Safe trading route

Hi all,

I am doing some simple trading, and am often jumping out of my super cruise as pirates scan my ship. Is there a 'safe' trading route where this will not happen at all and I do not need to worry about getting shot down and loosing my cargo and paying fro insurance?

I have a Cobra MK 3 and 100,000 credits.

Thanks in advance.
 
Not really no - however draw comfort from the fact that the interdictions you see right now are place holders : eventually when FD implement more features you will see NPCs in Supercruise and be able to spot interdictions to avoid them.

I also add, unless they have changed things recently, you can easily avoid pirates if you are interdicted which removes all the risk - last time I played I was trading between a few systems and felt I no danger at all, even when stopped by a group of pirates I could outrun them in a hauler :)
 
Hi all,

I am doing some simple trading, and am often jumping out of my super cruise as pirates scan my ship. Is there a 'safe' trading route where this will not happen at all and I do not need to worry about getting shot down and loosing my cargo and paying fro insurance?

I have a Cobra MK 3 and 100,000 credits.

Thanks in advance.

I rarely get interdicted, in either Sidewinder or Hauler, but I also rarely go to Anarchy systems. I feel there are more NPC pirate interdictions in Anarchy systems. Could that be it? Stay in the Corporates or Democracies. Not sure if conflict systems spawn more NPC pirates. Just my vague experience of system types, nothing scientific.

When you say "am often jumping out of my super cruise" that implies it's the voluntary exiting of SC, say on approach to a docking station or other point of interest. In which case I've NEVER been scanned immediately. Even when forced to exit SC through an interdiction the system takes 10 to 20 seconds before anything pops up on my radar to show a nearby ship ad scans start. It could be they are in stealth mode, and could scan me soon I suppose.

Similarly, when voluntarily dropping out of SC on station approach, the only target visible at 20km distance is the station, and it's only on the drive to the station that other vessels show up, first can see 'vapour trails' visible on the screen at ~10km, and then pop into the radar with a "New Contact" alert at roughly ~5km. A long way of say, that when dropping out of SC at 20km from the station I've never had any other vessel within scanning distance.

Finally on interdiction, boost to 100% speed, aiming at the target you were heading for. Then check the target remains locked for SC. When frameshift comes back online jump again. I usually can jump before the interdicting vessel even appears on radar. If the other vessel has appeared before frameshift is back online use boost once or twice to add some immediate distance to the other vessel (they usually arrive behind you). DON'T just sit there at a slow speed, curious as to what ship is coming to see you.

Max Speed - Boost - SC Out. Simples.
 
I rarely get interdicted, in either Sidewinder or Hauler, but I also rarely go to Anarchy systems. I feel there are more NPC pirate interdictions in Anarchy systems. Could that be it? Stay in the Corporates or Democracies. Not sure if conflict systems spawn more NPC pirates. Just my vague experience of system types, nothing scientific.

When you say "am often jumping out of my super cruise" that implies it's the voluntary exiting of SC, say on approach to a docking station or other point of interest. In which case I've NEVER been scanned immediately. Even when forced to exit SC through an interdiction the system takes 10 to 20 seconds before anything pops up on my radar to show a nearby ship ad scans start. It could be they are in stealth mode, and could scan me soon I suppose.

Similarly, when voluntarily dropping out of SC on station approach, the only target visible at 20km distance is the station, and it's only on the drive to the station that other vessels show up, first can see 'vapour trails' visible on the screen at ~10km, and then pop into the radar with a "New Contact" alert at roughly ~5km. A long way of say, that when dropping out of SC at 20km from the station I've never had any other vessel within scanning distance.

Finally on interdiction, boost to 100% speed, aiming at the target you were heading for. Then check the target remains locked for SC. When frameshift comes back online jump again. I usually can jump before the interdicting vessel even appears on radar. If the other vessel has appeared before frameshift is back online use boost once or twice to add some immediate distance to the other vessel (they usually arrive behind you). DON'T just sit there at a slow speed, curious as to what ship is coming to see you.

Max Speed - Boost - SC Out. Simples.

Actually if you boost, then immediately switch flight assist off by setting it to toggle in the control menu instead of default hold, your ship will continue in the direction you were pointing at maximum speed with no further boosts needed. Then as you get nearer the station toggle flight assist back on, remembering that you will take a little longer to slow to a safe speed for station entry as you are still travelling at boosted speed when you go back the flight assist on.

Also ensure you have 4 pips to your systems so your shields are at maximum protection.
 
Actually if you boost, then immediately switch flight assist off by setting it to toggle in the control menu instead of default hold, your ship will continue in the direction you were pointing at maximum speed with no further boosts needed. Then as you get nearer the station toggle flight assist back on, remembering that you will take a little longer to slow to a safe speed for station entry as you are still travelling at boosted speed when you go back the flight assist on.

Also ensure you have 4 pips to your systems so your shields are at maximum protection.

You can also use flight assist off with boost as soon as your interdiction drops you out of super cruise, so by the time the pirates get to see you your at maximum boosted speed and just waiting for your frame shift to comeback online so you can boost away and lose them.
 
Perhaps in the retail version, the only humanly civilized place, where there will be no danger, will be the world of the founder ?
 
As it is right now any ship can escape from NPC interdiction. Enjoy that while you can - it might not be so easy after they nerf the Boost + FA off = <top speed forever> mechanic. I suspect people will begin traveling with 4 pips to engines ;)
 
As it is right now any ship can escape from NPC interdiction. Enjoy that while you can - it might not be so easy after they nerf the Boost + FA off = <top speed forever> mechanic. I suspect people will begin traveling with 4 pips to engines ;)

Now that I see as a problem. If because people are using a perfectly set up and legal mechanic like boost+FA off then they are using ships mechanics to escape trouble.

So as in the WoW universe the crowd, usually in PVP areas, shout oh noes, the hunter, warrior, rogue, mage, etc.,Over Powered...nerf...nerf...nerf. Enough shouting and Blizzard does the nerf. They call it balancing.

Well now we look at ED and find the PVP crowd are doing the same. Complaining bitterly they cannot catch the Juicy trader who has learned a skill to elude them so they want nerf...nerf...nerf. Looking at recent Dev posts it seems they are going to get their wish.

So perhaps traders will start, as you say putting 4 pips to engines, how long before the same crowd start shouting that traders should not be allowed to put 4 pips to engines to attempt to successfully outrun the pirates. Nerf...nerf...nerf.

Then of course lets take away the Anacondas weaponry and let them have just 1 class 1 weapon slot. After all its only a freighter. Nerf..Nerf..Nerf.

Now the game would remind me of Eve where haulers, miners are not allowed any effective guns for defence making them pretty helpless targets for any PK griefer who wants to up their epeen kill board stats.

I really hope the Devs do not start seeing traders as easy fodder for the pirates and or griefers and also forget the idea of balancing the FA+Boost by changing it, after all hasn't the pirate enough skill to use their FA+boost off, gentle control to engage their guns onto the hapless trader running away.

All I can see the nerf doing is driving trader, haulers into private groups.
 
Last edited:
Back
Top Bottom