Smuggling and piracy need to be readdressed

What's wrong with smuggling and piracy today?
1. It's abysmally low-income compared to other gameplay loops.
2. PVE Piracy is somewhat non-existant. LTD\valuable cargo ships are very scarce, hence barely anyone is interested in this kind of gameplay. Private courier vessels do carry rare commodities, but it simply doesn't pay enough, considering the 'gameplay' you have to participate in (described below). And you always get your cargo stolen, which is even less credits (which makes sense, but with current amount of ships carrying cargo, it's too dull)... Piracy is pretty much out of the picture (in terms of fun\credits ratio), and it's not hard to see why.
3. PVE Piracy gameplay is ridiculous for multiple reasons:
  1. While NPC Pirates make demands, players can't. This could have allowed players to avoid brute force and get what they want by just scaring your target (just like in PVP Piracy)
  2. Hatch Breaker limpets are useless if you can't effectively stop ships. If you disable the drives, ships keep drifting away, making it almost impossible to scoop the loot. Players end up having to ram the target ship to stop it from drifting (doesn't it sound ridiculous?).
  3. If that's not enough pain, you can only effectively pirate ships that are below novice, because high-rank NPCs can reboot their ship, rendering all of your attempts to safely hatchbreak the cargo futile.
4. PVP piracy is better in this regard (you can at least negotiate with your target), but in any case, the gameplay\credit flaws apply to this type of piracy too. But, I'll be honest, seeing how 'many' players are in open, it's not a relevant issue. PVE Piracy is, however
5. Smuggling is... well, it's part of piracy. It's just there... you get lower income for stolen goods, and you have to avoid scanning. That's it... Well, great. It's irrelevant beyond irrelevant, because it's not profitable.

@DemiserofD said it better than me:
Smuggling is a whole other matter, unfortunately. The problem is, smuggling is incredibly easy. You literally just pop a heat sink and you're guaranteed to get into the station safely. If they really wanted to make smuggling fun, they should make firing off a heat sink in a no-fire zone give you a fine, and you need to consent to having your cargo scanned while docked to pay off a fine. So you actually need to play carefully, not fire off heat sinks willy-nilly to dock really easily. Make smuggling hard and you could make it actually profitable.


Here's my proposition, which is two-fold:

Concerning the gameplay, which is clearly negligible and far from engaging (cant stress this enough, there is little to no difference between trying to stop your target (killing drives) or just using a hatchbreaker - 90% of the time you are dealing with cargo spilling all over the instance, causing frustration. It's not a matter of skill, it's poor gameplay mechanics):
  1. Add ability to negotiate with NPC targets and to threaten them. Piracy should be about talking first, and exchanging fire only if you're dealing with a non-compliant vessel
  2. Add some kind of tool to stop target vessel if their drives are offline. Harpoon, gravity gun? There's enough room for imagination
  3. It might be a good idea to unify limpet controllers. It's very strange how you have to have multiple controller devices for different limpet types. Can't it be just one module capable of programming limpets for different tasks?
Concerning the economy:
  1. Make rare goods more profitable, allowing small\medium ships to make profit from low quantities of cargo by stealing it
  2. Remove this weird dependancy on mining commodities prices. Piracy is strangely tied up to mining - if mining is not profitable, then piracy isn't too, that's the reality. We need core commodities (with decent prices) that would make piracy worth doing
  3. Increase the number of NPC ships with valuable cargo. Current Private Courier Vessel ships carry commodities that could only make you laugh.
  4. Black market overhaul. Maybe as suggested by @Ruurka :
I think about black markets in non Delaine systems and anarchy stations:

  • Non anarchy factions should have opened during those states: Famine/Bust/Boom and Civil unrest.
  • Anarchy factions should have fixed black market or changed 'commodity market' with 'open market', where we can buy or sell commodities regardless, do that commodity is stolen or not. (selling stolen commodities here would be have same effect as selling illegal goods in black market (of course if they'll fixed))
Here are some other propositions from other CMDRs (all somewhat related to piracy and smuggling issues):
@ethelred
Piracy gameplay should fall into one if the following categories:-

1. Heist. We've got a tip off that valuable cargo X is travelling through Y at time Z. We may or may not have someone on the inside who will disable the ship once we've gotten rid of the escort/reduced module er, W, to 0%. Cargo X is either stolen to order or high value (not only in credits but rep or engineering mats) to make it worthwhile. Ideally in gameplay a CMDR can be a pirate, the cargo ship or the cargo ship escort.

