"Engage the Pirates" Missions - How to make dem Pirates spawn (GUIDE)

Since I cannot post a new thread in the guide section, I'll put this here in the hopes someone might see it and find it helpful.

Not sure if this is common knowledge or not, but I couldn't find much help online for this, just complaints about them not spawning. After hours of frustration, I found this to be the quickest way to finish those missions :)

In short:

Every time you drop from and then go back into System Super-Cruise / FSD, NPC ships spawn anew, so just drop out and FSD again to make new NPCs spawn until some of your targets spawn, too (works with dropping into RES-sites and Nav-Beacons as well).
Seems to work better in Solo/Private Group than Open Play.

Recommended Loadout:

FSD Interdictor

Optional:

A few high-value goods in your Cargo Hold (if you don't have an FSDI - but this will also put you at risk of being interdicted/attacked by non-target pirates/wanted ships)
CMDR Cosmicspacehead adds: a warning about dropping-in to a Nav Beacon (especially a Compromised Nav Beacon!), or RES with cargo. You can quickly get dog piled by pirates.
To which I will add: Any cargo can make it difficult to perform these missions in any system in a conflict/piratey state, it seems. Last night I had to fight off too many high-level pirates that kept on interdicting me before I could interdict the mission targets - and since the NPC ships all spawn again when/if you survive and go back to Super-Cruise, it can get very annoying.
So the Cargo-Lure Method is something of a last resort, I'd say, unless you like "endless wave modes" ;)


1. Enter the target system.

2. Super-Cruise around until NPC ships spawn (shouldn't take long, and they mostly appear from near the system entry points, planets, stations, or other locations of interest in the system, like Nav-Beacons or RES-sites). If you're having trouble getting any spawns, I found it best to aim at a planet or station and cruise towards it - that seems to trigger something of a "spawn wave" when you're reasonably close to said planet/station.

3. Scan the ships until you find one of your mission targets. Note the type of ship, as these missions seem to throw the same ship types at you; EDIT: note that the targets are NOT always one combat level below you as I previously stated, it seems to depend on the Mission Difficulty, as a Master Rank mission is giving me Expert enemies, right now, but it still seems to be true that the targets are mostly at the same level. This isn't a given, though. I've had one mission with mostly "Mostly Harmless" Eagles and Vipers and then came a long a "Competent" Imperial Clipper, but in general, this works.

4. If after 6-10 NPC ship spawns none of your targets have appeared, drop out of Super-Cruise / FSD - you can do so at a Nav Beacon or a RES-site for more chances of your mission targets spawning there, too, or just at a random point in the system (I found the latter much quicker, though) - then go back to Super-Cruise / FSD. New NPC ships will spawn quickly, and chances seem very, very high for some of them to be your targets.

5. If you've found a target, either get behind the target and interdict and destroy it, or, if they seem to be circling you, chances are they want to interdict you (more likely if you have some cargo), so throttle down, keep straight and let them (note, if you're being interdicted and set your throttle to zero, you quickly submit to the interdiction, resulting in you dropping from FSD, but without spinning out of control, giving you a few more seconds to set-up your power distribution and engage the target; also note that targets sometimes travel in wings, mostly with one or more smaller and one tougher enemy, so know that after you interdict one, the others will drop in on you shortly thereafter).

6. After destroying your target, scoop up materials if you want, then go back to Super-Cruise / FSD - which will cause new NPC ships to spawn again. (but see the Additional Tip below)

7. If none of your targets have spawned after 6-10 NPC spawns, see point 4.

8. Repeat.

Additional Tip:
Sometimes (corroborated by redditors - is that the correct phrase?) after interdicting a target or following it via its wake, a constant stream of mission targets will drop in at certain intervals on your location - in addition to, possibly, System Security Forces. So if you've destroyed your target quickly, it might be worth it to wait half a minute to see if that happens. On the other hand, be aware that more enemies can drop in on you (and don't announce themselves in the com-panel) - but I've actually had one target drop in and shoot the other target I was fighting once.
Nobody knows why that happens or what triggers it, though. But it does happen. I have video proof :)
Which is here:
[video=youtube_share;95bFyWtUZ28]https://youtu.be/95bFyWtUZ28[/video]

EDIT ADDITION:
I haven't done many of these missions, but after one more last night I can confirm that this actually works (yay!) and was not a fluke. 12 targets - with a few long fights - in about 45 mins.


