Let's see your piracy macros!

Yeah but you get cargo whether you communicate or not, especially now you can powerplant then hatch. Abandon gives you a bonus for not trashing the trader I just think thats a good thing :p

Slightly off topic, but highly related question to you Pirates.

If a Cmdr refuses to yield and does a runner, does shooting the Power Plant render them completely dead in the water (Like in HazRes when you shoot an NPC's PP They stop) ? or do they still have the ability to run if they have their Module Priority setup right?
 

Majinvash

Banned
I admit I don't quite understand why most pirates openly acknowledge piracy is hopelessly broken at the moment, yet persist in it. They're not getting what they want out of it, the game isn't properly equipped to deal with it, so at that point I'd be downing tools until it was addressed.

Because we want challenge and exciting wholesome emergent content.
If we wanted a simplistic unchallenging version of this game, we would trade in solo or group.

Majinvash
The Voice of Open

- - - - - Additional Content Posted / Auto Merge - - - - -

Slightly off topic, but highly related question to you Pirates.

If a Cmdr refuses to yield and does a runner, does shooting the Power Plant render them completely dead in the water (Like in HazRes when you shoot an NPC's PP They stop) ? or do they still have the ability to run if they have their Module Priority setup right?

Easiest stop is the thrusters on trade ships, including the Conda.

Sadly its a 50/50 luck if the ship survives having its thrusters shot out. T6,T7 usually pop. Asp,T9 and Conda, decent chance to stop them.

Hitting the powerplant on a running ship is fairly hard unless you are running a clipper and is 50/50 to stopping or popping as well.

Majinvash
The Voice of Open
 
Last edited:
I admit I don't quite understand why most pirates openly acknowledge piracy is hopelessly broken at the moment, yet persist in it. They're not getting what they want out of it, the game isn't properly equipped to deal with it, so at that point I'd be downing tools until it was addressed.

Most of us are not persisting right now, when I play ED at the moment, I'm doing other things until piracy is given the attention it needs from FD.

Edit: Mostly been playing The Division right now though, will probably be on ED more after 2.1 drops.
 
Last edited:
Most of us are not persisting right now, when I play ED at the moment, I'm doing other things until piracy is given the attention it needs from FD.

Edit: Mostly been playing The Division right now though, will probably be on ED more after 2.1 drops.

Well, that's a fair answer. I can respect that, even from the perspective of someone who isn't very interested in PvP.
 
Because we want challenge and exciting wholesome emergent content.
If we wanted a simplistic unchallenging version of this game, we would trade in solo or group.

Majinvash
The Voice of Open

- - - - - Additional Content Posted / Auto Merge - - - - -



Easiest stop is the thrusters on trade ships, including the Conda.

Sadly its a 50/50 luck if the ship survives having its thrusters shot out. T6,T7 usually pop. Asp,T9 and Conda, decent chance to stop them.

Hitting the powerplant on a running ship is fairly hard unless you are running a clipper and is 50/50 to stopping or popping as well.

Majinvash
The Voice of Open

Thanks Maj
 
The moral victory in committing suicide, is lost on me.

Of course it is, everybody is not you. I'm still waiting for a Pirate to actually communicate anything, all I get are mute turnips in Vultures interdicting my Cobra rigged for Essex Boy.
 
Last edited:
Either cut & paste them from a text file into the chat window, or use a 3rd party option such as AutoHotKey.
 
Of course it is, everybody is not you. I'm still waiting for a Pirate to actually communicate anything, all I get are mute turnips in Vultures interdicting my Cobra rigged for Essex Boy.


I gave pvp piracy another go at the recent LHS 3447 CG - I used a text macro to let every commander I interdicted know what my intentions were, but I encountered the following problems;

  • Most traders were already boosting away before I'd even closed the coms panel so all I could do is shoot them
  • Traders who stayed never acknowledged my message (they weren't Harmless or anything so I assume they know how to use coms) therefore I don't know if they understand my intentions (are they English speaking? I don't know..)
  • As soon as you deploy your hard-points to perform a cargo scan, some traders who were staying still freak out, think you're about to fire on them and boost away (back to point 1)
  • Disabling modules is too difficult beyond 1km range (there is only one weapon in the game specifically aimed at disabling sub-systems, and its powerplay-specific), this usually means we have to kill the trader to stop them escaping.
  • If you do manage to disable a traders drives, they can reboot them way-too fast. They should be offline for at least a minute.