2. Carribbean 17th century. This area is rife with high value goods, with very poor policing and loads of competing factions. I might even have a letter of marque from one of them and I've been given an arbitrary time period to gain as many goods as I can on that time. We operate out of a lawless system where a sophisticated trade network turns stolen goods into aforementioned high value mats.

Pirates need disabling weapons and a system of notoriety/reputation so their victims can negotiate in good faith on a percentage of cargo to give away.

Traders need insurance that kicks in once they have at least tried to escape.

Fame (in terms of online leaderboards) is a strong incentive - though out of game - to a CMDR who can show they've stolen X amount of cargo with no pirated vessel "kills" either PvE or PvP.
@DemiserofD
Expanding No-Fire zones could be a good way of accomplishing that. Stations can be 7ls from the star or 700000ls from the star, so why can't the no-fire zone vary in size, as well?

Vary it based on system security level. Anarchy stations have no no-fire zone. Low-sec has the current 7.5km no-fire zone, medium-sec has a 10km no-fire zone, and high-sec has a 15km no-fire zone. Players drop in just beyond the no-fire zone, giving cops a much longer window to scan you and making docking more dangerous with larger, slower ships.

You might allow friends of the faction to bypass the security restrictions and drop in at the normal distance, as an indication of good faith. But if a friend gets caught smuggling, they should take a BIG hit to their reputation.
A good start would be making Rare Goods and piracy goods much more valuable.

A big problem with Piracy atm is you basically just want to find a single T9 with 300 LTDs on it and pirate them all, which requires disabling and stopping the target, all of which is pretty boring. Who really WANTS to sit there for 15 minutes slowly stealing 300 LTDs? Sure it's fun at first, but only because of the dopamine from the profit, the actual gameplay is negligible.

But there are ships that carry 5-20 rare goods like antiquities/rare gems/antique jewelry. That's a small enough number they could be stolen without disabling them. So just buff the value of these goods approximately 10x, to 1.0-1.5m each, and pow, you've made piracy more fun and more profitable in a single move.

The same goes for Rares. They're just nowhere near profitable enough to be worth stealing atm.
[...]
Unfortunately, the current meta for trading is moving 794t of Agronomic Treatment back and forth to stations with zero demand but high prices anyway. It's pointless for a pirate to steal that, because the entire business model is based on being able to acquire it instantly and move 6-10 loads per hour, while it takes the pirate probably an hour just to steal a single load worth.

Reworking rares to actually be worth trading again could have a profound impact on piracy as well as trade.

@Screemonster spills the truth here
The biggest problem with piracy in terms of earning is simply that the highest value thing you can obtain from piracy is something that you can obtain faster and more reliably by mining, and unlike mining there's a massive dropoff in value to the next most valuable thing. If you go platinum mining and probe a rock and see painite, that's not a wasted rock because painite is still pretty valuable, same with osmium and a few other minerals. If you manifest-scan an NPC then as far as value is concerned, it either has LTDs or it doesn't. Even if it does, the time you need to spend siphoning it (and fighting off NPC pirates or system sec, depending on where you found it) is insane compared to the time it takes to fill your hold mining.

The easiest fix to piracy would, oddly enough, be similar to the fix that made mining go from "okay" to "the best activity in the game for credits" - prior to hotspots and cores, it was impossible to target any particular material beyond "go to the right ring type, preferably pristine". Hotspots made it possible to locate particular places to go for materials, and cores added never-before-seen extremely-high-value commodities.

