Piracy and smuggling need love.

Piracy is ,by far, the lowest money-earner in ED. And smuggling is 2nd to last. Most pirates/smugglers do it because they love the gameplay. They have to find other ways to support their felonious ways. Trading, missions, bounty hunting in RES, etc. This is horrible for players and the devs if people just leave the game in frustration. I left for 6 months because I couldn't make it as a pirate or a smuggler. I came back and there have been a lot of great changes. But piracy and smuggling are still neglected.

This is from ED's game description: "Some may know you as an ally; others will call you a pirate, a bounty hunter, a smuggler, an explorer, an assassin, a hero... Fly alone or with friends, fight for a cause or go it alone; your actions change the galaxy around you in an ever unfolding story."

Pirate is first on the list. I bought this game to be a pirate/smuggler. Both need huge buffs.

Smuggling: If I buy a good where it's legal and sell it on the black market where it's illegal, the profit should be huge. But with huge reward, there should be huge risk. If you get scanned with illegal goods coming into a station, the station should blow you up.

I can think of 4 fun ways of smuggling:

1: Just like we have now, speed. Small, fast, agile ships make it into the station before any scan is completed. Great for beginners and pros alike.

2: Also the current technique, silent running. Keeps you stealthy until your almost in the station. More advanced than speeding in and less likely to end up scanned and blown to bits, if done correctly.

3: For those with more cash, a module that masks your illegal goods. Police scans will show you carrying medicine, tea, etc. Make it so huge ships can't equip this module, like the Python, T9 and Anaconda. Maybe the power requirements grow exponentially with increased volume. Or something similar.

4: For those with limitless cash, pay off the police at a station for an amount of time. A day, a week, a month. Once you pay off the cops, you can bring in your T9 full of narcotics.

Piracy: If traders knew how poor pirates are, they would drop cargo out of compassion! This needs to change. Here are my ideas on this.

1: Hatch breaker limpets need to be ammo, not taking up precious cargo space. Preferred pirate ships have very limited cargo space. Having to manage limpets is so frustrating! If I jettison my limpets, they get mixed up with the pirated goods floating in space. And the whole time there is a timer ticking away for when the police show up.

2: Shooting a cargo hatch to zero should dump all of the cargo into space. Using a hatch breaker limpet should release all of the ship's cargo. And quickly. This is so important. From the moment a pirate shoots a ship, the police are on their way. When pirating high rank npcs, they usually fight to the death while the hatch breaker limpets (HBLs) are being shot. Having to repeatedly shoot HBLs at the target takes so long that by the time the npc is dead, the police are already arrive and you have a few seconds to scoop before your shields drop.

For players, running from a player pirate would be more of an important decision. "I'm in a adder and they're in a cobra. Hmm. If I try to run, can I FSD out before the pirate takes down my shields and uses a HBL?"

3: NPCs need to drop way more valuable goods.

4: Black market prices need a huge buff. Maybe 80%. This would also help smugglers.

5: The time it takes for the police to arrive needs to be way longer.

Pirates and smugglers need some love. Let me know if I @#$%ed anything up...
 
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Piracy is ,by far, the lowest money-earner in ED. .. <snip> ...
Piracy: If traders knew how poor pirates are, they would drop cargo out of compassion! This needs to change. Here are my ideas on this.

1: Hatch breaker limpets need to be ammo, not taking up precious cargo space. Preferred pirate ships have very limited cargo space. Having to manage limpets is so frustrating! If I jettison my limpets, they get mixed up with the pirated goods floating in space. And the whole time there is a timer ticking away for when the police show up.

2: Shooting a cargo hatch to zero should dump all of the cargo into space. Using a hatch breaker limpet should release all of the ship's cargo. And quickly. This is so important. From the moment a pirate shoots a ship, the police are on their way. When pirating high rank npcs, they usually fight to the death while the hatch breaker limpets (HBLs) are being shot. Having to repeatedly shoot HBLs at the target takes so long that by the time the npc is dead, the police are already arrive and you have a few seconds to scoop before your shields drop.

For players, running from a player pirate would be more of an important decision. "I'm in a adder and they're in a cobra. Hmm. If I try to run, can I FSD out before the pirate takes down my shields and uses a HBL?"

3: NPCs need to drop way more valuable goods.

4: Black market prices need a huge buff. Maybe 80%. This would also help smugglers.

5: The time it takes for the police to arrive needs to be way longer.

