Opinion: Why Pirating pay may not need buffed.

The problem is that traders have a ton of things at their disposal, shield cells, boosters, turrets etc. Whilst they might not be the best they would work if it wasn't for the massive downside and that's the jump range and the effectiveness of said counter measures.

I know from experience that even if I did max out a T9 with boosters and cells I wouldn't be able to jump anywhere due to weight. The trading ships need a pass on fsd distances to encourage traders to use counter measures. I expect this would put us back to square one though as traders would still min/max on jump range and profits although it would give less excuses to dying.

The other problem is things like mines and missiles which are pretty much designed for traders (torpedoes for example) were nerfed against shields making them useless.

Regarding bounty hunters there are no tools except the wake scanner which is useless due to high wakes. You can't use them in supercruise so you can't effectively follow a player. Regarding piracy tools, limpets are awful and noone uses them. Shoot out a ship's drives (npc or player) and then attempt to attach a limpet, extra points if your victim has a point defense. There's no encouragement from the game mechanics to use them.

There's no easy solution and it's a combination of game mechanics that bring the problems for traders, bounty hunters and pirates.

Well, thats actually what I was referring to. All of these modules we have at our disposal are pretty much for everyone. Everyone can use them in all situations. ( I say "all" but I mean "Equally")

I was actually talking about alot of the ideas out there for new modules and things. For example, an EMP for pirates to shut down a ship's drives without damaging them. Well, I would love to see something along those lines, but Traders would need Special shielding, or an EMP Resistant Shield Variation. Costs extra, Weighs more, but protects against EMP.

Booby Trapped cargo that explodes upon pickup. Everyone can use this in all situations. But traders could really benefit from this. Pirates would then need their own version of a Cargo scanner that can detect both cargo and if there are traps inside.

All I am getting at is along with game mechanics, I think that the number of modules and variations of modules would really go a LONG way in helping out all classes and making each encounter a very uncommon or even unique experience.

Imagine if each role had 10 separate types of modules that could possibly be used to help them ply their trade, now imagine if each module had its own variation depending on "X" - Traders could go into interdictions more confident of escape, and Pirates could go into them ready to put their skill to the test for the bigger payouts. Experience would play a factor in these selections. LUCK would also have its own section here.

Dont get me wrong, the black market needs a serious overhaul. Smugglers need some serious love. Piracy could really benefit from Increased NPC Cargo value. I believe all of this needs attention. I just think that the "content" side of things could be vastly improved for everyone as well.
 
Well, thats actually what I was referring to. All of these modules we have at our disposal are pretty much for everyone. Everyone can use them in all situations. ( I say "all" but I mean "Equally")

I was actually talking about alot of the ideas out there for new modules and things. For example, an EMP for pirates to shut down a ship's drives without damaging them. Well, I would love to see something along those lines, but Traders would need Special shielding, or an EMP Resistant Shield Variation. Costs extra, Weighs more, but protects against EMP.

Booby Trapped cargo that explodes upon pickup. Everyone can use this in all situations. But traders could really benefit from this. Pirates would then need their own version of a Cargo scanner that can detect both cargo and if there are traps inside.

All I am getting at is along with game mechanics, I think that the number of modules and variations of modules would really go a LONG way in helping out all classes and making each encounter a very uncommon or even unique experience.

Imagine if each role had 10 separate types of modules that could possibly be used to help them ply their trade, now imagine if each module had its own variation depending on "X" - Traders could go into interdictions more confident of escape, and Pirates could go into them ready to put their skill to the test for the bigger payouts. Experience would play a factor in these selections. LUCK would also have its own section here.

Dont get me wrong, the black market needs a serious overhaul. Smugglers need some serious love. Piracy could really benefit from Increased NPC Cargo value. I believe all of this needs attention. I just think that the "content" side of things could be vastly improved for everyone as well.

Pretty much agree with all of that though the sad thing is most of them are in the ddf.

You wouldn't need emp if they redid the masslock system. Whilst it's in the manual and intended game mechanics high wake jumping is the main reason for players getting shot up along with the lack of interdiction cooldown if you submit. Masslock shouldn't be an arbitrary value either and it should count multiple ships mass in to the equation.