Adding the core commodities to mining ships (in limited amounts) would make targeting those ships worth it. Adding unique stealable commodities to signal sources and scenarios would make going after convoys actually worth it. One of my favourite scenarios to play out is that one with half a dozen T7s where a bunch of pirates jump in and you can either defend the convoy or join the heist - the pirates are only after something like superconductors or insulating membrane, but the T7s have other cargo as well that's a little bonus cherry on top if you're there with some collectors - usually it's some dross like consumer technology, but imagine if it was something actually worth stealing?

Anyway, convoy dispersal patterns should carry stuff that's actually worth your time to hatchbreak, even if it's "lob a hatchbreaker, grab the 10t or so of stuff that drops, and run" without needing to disable them and strip them of everything in their hold thanks for coming to my TED talk
@Rubbernuke does a wonderful job of showing many ways to improve both PP and Piracy/Smuggling here:
https://forums.frontier.co.uk/threa...ing-mechanics-to-allow-power-collapse.586689/
@J. J. Musclethorpe made an in-depth post about this issue 2 years ago... seems to have gone nowhere:
 
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So you also agree that limpet controllers that do multiple limpets at once would be nice? Toss hatchbreakers, then drop a collector?

Heck, limpet controllers are a joke, there should just be limpet refuel/repair/antenna modules, and base limpets should just be slow, short range, and single-use, from ANYTHING with a cargo rack and purchased limpets.
 
So you also agree that limpet controllers that do multiple limpets at once would be nice? Toss hatchbreakers, then drop a collector?

Heck, limpet controllers are a joke, there should just be limpet refuel/repair/antenna modules, and base limpets should just be slow, short range, and single-use, from ANYTHING with a cargo rack and purchased limpets.
Yeah, it's part of the problem too. Because limpet controllers occupy too much optional space (say, 2 slots for collectors, 1 for hatchbreaker if you go for piracy, thats kinda too much, considering you need space for cargo, interdictor, shield etc.) My main quarrel is that you can't really use hatchbreakers without participating in this very weird gameplay described above...
 
A good start would be making Rare Goods and piracy goods much more valuable.

A big problem with Piracy atm is you basically just want to find a single T9 with 300 LTDs on it and pirate them all, which requires disabling and stopping the target, all of which is pretty boring. Who really WANTS to sit there for 15 minutes slowly stealing 300 LTDs? Sure it's fun at first, but only because of the dopamine from the profit, the actual gameplay is negligible.

But there are ships that carry 5-20 rare goods like antiquities/rare gems/antique jewelry. That's a small enough number they could be stolen without disabling them. So just buff the value of these goods approximately 10x, to 1.0-1.5m each, and pow, you've made piracy more fun and more profitable in a single move.

The same goes for Rares. They're just nowhere near profitable enough to be worth stealing atm.

Smuggling is a whole other matter, unfortunately. The problem is, smuggling is incredibly easy. You literally just pop a heat sink and you're guaranteed to get into the station safely. If they really wanted to make smuggling fun, they should make firing off a heat sink in a no-fire zone give you a fine, and you need to consent to having your cargo scanned while docked to pay off a fine. So you actually need to play carefully, not fire off heat sinks willy-nilly to dock really easily.

Make smuggling hard and you could make it actually profitable.
 
A good start would be making Rare Goods and piracy goods much more valuable.

A big problem with Piracy atm is you basically just want to find a single T9 with 300 LTDs on it and pirate them all, which requires disabling and stopping the target, all of which is pretty boring. Who really WANTS to sit there for 15 minutes slowly stealing 300 LTDs? Sure it's fun at first, but only because of the dopamine from the profit, the actual gameplay is negligible.

But there are ships that carry 5-20 rare goods like antiquities/rare gems/antique jewelry. That's a small enough number they could be stolen without disabling them. So just buff the value of these goods approximately 10x, to 1.0-1.5m each, and pow, you've made piracy more fun and more profitable in a single move.