/////

I've found that cruising around in Deep Space in a System, scanning and engaging (or slowing down, dropping out and back into Super-Cruise) was the quickest way to finish these missions, as Deep Space starts you with much higher speed when jumping into Super-Cruise, making for much easier and quicker intercept and interdict engagements.
I tried adding in Nav-Beacons and RES-sites (if there were any of the latter) - drop into Nav/RES, scan targets, kill if targets are there, jump back into SC if not, wait for NPC ships to spawn in the system, scan, interdict and kill if targets are there, then jump drop into Nav/RES again to trigger a new spawn there, and so on - but found it to take much longer with much less success. And if you jump into Super-Cruise from one of these drop points, you start out really slow, making it much more arduous to catch up and interdict target ships Super-Cruising around the system.

I also found that the target ship types are mostly the same (I've had mostly Cobra's in one, then only Eagles and Vipers in another), so I could after the first few just look for a specific type of ship in my contact list after the NPC spawn without having to scan all contact ships, and since they also mostly seem to be of the same skill level (depending on the mission difficulty rank, NOT your current combat level), I could tell if one was a target even before finishing the scan.

/////

I've been having a horribly hard time (at times) getting those pesky pirates to spawn, especially in rather low-populated systems and those without RES-zones. Wanted ships are easy to come by, but those that are mission targets... not so much.

I was super-cruising systems for hours, jumping into the Nav-Beacon and even USS, having barely any luck, and jumping away and back into the system quickly became tedious. And it speaks to my general lack of intelligence, that it took me hours to notice that every time I transition into or out of Super-Cruise, all NPCs are gone and then different ones spawn again. I tried that out and it worked.

It had taken me 5 hours to get my first 4 kills just searching and cruising, and about 30 min to get the remaining 8 doing it like the above.

Hope this helps someone.
Also, apologies if common knowledge - but I really did search and really did not find anything :)
 
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+1

Good guide, but maybe put a warning about dropping in to a Nav Beacon (especially a Compromised Nav Beacon!), Or RES with cargo.

You can quickly get dog piled by pirates.

While I find this incredibly fun. Other may end up being massacred by them.
CMDR Cosmic Spacehead
 
This fits my experience of doing these missions and dropping in and out of supercruise is probably the best (although extremely 'gamey' and immersion breaking) method of completing these missions, if the target doesn't quickly appear.

However even using a very similar method I still find the spawn rates to be painfully slow and there are still far too many occasions where the pirates don't spawn (or if they do spawn it must be well out of sensor range). I've basically stopped doing these missions unless it's for an anarchy/pirate faction in a system with RES sites.

You are also quite correct that it always the same type of ships that are the mission target. Which type seems to depend on the rank of the mission, e.g. an expert ranked mission gave me Cobra MKIV, Asp Scout or Vultures as mission targets, everything else could be safely ignored.

n.b. I've never seen a mission target at a Nav beacon, even for an anarchy/pirate faction.
 
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Also:

You can always find assassination (or salvage, or otherwise) mission targets directly by using the Advanced Discovery Scanner.


Enter your target system, and honk the ADS. You will likely get a mission update message from the mission giver, telling you that, A) they have narrowed down the target's location, or B) that the target has moved to another system.

if A) The message will name a planetary body or other POI in the system. Fly near to the specified body and honk the ADS again. This will prompt a second mission update message, which will indicate that the target has been located near-by and marked on your nav pannel. You will then be able to find, very near to you, a special POI (USS) signal indicating that the mission target can be found there. Drop into the POI, and you should see your target(s) very soon after dropping.

if B) Jump to the new target system, repeat from the initial ADS honk and go to A).
 
