Can you please restrict NPC indications for Trade Missions to 1 or 2.

The problem with that statement is that you assume that pirates don't hunt in groups.

They do.
As others have said, NPC interdictions and combat is unfairly weighted in their favour...

Whether when they interdict you or when you're hunting a particular target, say you engage in combat with a named pirate or target and you have a tough fight with them, doing them significant hull damage, but they damage you too much as well and you have to bail on the engagement, lick your wounds and either try to reach your destination again or go hunting them again...

When either they find you or you find them again, you'll naturally expect them to still have hull damage or to have used all their heat sinks or missiles etc, but no, they're magically back to 100% like the first fight never happened!! 😯 .

In response to your earlier reply, as said there have been times I missed a missions' time limit because of persistent pirate attacks (mostly when trying to finish missions I started the night before, but there are normal missions with strict time limits too)...

There's also the fact that the "pirates" that attack you are almost never actually interested in cargo or capturing your ship (not that this games' mechanics let you capture anything, unlike the X series etc), acting more like assassins - attacking you whether you have cargo at all or even when they do act like actual pirates, often annoyingly demanding you drop missions related cargo, which you can't replace and can't drop without failing the mission.

It'd be very helpful if we had a "get out of jail free" card or two to make things easier, whether one that you only get to use once a day or more often based on your reputation or rank etc - maybe, "Don't shoot, I'm carrying vital medical supplies to the refugee camp on Nova three and can't drop a single piece!"...

Maybe they stop firing and say, "I'll let you go, this time!"

Or they stop firing, but demand a bribe instead of cargo or even demand you join their Powerplay faction or do X amount of missions for their clan for their "kindness" or they set a large bounty on you after a day or two if you don't, which you could be planning for and be ready for! 😈

All in, the Devs could make combat more engaging and give us more options to get out of it, rather than just, "Shoot or run!" πŸ˜πŸ˜‚πŸ˜€πŸ€˜
 
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As others have said, NPC interdictions and combat is unfairly weighted in their favour...

Whether when they interdict you or when you're hunting a particular target, say you engage in combat with a named pirate or target and you have a tough fight with them, doing them significant hull damage, but they damage you too much as well and you have to bail on the engagement, lick your wounds and either try to reach your destination again or go hunting them again...

When either they find you or you find them again, you'll naturally expect them to still have hull damage or to have used all their heat sinks or missiles etc, but no, they're magically back to 100% like the first fight never happened!! 😯 .

In response to your earlier reply, as said there have been times I missed a missions' time limit because of persistent pirate attacks (mostly when trying to finish missions I started the night before, but there are normal missions with strict time limits)...

There's also the fact that the "pirates" that attack you are almost never actually interested in cargo or capturing your ship (not that this games' mechanics let you capture anything, unless the X series etc), acting more like assassins - attacking you whether you have cargo at all or even when they do act like actual pirates, often annoyingly demanding you drop missions related cargo, which you can't replace and can't drop.

It'd be very helpful if we had a "get out of jail free" card or two to make things easier, whether one that you only get to use once a day or more often based on your reputation or rank etc - maybe, "Don't shoot, I'm carrying vital medical supplies to the refugee camp on Nova three and can't drop a single piece!"...

Maybe they stop firing and say, "I'll let you go, this time!"

Or they stop firing, but demand a bribe instead of cargo or even demand you join their Powerplay faction or do X amount of missions for their clan for their "kindness" or they set a large bounty on you after a day or two if you don't, which you could be planning for and be ready for! 😈

All in, the Devs could make combat more engaging and give us more options to get out of it, rather than just, "Shoot or run!" πŸ˜πŸ˜‚πŸ˜€πŸ€˜
When they are mission opponents they are out there to kill you. Regular NPC pirates do give out cargo demands.
 
When they are mission opponents they are out there to kill you. Regular NPC pirates do give out cargo demands.

Which is really an odd point of inconsistency. And the regular NPC pirates sometimes just open fire as well, supposedly depending on whether you've deployed hardpoints - but what self-respecting pilot wouldn't deploy hardpoints when being scanned by a ship that just interdicted them (already a hostile act in itself) and evaluating the scope of the threat of their attacker?

It's just another aspect of NPC behavior that doesn't stand up to scrutiny, in its current form.
 
When they are mission opponents they are out there to kill you. Regular NPC pirates do give out cargo demands.
Well if you're on a trade or cargo mission, you're often not in a ship that can fight pirates or their attacks might just be too frequent to be fun ...

As said, we should have more ways to get out of combat or to hide our ship signatures so we can avoid it altogether - maybe let us call out the pirates' lack of honour or skill for attacking a cargo ship in the first place and arrange to face them in an "all or nothing" duel within a day in the ship of your choosing!

As said here and in other places, there are times you want to fight and times you don't and the Devs should make the game more accommodating to how people play in general and feel like playing at any one time and give us more options around combat and during many other types of gameplay πŸ˜―πŸ˜€πŸ€˜
 
Well if you're on a trade or cargo mission, you're often not in a ship that can fight pirates or their attacks might just be too frequent to be fun ...