The same goes for Rares. They're just nowhere near profitable enough to be worth stealing atm.

Smuggling is a whole other matter, unfortunately. The problem is, smuggling is incredibly easy. You literally just pop a heat sink and you're guaranteed to get into the station safely. If they really wanted to make smuggling fun, they should make firing off a heat sink in a no-fire zone give you a fine, and you need to consent to having your cargo scanned while docked to pay off a fine. So you actually need to play carefully, not fire off heat sinks willy-nilly to dock really easily.

Make smuggling hard and you could make it actually profitable.
I agree with the idea that rare goods should be more profitable, sure. And yes, smuggling is easy and not fun, let alone the fact that its not profitable. But as you said yourself:

the actual gameplay is negligible.
I see that as the core issue... You won't really make it more fun by just tweaking the prices.
You hatchbreak, you loot, that's it. That's the whole 'piracy', no words exchanged, no interaction, nothing.
That's why PVP piracy is so satisfying to me and to many people. And no, not because we have this tyrannical urge to mess with real players' experience. It's because you can negotiate, because there's some interaction, not just gunfire and dull hatchbreaker mechanics...
That's why PVE piracy (in particular) needs to have these negotiation\threat tools.
 
I'd had a brainfart and forgotten about rares.

They could and should be how smuggling is represented but need to payout much, much more.

Piracy, in terms of PvE & PvP is so bad it's not even funny. I could rant about how to improve it but it'd be a waste of time.
 
I'd had a brainfart and forgotten about rares.

They could and should be how smuggling is represented but need to payout much, much more.

Piracy, in terms of PvE & PvP is so bad it's not even funny. I could rant about how to improve it but it'd be a waste of time.
Making this thread more active won't hurt anyone =) I'd love to hear your suggestions
 
I agree with the idea that rare goods should be more profitable, sure. And yes, smuggling is easy and not fun, let alone the fact that its not profitable. But as you said yourself:


I see that as the core issue... You won't really make it more fun by just tweaking the prices.
You hatchbreak, you loot, that's it. That's the whole 'piracy', no words exchanged, no interaction, nothing.
That's why PVP piracy is so satisfying to me and to many people. And no, not because we have this tyranical urge to mess with real players' experience. It's because you can negotiate, because there's some interaction, not just gunfire and dull hatchbreaker mechanics...
That's why PVE piracy (in particular) needs to have these negotiation\threat tools.

I don't disagree, but I see that as more of a long-term goal. I'd like to see some immediate tweaks to make things moderately acceptable now, and then work on a more comprehensive crime overhaul at a later date.

Beacuse there's really a LOT of potential around a crime-focused update.

Consider that currently the only 'criminal' faction type is anarchy. Now, think about criminal organizations in reality; very few of them correspond to the concept of 'anarchy'. You have gangs, you have mafias, you have protection rackets, you have cartels, and so on. Each one has different structures, each one involves different types of crime.

Heck, you could actually invert things in some cases; in a dictatorship, a democratic sub-faction fits basically the same niche as a criminal faction would to a democratic faction. You could have illegal smuggling runs for refugees or medical supplies to support the rebels, while being opposed by the despotic powers-that-be.

You could have more complex smuggling scenarios; imagine if your cargo were scanned one ton at a time from start to finish, and you could get shielded cargo racks that move whatever's in them to be scanned last. Then you have a friend distract the police into stopping their scan after they've seen 250t of biowaste, but not the 200t of battle weapons. You dock while your friend speeds around making a nuisance of himself, you offload your cargo, and nobody's any the wiser.

You could have special states on Stations, with increased patrols, and maybe even a wider no-fire zone, allowing them a longer amount of time to scan you. In severe scenarios, they might even park a battle cruiser nearby, scanning anything that comes near it, sharply limiting your available approach vectors.

My point is, you could make crime more engaging than it is at present, but it would take a significant amount of effort to achieve that. So if we want change in the near future, what changes could be made relatively simply that would offer the most return on investment?
 
