Piracy needs some love...

I agree with you OP.

8.try to increase the function of pirate bases in a system as a black market,
actualy trafficking illicit goods more frequently and having them on sale.

Someone told me that anarchy station usually just trade illicit goods in their regular commodity markets. But don´t take my word, just check some of their outposts for this.
 

ciger

Banned
Someone told me that anarchy station usually just trade illicit goods in their regular commodity markets. But don´t take my word, just check some of their outposts for this.

Yes they do, you can find slaves for example on regular market in an anarchy system.
 
PUUUSSSHH,

this is one important thread !! dev's plz !!

hatchbraker ammo inside the module : class 1 = 2 limpets, now yeah finally a class 2 = 4 limpets, class 3 = 8 limpets.. since they taking away a cargo slot ^^
Rating E = 50% chance, D = 60%, C = 70%, B = 80%, A = 90%..
highering the chance with dmg on cargo rack, as so the time to crack it, as it is already ;-)

and plz no hull nor ship integrity dmg for fsd interdictions, since some mechanics are broken, like cheating NPC that directly warping away again... this "sad feature" makes pirating senceless, since every interdiction even with cobra has to pay out in gold or palladium to drop, otherwhise because of blackmarket prices ( somewhere 50-60% what the heck ) its always a loose.. also when it comes to fly around in combat.. the containers are spread out everywhere and your contact list is sortet like stupidity.. sort it by range and mark the range directly insteady of locking each just to see oooh its 5km away and if you locked all 30 you see there is the 400m away yes.. uuuups container intergrity at 2% darn i wont reach it anymore.. 5k gone..

so one interdiction you get out with : cobra, because of maneuv .. roughly 15-20 looted containers, ASP, only 10-15 since every scoop is unreal tricky 40ms and the ASP is a darn TON until it slows down that much.. so increase the Integrity time and the speed to scoop, at least 80ms !!!


Ah and btw.. make the limpets faster and more like a rocket !!! my limpets are crashing in my own ship sometimes, when the alignment with the opponent is not "PERFECT".. the ASP somehow has problems in launching limpets at a target in front of you.. it will crash into your shields before it can leave the ships surrounding.. so what i have to do, is showing my lower glaces to the opponent when launching a Limpet.. thats just redicolous !!!
 
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ciger

Banned
PUUUSSSHH,

Ah and btw.. make the limpets faster and more like a rocket !!! my limpets are crashing in my own ship sometimes, when the alignment with the opponent is not "PERFECT".. the ASP somehow has problems in launching limpets at a target in front of you.. it will crash into your shields before it can leave the ships surrounding.. so what i have to do, is showing my lower glaces to the opponent when launching a Limpet.. thats just redicolous !!!

Just pull up as soon as you hear the limpet is being deployed, also position your belly to face your target prior to releasing one. This way you will not break your limpets or at least minimize the chances.
 
Just pull up as soon as you hear the limpet is being deployed, also position your belly to face your target prior to releasing one. This way you will not break your limpets or at least minimize the chances.
Pretty sure this is exactly the wrong thing to do in an Asp. The limpet comes out high and behind. Pulling up will ram it.
 
2: NPCs now barrel across a system, to another station, at incredible speeds and disappear. They used to slowly circle their destination as they bled speed to drop SC. Their meandering gave a pirate (or bounty hunter) time to interdict them. It wasn't a guaranteed interdiction, it took skill to get behind them without overshooting, all before they dropped out of SC. Now it's not even possible. They go zooming in head first and disappear out of SC.

I've noticed this with Wanted pirate NPCs when Bounty Hunting. I simply don't bother with trying to interdict anymore. It takes sooooooo long to get anywhere near the NPC in SC mode to trigger it, I'm much better off just going to a Nav Beacon where I can guarantee I will find loads of easy targets instead.

Inderdiction range needs to be VASTLY increased. I've found myself as close as 10Ls away and still apparently "Out of Range"...
 
Interdiction seems to be more dependent on relative speeds ( if your closing speed is very high you can pretty much initiate the interdiction from very very far away ) than distance hence the disparity in distances when attempting interdictions.
 
Just a little. Here are some things that could use some attention. I was making ok money before wear and tear was introduced. Now I'm making bad money. Sometimes, I just break even and have to support myself with doing some smuggling.

This thread is not intended to discuss piracy vs griefing. Take that to the countless threads about that subject.

1: Hatch breaker limpets need to be loaded in the module like ammo. Not taking up precious cargo space. When a ship loses booty, I have to jettison my limpets to make room for the booty in my cargo hold. Then buy more limpets when I get back to station.

2: NPCs now barrel across a system, to another station, at incredible speeds and disappear. They used to slowly circle their destination as they bled speed to drop SC. Their meandering gave a pirate (or bounty hunter) time to interdict them. It wasn't a guaranteed interdiction, it took skill to get behind them without overshooting, all before they dropped out of SC. Now it's not even possible. They go zooming in head first and disappear out of SC.

3: Destroying the cargo hatch should cause all cargo to be dropped. Not just some of it. Also, if a hatch breaker limpet is successful, it should free all of the cargo.