As said, we should have more ways to get out of combat or to hide our ship signatures so we can avoid it altogether - maybe let us call out the pirates' lack of honour or skill for attacking a cargo ship in the first place and arrange to face them in an "all or nothing" duel within a day in the ship of your choosing!

As said here and in other places, there are times you want to fight and times you don't and the Devs should make the game more accommodating to how people play in general and feel like playing at any one time and give us more options around combat and during many other types of gameplay πŸ˜―πŸ˜€πŸ€˜
Missions have risk ratings. Do not take missions with risks you cannot deal with. And especially do NOT stack them.
 
Which is really an odd point of inconsistency. And the regular NPC pirates sometimes just open fire as well, supposedly depending on whether you've deployed hardpoints - but what self-respecting pilot wouldn't deploy hardpoints when being scanned by a ship that just interdicted them (already a hostile act in itself) and evaluating the scope of the threat of their attacker?

It's just another aspect of NPC behavior that doesn't stand up to scrutiny, in its current form.
I'm sometimes stopped by NPC pilots when flying my exploration Krait. Never been fired upon by NPC's when flying that.
 
Missions have risk ratings. Do not take missions with risks you cannot deal with. And especially do NOT stack them.

Those risk ratings are most of the time completely misleading. "Risky" missions often result in no threat at all, while I've been attacked by Deadly Anaconda chains for regular courier missions that had no risk rating associated whatsoever.
 
Those risk ratings are most of the time completely misleading. "Risky" missions often result in no threat at all, while I've been attacked by Deadly Anaconda chains for regular courier missions that had no risk rating associated whatsoever.
That happens. BTW what is your combat rank? That also affects on what kind of npc's spawn.
 
Missions have risk ratings. Do not take missions with risks you cannot deal with. And especially do NOT stack them.
The "grind factor" is so big in this game that if you don't stack missions, you'll get nothing done, while if there are five cargo missions going from the system you're in to nearby station or system, anybody playing the game will naturally accept them all and do them in one go, rather than flying the same route back and forth each time!

Moreso the game should have code in place to stop five groups of pirates attacking you at once, because most of us play games to have fun, not to punish ourselves or to enter life or death tournaments etc ...

All in, the game could be fairer and more user friendly than it is , as many of us are requesting right here! πŸ˜―πŸ˜‚πŸ˜€πŸ€˜
 
The "grind factor" is so big in this game that if you don't stack missions, you'll get nothing done, while if there are five cargo missions going from the system you're in to nearby station or system, anybody playing the game will naturally accept them all and do them in one go, rather than flying the same route back and forth each time!

Moreso the game should have code in place to stop five groups of pirates attacking you at once, because most of us play games to have fun, not to punish ourselves or to enter life or death tournaments etc ...

All in, the game could be fairer and more user friendly than it is , as many of us are requesting right here! πŸ˜―πŸ˜‚πŸ˜€πŸ€˜
Better have ship than can deal with NPC's if you choose to stack missions.
 
Better have ship than can deal with NPC's if you choose to stack missions.
The goal of stacking missions might be to get a better ship, which the Devs don't make easy otherwise!

Another example which the X series handles better, where you can capture pirates' ships after combat and find various abandoned free ships, which may or may not have hidden risks around them (oh how I wish the X series was available on Playstation!!) πŸ˜―πŸ˜€πŸ€˜
 
The goal of stacking missions might be to get a better ship, which the Devs don't make easy otherwise!

Another example which the X series handles better, where you can capture pirates' ships after combat and find various abandoned free ships, which may or may not have hidden risks around them (oh how I wish the X series was available on Playstation!!) πŸ˜―πŸ˜€πŸ€˜
Should it be easy, it took me over year to get my Cutter? Half a year to Anaconda.
 
Should it be easy, it took me over year to get my Cutter? Half a year to Anaconda.
Indeed it took me about a year to get a Python and about two years to get an Anaconda, which I'm still engineering, while I started playing at the launch of the PlayStation version of the game, but my point is, SHOULD things take that long in this game?! πŸ˜―πŸ˜‚πŸ˜€πŸ€˜
 
Indeed it took me about a year to get a Python and about two years to get an Anaconda, which I'm still engineering, while I started playing at the launch of the PlayStation version of the game, but my point is, SHOULD things take that long in this game?! πŸ˜―πŸ˜‚πŸ˜€πŸ€˜
Yes, they should. They should even take longer.
 
Indeed it took me about a year to get a Python and about two years to get an Anaconda, which I'm still engineering, while I started playing at the launch of the PlayStation version of the game, but my point is, SHOULD things take that long in this game?! πŸ˜―πŸ˜‚πŸ˜€πŸ€˜

For many MMO's it does indeed take years to reach end game level.....games that let you get to end game really quickly generally don't retain players very long because they basically finish everything and there's nothing to do until a DLC or something is released, and by that time they have often moved on to new games. So the point of having content that takes a long time to complete is, obviously, to keep player interest for longer.
 
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