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I'd like to see some immediate tweaks
I see. Yes, as a starting point small tweaking seems like the way to go.
Besides, I'm not foolish enough to hope for a full-blown C&P Update v.2 (considering the current state of Odyssey, they have some broken legs to fix). But oh man, it's been forever like this. It's time for some serious overhaul...
 
Piracy gameplay should fall into one if the following categories:-

1. Heist. We've got a tip off that valuable cargo X is travelling through Y at time Z. We may or may not have someone on the inside who will disable the ship once we've gotten rid of the escort/reduced module er, W, to 0%. Cargo X is either stolen to order or high value (not only in credits but rep or engineering mats) to make it worthwhile. Ideally in gameplay a CMDR can be a pirate, the cargo ship or the cargo ship escort.

2. Carribbean 17th century. This area is rife with high value goods, with very poor policing and loads of competing factions. I might even have a letter of marque from one of them and I've been given an arbitrary time period to gain as many goods as I can on that time. We operate out of a lawless system where a sophisticated trade network turns stolen goods into aforementioned high value mats.

Pirates need disabling weapons and a system of notoriety/reputation so their victims can negotiate in good faith on a percentage of cargo to give away.

Traders need insurance that kicks in once they have at least tried to escape.

Fame (in terms of online leaderboards) is a strong incentive - though out of game - to a CMDR who can show they've stolen X amount of cargo with no pirated vessel "kills" either PvE or PvP.
 
Piracy gameplay should fall into one if the following categories:-

1. Heist. We've got a tip off that valuable cargo X is travelling through Y at time Z. We may or may not have someone on the inside who will disable the ship once we've gotten rid of the escort/reduced module er, W, to 0%. Cargo X is either stolen to order or high value (not only in credits but rep or engineering mats) to make it worthwhile. Ideally in gameplay a CMDR can be a pirate, the cargo ship or the cargo ship escort.

2. Carribbean 17th century. This area is rife with high value goods, with very poor policing and loads of competing factions. I might even have a letter of marque from one of them and I've been given an arbitrary time period to gain as many goods as I can on that time. We operate out of a lawless system where a sophisticated trade network turns stolen goods into aforementioned high value mats.

Pirates need disabling weapons and a system of notoriety/reputation so their victims can negotiate in good faith on a percentage of cargo to give away.

Traders need insurance that kicks in once they have at least tried to escape.

Fame (in terms of online leaderboards) is a strong incentive - though out of game - to a CMDR who can show they've stolen X amount of cargo with no pirated vessel "kills" either PvE or PvP.
Sounds like fun... oh wait, that's illegal to have in Elite. Make sure you're not scanned!
I'll create a segment in my OP thread listing all of the suggestions mentioned here in the comments.
 
The biggest problem with piracy in terms of earning is simply that the highest value thing you can obtain from piracy is something that you can obtain faster and more reliably by mining, and unlike mining there's a massive dropoff in value to the next most valuable thing. If you go platinum mining and probe a rock and see painite, that's not a wasted rock because painite is still pretty valuable, same with osmium and a few other minerals. If you manifest-scan an NPC then as far as value is concerned, it either has LTDs or it doesn't. Even if it does, the time you need to spend siphoning it (and fighting off NPC pirates or system sec, depending on where you found it) is insane compared to the time it takes to fill your hold mining.

The easiest fix to piracy would, oddly enough, be similar to the fix that made mining go from "okay" to "the best activity in the game for credits" - prior to hotspots and cores, it was impossible to target any particular material beyond "go to the right ring type, preferably pristine". Hotspots made it possible to locate particular places to go for materials, and cores added never-before-seen extremely-high-value commodities.

Adding the core commodities to mining ships (in limited amounts) would make targeting those ships worth it. Adding unique stealable commodities to signal sources and scenarios would make going after convoys actually worth it. One of my favourite scenarios to play out is that one with half a dozen T7s where a bunch of pirates jump in and you can either defend the convoy or join the heist - the pirates are only after something like superconductors or insulating membrane, but the T7s have other cargo as well that's a little bonus cherry on top if you're there with some collectors - usually it's some dross like consumer technology, but imagine if it was something actually worth stealing?

