To Whom It May Concern,
I truly appreciate the consideration that was given to my suggestion when it came to crime & punishment as it was posted here in this very forum some years ago. (https://forums.frontier.co.uk/showthread.php/284607-Murder-and-Consequence?p=4427268#post4427268)
I have waited long enough in hopes of seeing the focused feedback on piracy that was promised, but it has yet to come so I am here to post a list I have compiled over the years on how it can be improved. In most cases, the concept of these changes are simplistic.
Here is the list, in no particular order:
- Hatch Breakers dropping more cargo, much faster.
- Collector limpets being usable at full speed or even boosting.
- Having a way to bring a driveless ship to a stop. FD always said they wanted a functionality for the FSD Interdictor in low space, this would be the perfect opportunity. Drive health percentages of greater than 1% needed to break the hold. The purpose of the 1% figure being that it would prevent chain reboot/repairing, while rewarding those that carry an AFMU. *Weapons can be rendered non-operational while the hold is in effect*
- Piracy preset "Quick Comms". Customizable would be nice, but even presets of 25/50/75/100 percent would do.
- Notification on target initiating a High Jump versus a Low Jump.
- Alert if a target has initiated a "graceful" logout. We parlay in "good faith" many times only to have people log out as we negotiate.
- Community Goal NPC's carrying CG commodities.
- The Cargo Hatch needs to release all cargo at 0%. It can be very difficult to hit on a rolling target, this should be rewarded.
- NPC interaction demanding cargo percentage. Success is based off of RNG modified by player combat rank versus NPC combat rank.
- Bring back the profitability of Rare Trading.
- Make Cargo on Megaships and at Installations worth stealing.
- Not getting automatically wanted when stealing data from Megaships, even while silent running.
- Not automatically being detected in the exclusion zone at Installations while silent running.
- Being able to sell non-stolen goods when at a CG black market. Sometimes when we pirate at a CG, traders will abandon their cargo. We currently have no way to sell this legitimately to the CG, unlike cargo marked as stolen.
- Piracy Mission payouts are abyssmal for the effort level. There was a time when they were respectable. (https://imgur.com/6bgPNjn)
- If the extraneous cargo bug cannot be fixed (https://forums.frontier.co.uk/showthread.php/258603-Piracy-Mission-Bug) then at least have the mission cargo ejected first whenever hatch breaking.
Thank you for your time, and to my pirate brothers and sisters, please feel free to add to this list.
I truly appreciate the consideration that was given to my suggestion when it came to crime & punishment as it was posted here in this very forum some years ago. (https://forums.frontier.co.uk/showthread.php/284607-Murder-and-Consequence?p=4427268#post4427268)
I have waited long enough in hopes of seeing the focused feedback on piracy that was promised, but it has yet to come so I am here to post a list I have compiled over the years on how it can be improved. In most cases, the concept of these changes are simplistic.
Here is the list, in no particular order:
- Hatch Breakers dropping more cargo, much faster.
- Collector limpets being usable at full speed or even boosting.
- Having a way to bring a driveless ship to a stop. FD always said they wanted a functionality for the FSD Interdictor in low space, this would be the perfect opportunity. Drive health percentages of greater than 1% needed to break the hold. The purpose of the 1% figure being that it would prevent chain reboot/repairing, while rewarding those that carry an AFMU. *Weapons can be rendered non-operational while the hold is in effect*
- Piracy preset "Quick Comms". Customizable would be nice, but even presets of 25/50/75/100 percent would do.
- Notification on target initiating a High Jump versus a Low Jump.
- Alert if a target has initiated a "graceful" logout. We parlay in "good faith" many times only to have people log out as we negotiate.
- Community Goal NPC's carrying CG commodities.
- The Cargo Hatch needs to release all cargo at 0%. It can be very difficult to hit on a rolling target, this should be rewarded.
- NPC interaction demanding cargo percentage. Success is based off of RNG modified by player combat rank versus NPC combat rank.
- Bring back the profitability of Rare Trading.
- Make Cargo on Megaships and at Installations worth stealing.
- Not getting automatically wanted when stealing data from Megaships, even while silent running.
- Not automatically being detected in the exclusion zone at Installations while silent running.
- Being able to sell non-stolen goods when at a CG black market. Sometimes when we pirate at a CG, traders will abandon their cargo. We currently have no way to sell this legitimately to the CG, unlike cargo marked as stolen.
- Piracy Mission payouts are abyssmal for the effort level. There was a time when they were respectable. (https://imgur.com/6bgPNjn)
- If the extraneous cargo bug cannot be fixed (https://forums.frontier.co.uk/showthread.php/258603-Piracy-Mission-Bug) then at least have the mission cargo ejected first whenever hatch breaking.
Thank you for your time, and to my pirate brothers and sisters, please feel free to add to this list.
Last edited: