Combat logging experiment in Cail, Results

We have a tool for this. It's called a hatch breaker. The problem is that you probably get more of the cargo by destroying your victim.

What we should have is:

- Successful Hatch Breaker = All the cargo.
- Destruction of cargo hatch = Some cargo.
- Destruction of ship = Very little cargo.

Destruction of the victim should equal failed piracy. A Pirate would never sink a Spanish Gallion full of gold.

Actually destruction of ship = no cargo. It's just most of our pirates are very lazy and thus fall back on "Drop or die!" as their only method of getting cargo. Even with all of the new shiney special weapons that make disabling a ship so much easier they still rather just kill the trader that fails to give them cargo.

"It's about sending a message!"

Well message recived pirates... now the majority of the player base is in solo and mobius, so yeah... how's that going for yah.
 
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We have a tool for this. It's called a hatch breaker. The problem is that you probably get more of the cargo by destroying your victim.

What we should have is:

- Successful Hatch Breaker = All the cargo.
- Destruction of cargo hatch = Some cargo.
- Destruction of ship = Very little cargo.

Destruction of the victim should equal failed piracy. A Pirate would never sink a Spanish Gallion full of gold.

Not sure about all cargo. 300-600t pouring out? Seems unfair and instancing can't cope with it.
 
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Trading Type-6 insurance is 150.000, full hold of iSlaves is 1.8M. All the cargo is way too much.

If you want to incentivise Hatch Breaker usage they need a buff and:
- Successful Hatch Breaker = up to 10% of the cargo (more or less one rebuy)
- Destruction of cargo hatch = several containers
- Destruction of ship = no cargo
 
We have a tool for this. It's called a hatch breaker. The problem is that you probably get more of the cargo by destroying your victim.

What we should have is:

- Successful Hatch Breaker = All the cargo.
- Destruction of cargo hatch = Some cargo.
- Destruction of ship = Very little cargo.

Destruction of the victim should equal failed piracy. A Pirate would never sink a Spanish Gallion full of gold.

Either way FD should put the tools in to ensure that Piracy is WAY more cost effective if the victim is not destroyed.

I also think that Pirates shouldn't get a rebuy, insurance should only be for legitimate commanders. But there should be Pirate bases with cheaper (stolen) ships. Pirating should be the riskiest career choice in the game, but it should also be profitable. I also think Pirates should be labelled as such and thus hounded whenever they are in secure sections of space (FD should add pirate bases in Anarchies only visible by those who are pirate ranked). It should be VERY costly to "clear" your name and become legit again (I'm thinking 100's of millions).

(basically a fully fleshed out career as a Pirate!)
 
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I was wondering if the OP had a chance to finish his investigation?
Good scientific research requires that all sides be tested.
Have you taken a Hauler with a load of Gold and flew it around Cail, yet?
What kinds of results would you think he should expect from being on that side of the interdiction?
 
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