Crime Update Discussion

I remember playing Elite in the eighties, it was difficult to be a fugitive until you reached 'deadly' level, but a lot of fun when you did - dogfights with police vipers outside space stations and then jumping to hyper space when it finally got too much for you :)
I really hope they manage to balance things a little better though, as you're dead right, someone needs to be that bad guy...out of interest, and only if it's not a secret, are there any player made 'safe' zones/systems where 'wanted' players (those who do not pay their fines) hang out? (like that island in Black Sails :) )
PS Regarding the inefficiency of the Vulture as a pirate craft, I'm becoming more and more impressed with the ASP in battle once it's upgraded. The Imperial clipper might be a laugh too (if only for the evil look) but that would involve becoming a baron or whatever rank it is you need to be...
 
We all agree that we will at some point get a wanted rating so it would be loverly if players could run their own stations, outposts or hidden asteroid pirate bases. Imagine the possibilities :)

We could go into a undiscovered system and start making a station then get the team to ship the required bits to make it complete then its a go we can then hit the space ways etc.
 
I remember playing Elite in the eighties, it was difficult to be a fugitive until you reached 'deadly' level, but a lot of fun when you did - dogfights with police vipers outside space stations and then jumping to hyper space when it finally got too much for you :)
I really hope they manage to balance things a little better though, as you're dead right, someone needs to be that bad guy...out of interest, and only if it's not a secret, are there any player made 'safe' zones/systems where 'wanted' players (those who do not pay their fines) hang out? (like that island in Black Sails :) )
PS Regarding the inefficiency of the Vulture as a pirate craft, I'm becoming more and more impressed with the ASP in battle once it's upgraded. The Imperial clipper might be a laugh too (if only for the evil look) but that would involve becoming a baron or whatever rank it is you need to be...

No player safe zones as there's no point. You can fly in to any station or outpost with no problems right now unless you get scanned outside or decide to shoot someone around the station.

I'm currently flying an Asp for piracy but I think the Python is the best piracy ship.
 
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No player safe zones as there's no point. You can fly in to any station or outpost with no problems right now unless you get scanned outside or decide to shoot someone around the station.

I'm currently flying an Asp for piracy but I think the Python is the best piracy ship.

I dont think so. Being a trader in a python noticed that it is EXTREMLY good for the defender. because you dont have to catch any attacker, they come to you. but for hunting prey or catching a running trader its simply to slow.
if you dont aim at t9 only ;-)
 
No player safe zones as there's no point. You can fly in to any station or outpost with no problems right now unless you get scanned outside or decide to shoot someone around the station.

I'm currently flying an Asp for piracy but I think the Python is the best piracy ship.

I have to disagree, the clipper is the best ship for piracy. It's fast enough to catch any ship, it has decent firepower (more than enough to take down all but the most well equipped traders) it has plenty of cargo room (the class 7 for cargo gives you 128) it has plenty of other internal slots for much other gadgets, it's also pretty agile when not loaded up with cargo. It's one of the best hit and run ships in the game. The fdl is really good too, but it's slower, and can't hold anywhere near as much loot.

The python is more a bounty hunter or trade ship. Its slow speed means it has trouble keeping up with type 6s, clippers, asps, cobras and maybe even type 7s that are well fitted.
 
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Out of curiosity, Jordan (and others), how much does it cost to kit out a clipper to a half way to decent spec? I read somewhere that it costs more than kitting out your python (not a euphemism) to a similarly passable spec.
 
Out of curiosity, Jordan (and others), how much does it cost to kit out a clipper to a half way to decent spec? I read somewhere that it costs more than kitting out your python (not a euphemism) to a similarly passable spec.
Not sure about kitting for piracy, but for bounty hunting my loadout is usually about 42 - 45 million over purchase price, with A modules on most things. I think you can probably do it around 24 - 30 million over purchase price if you don't need max power plant. That doesn't put it anywhere near a loaded out python.
 
Out of curiosity, Jordan (and others), how much does it cost to kit out a clipper to a half way to decent spec? I read somewhere that it costs more than kitting out your python (not a euphemism) to a similarly passable spec.

Where did this term "kitting" came from?

I see "fitting" is not a popular term here.
Even though you are "fitting" modules on a hull with predefined slots, according to size and power consumption.
 
Out of curiosity, Jordan (and others), how much does it cost to kit out a clipper to a half way to decent spec? I read somewhere that it costs more than kitting out your python (not a euphemism) to a similarly passable spec.


The main cost of a clipper is the class 7 shield which is 24 mill for a class A(I think, it might even more than that.) For a piracy build you don't need a class 7 shield, I use the c7 slot for a cargo bay.

For pirates the most important things are thrusters, shields and weapons, everything else is a luxury and can be D or C grade. A grade thrusters and shields (assuming 6 class) Cost 15 mill, B grade cost 5 mill, C grade costs ~1 mill.

How much you want to spend, depends on your own bank account and how risky you want to make it. If you only hit slow and weak trading ship, you can get away with everything being D, but you'll get destroyed by bounty hunters. That's why I say at least B shields and thrusters.