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Sadly the "Engage the Pirates of 'Faction X'" missions don't work like that. You just need to kill a specific number of enemies of a certain group, which seem to be a specific spawn for that mission. Scanning or Nav-Beaconing does nothing (the latter actually earns you a message by the mission giver telling you you'll have to find them.the old-fashioned way ;) ).

@Trafalgar: I've had targets twice at Nav-Beacons, but so far never at RES-sites. Luck of the Draw.
But I did find it very quick to do with the FSD-transition, even if it is exploiting a game mechanic - which I'm ot a fan of, but not doing it was just too frustrating.

I also once had a target drop from FSD on its own, followed his wake, killed him, and before I could cruise off, another target droppex out of FSD at my location (and the first hadn't been in a wing). And that happened three times in a row, once one was dead and I was scooping mats another one came in. Unfortunately I could never reproduce that - and I didn't check if the first target might have called for help, but the Security Service did show up.
It might be a more immersive way of doing it, following one until he drops from.FSD, attack until he calls for help and then wait.
If I get the chance, I'll check that out.

@Spacehead Good point, will do.
 
Sadly the "Engage the Pirates of 'Faction X'" missions don't work like that. You just need to kill a specific number of enemies of a certain group, which seem to be a specific spawn for that mission. Scanning or Nav-Beaconing does nothing (the latter actually earns you a message by the mission giver telling you you'll have to find them.the old-fashioned way ;) ).

You're right. I read your post as a being a how to for the "Kill pirate lord" and such assassination missions.


FSD instance toggle is the best way to get the faction pirate to spawn. Absolutely. I forgot these missions existed, in all honesty. It's been ages since I've seen one.
 
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Sadly the "Engage the Pirates of 'Faction X'" missions don't work like that. You just need to kill a specific number of enemies of a certain group, which seem to be a specific spawn for that mission. Scanning or Nav-Beaconing does nothing (the latter actually earns you a message by the mission giver telling you you'll have to find them.the old-fashioned way ;) ).

However, albiet not an optimal way, this is the way it *should* work.

Massacre Pirates is just one variant, sub pirates for Smugglers, Traders, Refugees, Protestors, whatever... some of those get *really* hard to deal with based on how the BGS and RNG mission spawns *don't* work together.

Example of how it *doesn't* work currently... your faction will be in Outbreak in System A, B, C. This generates Massacre Refugee missions. Normally, these ships (belonging to any faction) are easily found at a (Convoy Beacon? I forget the type, I'll go double-check) POI in a system where Outbreak is occurring.

The problem is the RNG mission generation will tell you to go to System D to kill Refugee ships belonging to Faction X. You go to this system and no faction in System D is in an outbreak state; therefore no refugee ships belonging to Faction X will spawn because the system is not in the correct state. i.e it's impossible to finish the mission. (I should probably go detail this in a ticket, actually. I just assumed it was general knowledge that these were broken...). You can only finish it if you luck out and the target ships System D happens to also have an outbreak in it, which it generally won't.

What would work much better (using existing mechanics) is if they worked exactly the same as assassination/salvage missions. That is,
1. Go to target system,
2. Honk ADS or scan nav beacon to get a target body
3. Fly around target body until a Mission USS spawns.
4. Jump into the USS, and an RNG number of target ships will be present (say, six of the 24 ships needed to kill)
5. Rinse, repeat from 3+4 til you have enough kills.

Back in the day these missions used to work... targets wouldn't be faction-specific and they'd be broader... Authorities (cops), Pirates (duh), Traders (plain old cargo vessels), Smugglers (Wanted traders), and Civilians (anyone else). Unfortunately the RNG wing spawns in supercruise when you had these missions (which were a fantastic idea too, and better than the USS one I suggested) had the mission targets all stuffed up. So, you might need to kill pirates... a wing of 9 sidewinder pirates (yes, that many) would be roaming around, but literally the lead pirate would only count for a kill. Meanwhile a T9 being escorted by four eagles for a Trader kill-target mission would roam around... the T9 vessel wouldn't count... but the four combat escorts would?!?

Putting the faction limitation (no matter how much it made sense) really broke these missions, when combined with an RNG target. Mission USS would be a quick fix.
 
You're right. I read your post as a being a how to for the "Kill pirate lord" and such assassination missions.


FSD instance toggle is the best way to get the faction pirate to spawn. Absolutely. I forgot these missions existed, in all honesty. It's been ages since I've seen one.

In over 250 hours of play, I've only seen these once. It was on a mission board at an outpost somewhere - one faction was offering several of them. I didn't take any at the time, figuring I'd have a go when I saw them crop up again. Maybe one day I will.
 
I used to like these missions but somewhere along they line, they either broke, or they nerfed the spawn rate intentionally. I took one a few months back and abandoned it (something I rarely do) because it was so hard finding the mission targets.
 
I am working on the Sirius Permit right now, and I've had 5 engage pirates missions from them alone - but curiously only from one and the same planetary settlement. The systems around Sirius are "Contested" right now, with a few systems on lock-down.
But I don't know if there is any specific condition that triggers these missions or if it's bound to a station (for example, on one station in one system Sirius Corp. seem to mostly offer me trade and transport missions, while that settlement I mentioned mostly offers these pirate missions).

I've updated the OP with a bit more info.

Also: A female Doctor Who! Another giant leap for "man-kind" (in Sci-Fi space:) )
 
Updated the OP with new info and a video showing the theory in practice - including that mysterious "gathering" of targets, when they drop from Super-Cruise to a spot very near you.
 
Wait.. There are still 'kill X pirates' missions? I thought the Fun Police took those away? I haven't seen a pirates mission on a board in forever.
 

Deleted member 38366

D
Here's a hint to accelerate it (Method : Interdicting in SC) :

- enter SC and monitor the very 1st NPCs spawning, two Scenarios will happen

a) a single, first NPC spawns
-> this typically isn't a Mission Target NPC, the Scenario now opens up the RNG Timer, which worst-case can take upto ~20 Minutes to spawn a Mission Target

No later than when the 1st wave (typically 8-10 NPCs) has spawned and no more NPCs spawn until Low Wakes of previous traffic already appears or vanishes - and still no Mission Target amongst them, abort Spawn sampling immediately.
Drop out of SC and re-enter to retrigger RNG Spawn.

b) two NPCs spawn at the same time (the perfect Scenario, that's what you'll want)
-> one of those double-spawn NPCs will always be a Mission Target

Quickest execution in SC is achieved by working to trigger the b) Scenario as often and as quickly as possible, preferrably near the Sun or any other suitable NPC spawn location in a System (i.e. Stations, Outposts, RES'es, Planets with landable Bases).

Notes L
- Benchmark Data from my old Bug Reports, if remaining in SuperCruise or in any RES/NAV Beacon or sampling USS etc. : ~3 Mission Targets per hour

(duh, reading the OP completely helps xD )
- with a Mission Target in SC, it's possible to drop out of SC and have that Mission Target follow and appear there within 20-30sec indeed
-> the Mission Target following you and creating a chain of Mission Targets spawning I think works by doing it while the Mission Target is present in SuperCruise
 
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Wait.. There are still 'kill X pirates' missions? I thought the Fun Police took those away? I haven't seen a pirates mission on a board in forever.

They only seem to be on certain stations within a system. In Luyten's Star, doing the Sirius permit, I've done about 6 of them, with many more having been on offer, but ONLY at Nikitin Silo. I haven't seen them at any other station or outpost.
It might also have something to do with the system being contended or being in lockdown, though, that these missions show up.
 
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