Anyway, convoy dispersal patterns should carry stuff that's actually worth your time to hatchbreak, even if it's "lob a hatchbreaker, grab the 10t or so of stuff that drops, and run" without needing to disable them and strip them of everything in their hold thanks for coming to my TED talk
 
The biggest problem with piracy in terms of earning is simply that the highest value thing you can obtain from piracy is something that you can obtain faster and more reliably by mining, and unlike mining there's a massive dropoff in value to the next most valuable thing. If you go platinum mining and probe a rock and see painite, that's not a wasted rock because painite is still pretty valuable, same with osmium and a few other minerals. If you manifest-scan an NPC then as far as value is concerned, it either has LTDs or it doesn't. Even if it does, the time you need to spend siphoning it (and fighting off NPC pirates or system sec, depending on where you found it) is insane compared to the time it takes to fill your hold mining.

The easiest fix to piracy would, oddly enough, be similar to the fix that made mining go from "okay" to "the best activity in the game for credits" - prior to hotspots and cores, it was impossible to target any particular material beyond "go to the right ring type, preferably pristine". Hotspots made it possible to locate particular places to go for materials, and cores added never-before-seen extremely-high-value commodities.

Adding the core commodities to mining ships (in limited amounts) would make targeting those ships worth it. Adding unique stealable commodities to signal sources and scenarios would make going after convoys actually worth it. One of my favourite scenarios to play out is that one with half a dozen T7s where a bunch of pirates jump in and you can either defend the convoy or join the heist - the pirates are only after something like superconductors or insulating membrane, but the T7s have other cargo as well that's a little bonus cherry on top if you're there with some collectors - usually it's some dross like consumer technology, but imagine if it was something actually worth stealing?

Anyway, convoy dispersal patterns should carry stuff that's actually worth your time to hatchbreak, even if it's "lob a hatchbreaker, grab the 10t or so of stuff that drops, and run" without needing to disable them and strip them of everything in their hold thanks for coming to my TED talk
That makes a lot of sense, I'll include that in the original post!
Funnily enough, as soon as mining ceased to be the 'go-to' activity it once was, PVP piracy declined. For me and for others equally. Because it largely depended on players doing mining, ironically! This is a very important issue.
 
That makes a lot of sense, I'll include that in the original post!
Funnily enough, as soon as mining ceased to be the 'go-to' activity it once was, PVP piracy declined. For me and for others equally. Because it largely depended on players doing mining, ironically! This is a very important issue.
Rare goods being defunct plays a role in this as well. In an ideal scenario, you'd have a few high-value goods and a larger number of low-value goods, and the pirates would be after the valuable goods, most often the rares.

Unfortunately, the current meta for trading is moving 794t of Agronomic Treatment back and forth to stations with zero demand but high prices anyway. It's pointless for a pirate to steal that, because the entire business model is based on being able to acquire it instantly and move 6-10 loads per hour, while it takes the pirate probably an hour just to steal a single load worth.

Reworking rares to actually be worth trading again could have a profound impact on piracy as well as trade.
 
Rare goods being defunct plays a role in this as well. In an ideal scenario, you'd have a few high-value goods and a larger number of low-value goods, and the pirates would be after the valuable goods, most often the rares.

Unfortunately, the current meta for trading is moving 794t of Agronomic Treatment back and forth to stations with zero demand but high prices anyway. It's pointless for a pirate to steal that, because the entire business model is based on being able to acquire it instantly and move 6-10 loads per hour, while it takes the pirate probably an hour just to steal a single load worth.

Reworking rares to actually be worth trading again could have a profound impact on piracy as well as trade.
Agreed. Considering that the average amount of cargo you can have on a pirate ship is rarely above 64 or 128 (sometimes a bit more, but rarely on medium-small ships), you simply can't profit from low-value high-quantity cargo.
 
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