10 mill for B shields and thrusters
~2 mill for D sensors, life support, and fsd
1 mill for C powerplant
1-2 mill for weapons and cargo scanner
500k for 4A shield cell
500k for limpets, and other internals that might help you, indicator and such.
~1 mill for the cargo bay

So you're looking at around 40 mill for a mid spec clipper piracy build and 80 mill for a full spec A build. Which is what I'm sitting at now
 
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Out of curiosity, Jordan (and others), how much does it cost to kit out a clipper to a half way to decent spec? I read somewhere that it costs more than kitting out your python (not a euphemism) to a similarly passable spec.

From my calculations you're looking at 150mil for the clipper and about 230 mil for the python.
 
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Shields are everything in pvp and with low shields you need good armor, especially in a clipper otherwise they crumble upon ramming :)

Pirates aren't duelists, you should only pick on weak trader ships, and with the clipper and good thrusters, you can outrun any bounty hunter that comes sniffing around. Class 7 shields aren't needed, you'd get more use out of a cargo bay in that slot.

The only ship you'd miss out on with weak shields is the python, and there's not too many trader pythons flying around.

Hell, for 50 mill you can buy the 6A shields, the class 7 cargo bay and a fully upgraded vulture for when you want evenly matched pvp.
 
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Pirates aren't duelists, you should only pick on weak trader ships, and with the clipper and good thrusters, you can outrun any bounty hunter that comes sniffing around. Class 7 shields aren't needed, you'd get more use out of a cargo bay in that slot.

The only ship you'd miss out on with weak shields is the python, and there's not too many trader pythons flying around.

Hell, for 50 mill you can buy the 6A shields, the class 7 cargo bay and a fully upgraded vulture for when you want evenly matched pvp.

You'll be surprised. Scooping cargo whilst underfire from multiple ships is the main need for shields. Running rail guns to shoot out drives mean you need to rearm often so there's no need to larger cargo space. The 7A shields aren't even as good as the Pythons 6A's.

The other thing is the Clipper is stuck on large pads so that's the main reason to me why it doesn't hold up to the Python for pirating :)
 
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CMDR XXdamo reporting "late" for discussion on this topic :)

OK I was based in Eravate at Cleve Hub, I did say "was" so when this update hit use I hit the Nav beacon to try it out, after an hour or so my system wide rep dropped OK that's not such a problem you can do a few board jobs to bring it up again, so after a bit more destruction of wanted ships at the Nav I became unfriendly to two factions and hostile to one, all ships from this faction turned red on the scanner and as soon as I hit jump out of Cleve I get jumped by the faction. So I search out the factions station and pay them a visit to do a few jobs to bring my rep up with them again, BUT the only jobs they put up are unavailable to me! and I can't clear the hostile rep I have put on myself from killing their wanted ships.

As far as the new idea behind warrants and bounties I now do find it strange that I have to now run to another faction to clear off the warrant.. I real life "I know this isn't" If I was to pick up a say a speeding ticket I wouldn't be going to pay it off at a region next door! it's like taking a kill in a system some are main faction kills that can be handed in with Feds, Alliance, Empire etc. or system minor factions where you can only claim your kill in that system.


So far I have clipped a few security ships in battle and OK I pick up a warrant against me but paying it off is not as easy, I would expect to go to them and say sorry and pay it off at their station, again even getting the chance to jump into their station to pay it off the security are trying to melt your eyeballs with their guns. You would have thought hey would be happy to collect the funds!

The fine, warrants and bounty system is flawed in so many ways and needs a major overhaul.
 
Another latecomer to the thread. I keep hearing "Oh, 200 cr bounty isn't a death sentence" and "if you're attacked, then it's an instant bounty on the attacker."

Let's examine two common scenarios in a RES:

1: There's an anaconda shooting up police eagles. The 'conda has a 200k bounty on his head. Local police are swarming around at a dozen points on the sensors, but only three eagles are shooting at the anaconda. I open up with my beams at 1.5km after getting all the scans and paperwork done. Suddenly an eagle swings up from relative below, out of my line of sight because of the nose of my ship, and goes right through my beam. Every green blip on the scanners suddenly turns red and every cop immediately drops what they're doing and gives chase. We're deep in the belt, and my ship is /not/ fast. My shields go down, and I get blown away before I can clear the mass lock. 200k pirate shooting up cops? Meh. 200 credit bounty for bubbling paint while targeting someone else? NO MERCY! Hell, the cops and the pirate suddenly join forces to try to kill me.

2: I've managed to irritate the Solati Jet Drug Empire enough that they send hit squads after me. I see red blips on my sensors. Red means "active hostile" I turn around, open fire... and boom. 200 credit bounty for attacking someone who was already weapons hot and gunning for me before I got the confirmation scan. The events of example 1 now ensue.

This is not speculation. This is not 'what if'. This is what happens on a regular and repeatable basis.

As for player interaction? I flew to an outpost to clear my name and got strafed on the landing pad by another player that saw "wanted" and opened fire. This suggested fix only makes things worse, more frustrating, and is going to drive new players away faster than you can say "RSI" or "No Man's Sky."

Someone earlier in the thread condescendingly told everyone that they needed to check their fire like grown ups. I would retort that if you see someone on a shooting range, firing downrange at a target, you shouldn't run in between him and the target with no warning.
 
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