It's pretty much impossible to die in any combat ship due to these mechanics (totally killing pvp bounty hunting) but whilst people argue in favour of them to help traders escape it actually does more harm than good. If there was a longer cooldown after interdiction and you couldn't negate it by jumping to a new system then a pirate would be more likely to talk first than having to open fire (assuming punishments for combat logging as well ofc).
 
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It's still inherrantly better than the npc pirates who either scan or just open fire, won't stop shooting until you've dropped 10x more than they can carry and then don't scoop afterwards if you do drop.

No no no no no no.... your bad npc's are a symptom of building a game around the underlying flawed implementation of piracy. It should be based around a fight to the death, ship destruction being expected and implicit cargo insurance. More action, no morally bankrupt expectations of victimization, more fun all round.

The assumption that is currently made, making ship destruction meaningful with egregious death penalties is specious.
 
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It's still inherrantly better than the npc pirates who either scan or just open fire, won't stop shooting until you've dropped 10x more than they can carry and then don't scoop afterwards if you do drop.



That's the biggest problem and players don't practice what they preach. When I was trading I knew that 20t of cargo was better than my entire rebuy and cargo but then I was a numbers guy and more of a rper.



The problem is that traders have a ton of things at their disposal, shield cells, boosters, turrets etc. Whilst they might not be the best they would work if it wasn't for the massive downside and that's the jump range and the effectiveness of said counter measures.

I know from experience that even if I did max out a T9 with boosters and cells I wouldn't be able to jump anywhere due to weight. The trading ships need a pass on fsd distances to encourage traders to use counter measures. I expect this would put us back to square one though as traders would still min/max on jump range and profits although it would give less excuses to dying.

The other problem is things like mines and missiles which are pretty much designed for traders (torpedoes for example) were nerfed against shields making them useless.

Regarding bounty hunters there are no tools except the wake scanner which is useless due to high wakes. You can't use them in supercruise so you can't effectively follow a player. Regarding piracy tools, limpets are awful and noone uses them. Shoot out a ship's drives (npc or player) and then attempt to attach a limpet, extra points if your victim has a point defense. There's no encouragement from the game mechanics to use them.

There's no easy solution and it's a combination of game mechanics that bring the problems for traders, bounty hunters and pirates.
Trading ships need a serious buff in terms of jump range and survival.
first off just like combat centric ships trading ships are designed to do one thing trade.
The type 6 is outdone by the asp
The type 7 by the clipper and the python
the type 9 in most cases by the conda
and all of these ships have to outfit to their bare minimum to compete on any scale to these other ships.
the argument that those other ships are more expensive should not apply just as the vulture is both better and cheaper than an asp and arguably many other ships.
there isn't any margin in those ships for more powerful shields, thrusters, or countermeasures of any kind.
Trading ships can't sacrifice any weight or they would be further antiquated than their multi role counterparts.
trading ships need to be harder to kill than they are now the only way I see doing that is allow them the early buy in as they have now but allow them to earn their buff by equipping a larger FSD and have more slots for boosters.

I do not think that multi roles need to be nerfed, no I'm a firm believer in buffs rather than nerfs. Traders need more margin in their loadouts and ships designed for trading need to be better at the one thing they do.

people tend to think I'm crazy for running around in a type 9 without shields but the fact of the matter is if I kept them I'd be better off in a conda and what good are they going to do anyway? Maybe one or two seconds of extra defense? They aren't worth it, throttle down and haggle if you can. If you get interdicted in a type 9 you're caught end of story.

Challenging prey I feel is worth more for the fun of piracy than making money. Piracy now is nothing but a one sided fight, it's easy to see why people log out when that's the only option they have to get out without losing anything. Not that I think it's a valid tactic mind you, but I can see the reasoning behind it.

i also agree that interdictions need to have a longer cool down there's just not enough time to communicate your intentions or for the trader to recognize their position before action has to be taken.
 
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Trading ships need a serious buff in terms of jump range and survival.

I can definitely get behind this, trade ships feel like they are made out of tissue paper atm. It makes it difficult to pirate them. Try to shoot out their drives and then hatch and you end up killing them 50% of the time. Trade ships overheat like crazy, with fsd mass lock and constant boosting, traders tend to cook themselves alive after I stop shooting.

I always said that multirole ships are too powerful compared to combat and trade ships. Just look at the viper vs cobra or clipper vs type 7. The vulture can tear up the asp, but then again it was supposed to be priced around the clipper. That should tell you how well fd balances combat ships.
 
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