Pirates and smugglers need some love. Let me know if I @#$%ed anything up...
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Yes how dare players (or even NPC's) not hand over all their good because someone wants to play pirate. To me, a pirate is just a lazy bully, expecting everything for no effort on their part. Oh look I just interdicted you, give me your cargo. What, you want to put up a fight, how dare you, do you know how poor we are!
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It seems, at least going by some of the posts on the forums, that the Pirate fraternity seems to think we, as the rest of the playing population, owe them something. Now the OP is wanting the mechanics of the game changed to make it even easier to get something for nothing. They prey on the weak (traders in ships with low speed and nearly always we weapons), demand the player hands over something he paid for and then gets all upset and cries if the player decided to say SCREW YOU and either fights back or escapes.
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I actually don't have a problem with pirates. I quite often load up some gold or other high value cargo in my vulture and just cruise around waiting to be interdicted. On the rare occasions I can't win the battle post interdiction, I leave. But the majority of time I win, and pick up a nice little bounty on the way. But then I am not flying around in T6 with Class 1 weapons trying to make my name as a trader so I know I am not the type of target the majority of so called Pirates are after.
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I have no problem with the Black Market prices being raised, that would benefit the entire community not just pirates and smugglers, but your other suggestions just scream "Make the game easier for me, I don't care about anyone else"
 
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So because I didn't agree with your post I should be ignored - how umm quaint lmao

I misread your post. My apologies.

Piracy is part of the game description. It is one of the professions and a huge part of the game. Bounty hunters's livelihood is pirates!

6 months ago bounty hunters asked for higher bounties and they got it. Bounty hunting is now profitable. Anyone remember when bounties barely covered ammo???
 
Pirate in Anarchy systems. You can steal stuff and collect bounties for doing it. Ironically, traders don't carry the most valuable stuff. Pirates do.
 
Pirate in Anarchy systems. You can steal stuff and collect bounties for doing it. Ironically, traders don't carry the most valuable stuff. Pirates do.

This works in any system, anarchy or not. Wanted targets always carry the best stuff and you get the bounty as well. I have tried every kind of system. They're all chump change.
 
Pirates I find usually have gold and other high dollar cargo. Also try to find smugglers... the goods are illegal but profitable. But anything you steal is illegal so the point is moot.
 
Pirates I find usually have gold and other high dollar cargo. Also try to find smugglers... the goods are illegal but profitable. But anything you steal is illegal so the point is moot.

The spawns are very random. Most of the time you get a wanted, mostly-harmless adder with algae in its hold.
 
No comment re: piracy other than there are pirates and there are "pirates" - I like the former, detest the latter.

But on smuggling - @OP, smuggling is definitely not 2nd to last money earner. Smuggling is hugely profitable - wasn't around for the bad old days but as I understand it, smuggling got a good boost not that long ago.

Trading bulk goods on a decent CR/ton/hour route is very profitable. Trading illegal smuggled goods on one or both ways of an A -> B trade route is HUGELY profitable. I'd say it is #1 actually in terms of money making power in game right now.

My short 2 jump route between A to B for illegal imp slaves with legal good coming back is combined 4200 CR/ton/hour. In even a mid grade freighter like type 7, that translates to just over 4M credits/hour after all expenses including occasional swatting of interdiction with expensive torpedo blasts.

So again no comment re: whether piracy needs a buff or not, but saying smuggling is 2nd to dead last money earner is just total flip flop. Sounds like you've not tried to smuggle, or really haven't learned to optimize smuggle trade routes. Give it a go, you'll be astounded how fast you can progress cash/ships.
 
I think you have some great ideas. What's most significant in my view is your view that black market prices need a major buff. I think you may even be a bit modest with that 80%. I was thinking like 200-300%. Not only is that much more in line with a real black market that recognizes that supply of illegal goods is scarce, but it would significantly increase the number of pirates. The galaxy would be far more exciting and cut-throat, and PVP would benefit hugely
 
Pirate in Anarchy systems. You can steal stuff and collect bounties for doing it. Ironically, traders don't carry the most valuable stuff. Pirates do.

Not like I'm asking to be pirated to anything, but even in my mid game trader (type 7 freighter), I'm carrying 3.5M in cargo. What kind of pirates are you running into that carries more than that?
 
4: Black market prices need a huge buff. Maybe 80%. This would also help smugglers.


Make it happen FD, make everyone filthy rich!



On a serious note, here's a thread you might want to compare yours to (about piracy): https://forums.frontier.co.uk/showthread.php?t=163170&

As for my personal commentary:

1. Most likely not going to happen, but I agree with the point.

2. Realistically speaking, a broken cargo hatch can technically jam everything. But for gameplay mechanic purposes... maybe give it an RNG (not the RNG!) factor, that sometimes the cargo bay releases everything and other times releasing nothing at all (hatch jammed).

3. Definitely this, this will ease issues on both side (trader/pirates). Currently pirates go after player traders because they know players are much more profitable. If the NPC becomes more valuable, we might have situation like a player pirate goes after a T9 npc in the system instead of a player T6 because the pirate knows NPCs are worth/easier to pirating/pirate. I say this is good for immersion to an extent.