To summarize, we need;

  • Some way to quickly state our post-interdiction intentions that is not language specific, which the trader can acknowledge.
  • Weapons which are more focused on sub-systems.
  • The 'reboot drive' feature needs to be tweaked so it takes longer for it to be functional again
 
To summarize, we need;

  • Some way to quickly state our post-interdiction intentions that is not language specific, which the trader can acknowledge.
  • Weapons which are more focused on sub-systems.
  • The 'reboot drive' feature needs to be tweaked so it takes longer for it to be functional again

So to shorten for the tl;dr mob...
You want a PA-ON (Piracy Assist) mode? And all the while the real hard-core are talking about getting rid of FA-ON.
 
So to shorten for the tl;dr mob...
You want a PA-ON (Piracy Assist) mode? And all the while the real hard-core are talking about getting rid of FA-ON.

Well, if it reduces the amount of exploding traders.. surely those would be good additions for everyone?
 

Robert Maynard

Volunteer Moderator
To summarize, we need;

  • Some way to quickly state our post-interdiction intentions that is not language specific, which the trader can acknowledge.

Definitely - the results of the cargo scan could be used as both a formal declaration of piracy, a "shopping list" to begin the haggling process and also a "drop list" for the target to automate the dropping of the agreed cargo.
 
Well, if it reduces the amount of exploding traders.. surely those would be good additions for everyone?

I'd argue that rigging cargo to explode after scooping, rather than marking abandon... so the pirate ship blows up and gets the rebuy screen... awesome weapon that would leave pirates wondering and give traders a way to fight back.
 

Robert Maynard

Volunteer Moderator
Well, if it reduces the amount of exploding traders.. surely those would be good additions for everyone?

Not necessarily - it would simply give the pirate more time with the target immobilised. That would not necessarily reduce the number of exploding traders.
 
I used a text macro to let every commander I interdicted know what my intentions were, but I encountered the following problems;

The problems exist on both sides, something that is often overlooked. How does the trader you interdict know you will be any different to the Vulture turnips that a) have no cargo space and b) just start shooting (with no comms) when you have come to a complete stop to comply? I have 1800+ hours in Open as I like the random interactions (whatever they may be) however, existing game mechanics make things awkward, regardless of which "side" you are on. There's also an element of RP as this is a game after all, some people simply don't want to "play along" as is their right.
 
Last edited:

Majinvash

Banned
I'd argue that rigging cargo to explode after scooping, rather than marking abandon... so the pirate ship blows up and gets the rebuy screen... awesome weapon that would leave pirates wondering and give traders a way to fight back.

The griefing of newbies with this mechanic is an obvious reason this will never happen.

Majinvash
The Voice of Open
 

Robert Maynard

Volunteer Moderator
The griefing of newbies with this mechanic is an obvious reason this will never happen.

Majinvash
The Voice of Open

Griefing of new players with such a mechanic would probably be a valuable lesson with regards to the possible outcomes of embarking dropped cargo - and picking up cargo is a voluntary exercise after all....
 
I'd argue that rigging cargo to explode after scooping, rather than marking abandon... so the pirate ship blows up and gets the rebuy screen... awesome weapon that would leave pirates wondering and give traders a way to fight back.

yawn.. this has been suggested lots of times, but all it would do is cause pirates to kill traders more.

Not necessarily - it would simply give the pirate more time with the target immobilised. That would not necessarily reduce the number of exploding traders.

Immobile traders are toast either way because the escape opportunity is already gone. Giving them a quick reboot just makes their death more likely.

The problems exist on both sides, something that is often overlooked. How does the trader you interdict know you will be any different to the Vulture turnips that a) have no cargo space and b) just start shooting (with no comms) when you have come to a complete stop to comply? I have 1800+ hours in Open as I like the random interactions (whatever they may be) however, existing game mechanics make things awkward, regardless of which "side" you are on. There's also an element of RP as this is a game after all, some people simply don't want to "play along" as is their right.

Yes, I agree it is awkward for both parties right now - some way to speed up the communication is the key. The traders who don't wish to comply must take their chances, nothing wrong with that... there's a good chance they will visit the rebuy screen though.
 
Last edited:
Back
Top Bottom