Many pirates actually get bored and leave the RES before you (or the cops) get chance to even spot them, you can see this by checking your contacts list for high wakes. Yes, sometimes it’s a miner or security, but more often than not it’s your profits running away.
• For best results make sure you engineer your sensors for long range so you can quickly spot intruders. Always ‘A’ rate.
• After each fight, boost back to the centre of the RES, you need to try and keep the action focused in the centre or everything can get too spaced out.
• Pirates and Security are attracted to large heat signatures. You can sometimes use this to your advantage if you’re in a large ship by acting as a magnet and keeping the murderball nicely contained. If you’re in a small ship following the security Anaconda around is also a very good way of finding trouble.
Your instance is everything. If you want to make good profits then you want an instance with frequent FDL/Conda/Python spawns. The first pirate ship you see will always give you a strong signal if you have a good instance.
If it’s an Eagle/IEagle/Sidewinder/Viper3/Adder/Cobra3/Courier then just save&exit/reload, these pirate ships don’t even exist in a good, profitable instance.
If it’s a Viper4/DBX/AspX/Vulture stick around, things could get good...
If it’s a FDL/Anaconda/Python/Dropship/Gunship you’re probably in for a good run.
(If you’re looking to quickly increase your combat rank or train a SLF you actually do all this the opposite way, you want Sideys & eagles for that)
To speed things up you need a ship that can instigate combat. If you’re always waiting for the cops to start fights then you’ll have a disappointing time. A Viper3 is a strong instigator, it can start fights and use its speed/size to avoid too much harm. Once a pirate has caught you with splash damage the cops will quickly home in on it and finish the job with you.