing ship. If you do so, don't jump to SC right away, take time to let your shields recharge and get out of visual range/let the other ship jump first. This is extra valuable in systems with long Supercruise travel times.

Just some random tips, in no particular order.
 
Hi guys. Just to clarify, I should be updating my OP here later, with what I do to survive in Open in a ship not set for combat.

Given the possibility of Powerplay becoming Open only, I thought some of the greenhorns out there might benefit from advice and tips from us cargo movers that do so in Open already.

Let me assure you guys, that trading in Open is not suicide. If you think it is then with the greatest respect, you need to up your defensive flying game.





There are also some good videos on you tube, that can help and advise, on many aspects of the game - fly safe o7
 
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