4. Like I said... great dream... but probably not realistic...

5. The time for police to arrive decreased for 1.3. Realistically speaking this makes sense, but gameplay mechanic wise... need some tweaking. The police arrival time should scale with the security rating of the system.

Good thoughts, glad to see another pirate out there.
 
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Miners need love too. I seen my first tonight at a Hi-Ress and told him in his Adder he is safe with my Vulture overhead.
Give them more credit. I can then make more when I steal their metals with my own limpets ;)
 
No comment re: piracy other than there are pirates and there are "pirates" - I like the former, detest the latter.

But on smuggling - @OP, smuggling is definitely not 2nd to last money earner. Smuggling is hugely profitable - wasn't around for the bad old days but as I understand it, smuggling got a good boost not that long ago.

Trading bulk goods on a decent CR/ton/hour route is very profitable. Trading illegal smuggled goods on one or both ways of an A -> B trade route is HUGELY profitable. I'd say it is #1 actually in terms of money making power in game right now.

My short 2 jump route between A to B for illegal imp slaves with legal good coming back is combined 4200 CR/ton/hour. In even a mid grade freighter like type 7, that translates to just over 4M credits/hour after all expenses including occasional swatting of interdiction with expensive torpedo blasts.

So again no comment re: whether piracy needs a buff or not, but saying smuggling is 2nd to dead last money earner is just total flip flop. Sounds like you've not tried to smuggle, or really haven't learned to optimize smuggle trade routes. Give it a go, you'll be astounded how fast you can progress cash/ships.

I have found people on the forums grossly inflate their credit per hour. I would love to try your smuggling route and verify the validity of your claim. PM me your route so I can check it out. I will post the results in this thread.

I have smuggled imp slaves, slaves, narcotics, tobacco. The highest I could get was 1-1.5 million credits an hour. I can make the same amount in a combat zone. I can make more than that BH in highres site.
 
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Make it happen FD, make everyone filthy rich!



On a serious note, here's a thread you might want to compare yours to (about piracy): https://forums.frontier.co.uk/showthread.php?t=163170&

As for my personal commentary:

1. Most likely not going to happen, but I agree with the point.

2. Realistically speaking, a broken cargo hatch can technically jam everything. But for gameplay mechanic purposes... maybe give it an RNG (not the RNG!) factor, that sometimes the cargo bay releases everything and other times releasing nothing at all (hatch jammed).

3. Definitely this, this will ease issues on both side (trader/pirates). Currently pirates go after player traders because they know players are much more profitable. If the NPC becomes more valuable, we might have situation like a player pirate goes after a T9 npc in the system instead of a player T6 because the pirate knows NPCs are worth/easier to pirating/pirate. I say this is good for immersion to an extent.

4. Like I said... great dream... but probably not realistic...

5. The time for police to arrive decreased for 1.3. Realistically speaking this makes sense, but gameplay mechanic wise... need some tweaking. The police arrival time should scale with the security rating of the system.

Good thoughts, glad to see another pirate out there.

Arrrrr!!!!
 
Considering that every player pirate I've seen is flying around in a Clipper, Python etc., I have real trouble believing that they are that much in short of cash. :)
 
Considering that every player pirate I've seen is flying around in a Clipper, Python etc., I have real trouble believing that they are that much in short of cash. :)

From my personal experience in piracy, pirates make their credits trading, BH in res, missions, anything but pirating. That's the point of this post. I would love to hear from a pirate in a python how they made enough credits for it.

And I mostly see player pirates in cobras.
 
From my personal experience in piracy, pirates make their credits trading, BH in res, missions, anything but pirating. That's the point of this post. I would love to hear from a pirate in a python how they made enough credits for it.

And I mostly see player pirates in cobras.
So basically, they do what everyone else does to get to what they want to do, they trade.
And then they pick on other people doing the same thing and slow them down in getting to do what they want to do.
Yes, pirates need more help. This is why I always submit [no point otherwise in a T7] and if a reasonable request is given it will be complied with, or a counter-proposal will be offered. demand too much and you'll be looking at increasing your bounty by a measly 5K whilst I look at an insurance screen and a possible change to solo to get to a different route and then back to open.
I've mainly seen pirates in 'condas and Clippers, who are obviously doing it either for the fun [probably not unless their fun means knocking me back all of my cargo or baiting me into a fight they know I can't win] or to be complete gits.
 
If traders knew how poor pirates are, they would drop cargo out of compassion! This needs to change.
You should read books about piracy.
You would know 99%+ pirates were poors, the only one which did better was affiliated with some officials/major power.
For this argument, gameplay is really good.
 
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