4: I don't know if this is possible, but NPCs should drop better stuff more often. Right now, NPC drops are usually junk. This makes CMDRs the #1 target becuase they're usually carrying good stuff. Buffing the NPC drops would make piracy more profitable.

5: Right now, if I interdict a CMDR and they submit with zero throttle, they only have a very short FSD cool down. They can quickly jump away instead of waiting 40 seconds.

Let me know if I missed anything, guys. I'm not asking for pirates to make as much money as bounty hunters or traders. If it was too lucrative, we would have way too many pirates. But right now we need some love.

1. I can agree with this, that would be nice, it is however doable as is currently.

2. Nav beacons and USS locations solve this, I don't even run an interdictor with my Pirate loadout, really no reason to, the chance of taking hull damage ruins profits even more.

3. I'm neutral about the hatch part, I'm not sure how they are designed. It's merely a door, I don't know if it means racks auto release everything when the hatch is broken. Does the hatch being broken mean the hatch is blown off or is it a design possibility that by you damage the hatch you ended up welding it shut? I disagree with the limpet being successful means free all cargo, they would have to drastically reduce the success rate of limpets for this to even be considered. Think about the implications of something like this, Type 9s can carry a lot of cargo, a lot that you wouldn't even be able to pick up unless you are pirating in a ship with close to equal cargo.

4. This is what cargo scanners are for, know what sells for the most and only go after those targets. It's mostly the way that the black markets work that is causing low profits, you don't know what the demand for something is unless you sell there first, you aren't guaranteed to find one, and stolen goods sell for half price. The time cost is a bit higher, the returns are lower and if you use ammo it's even lower.

5. I don't have a take on this really. There are ways to follow people relentlessly and wear them down if you really want to.

I agree that it could be more profitable even if I don't agree with everything you have stated as a solution. Things I have done to make it more profitable is to run missions along side of my pirating, look for cargo that I know sells for the most at my local black market, use lasers since I don't actually need to kill my target (at least for NPCs, running a cobra 4 beam lasers melts shields as well) and this saves on ammo costs. These extra things to optimize my pirating profits help but they don't fix the problem. I don't really know how they can make it more profitable and have it remain balanced, perhaps offer better Pirate Missions for more credits (these are the Skull Missions). Missions do already give you better value for what you steal but they don't usually ask for much so they don't pay out a lot even if you can usually do them quickly.

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I've noticed this with Wanted pirate NPCs when Bounty Hunting. I simply don't bother with trying to interdict anymore. It takes sooooooo long to get anywhere near the NPC in SC mode to trigger it, I'm much better off just going to a Nav Beacon where I can guarantee I will find loads of easy targets instead.

Inderdiction range needs to be VASTLY increased. I've found myself as close as 10Ls away and still apparently "Out of Range"...

Speed and module class/quality matter here.
 
3. Pirate missions - get us a few canisters of toxic waste... really??? The devs can not make up any more interesting missions? For example successfully pirate 5 traders in a given system. Or bring us 20T of stolen goods from a specific system. Another one "Go pirate vessel" ...... mechanics could be similar to the BH missions with anacondas. By pirate it would mean do not kill but bring back x amount of stolen cargo from the vessel.

4. Point defense is OP against limpets. I use A3 limpets, per info on my HUD I should be able to fire 4 of these without reloading. Ok this could possibly work when facing a vessel with point defence, maybe 3 limpets get shot but the 4th one would be successful. This is not the case unfortunately since I can only fire off one limpet and then wait a while before the next one can be fired.

6. Scooping cargo is a major PITA, why no drones?

Pirate missions are generated based on what is illegal at the station you get the mission from. At a lot of Anarchy Stations the only illegal good is Toxic Waste.

Point defense is good against them, but if you get close and know where the utility mounts for the ship you are attacking are you can still get some limpets in.

Scooping can be a pain but there needs to be a big risk to just taking peoples things, if the income was better, I doubt this would even be an issue.
 
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Just a little. Here are some things that could use some attention. I was making ok money before wear and tear was introduced. Now I'm making bad money. Sometimes, I just break even and have to support myself with doing some smuggling.

This thread is not intended to discuss piracy vs griefing. Take that to the countless threads about that subject.

1: Hatch breaker limpets need to be loaded in the module like ammo. Not taking up precious cargo space. When a ship loses booty, I have to jettison my limpets to make room for the booty in my cargo hold. Then buy more limpets when I get back to station.

2: NPCs now barrel across a system, to another station, at incredible speeds and disappear. They used to slowly circle their destination as they bled speed to drop SC. Their meandering gave a pirate (or bounty hunter) time to interdict them. It wasn't a guaranteed interdiction, it took skill to get behind them without overshooting, all before they dropped out of SC. Now it's not even possible. They go zooming in head first and disappear out of SC.

3: Destroying the cargo hatch should cause all cargo to be dropped. Not just some of it. Also, if a hatch breaker limpet is successful, it should free all of the cargo.

4: I don't know if this is possible, but NPCs should drop better stuff more often. Right now, NPC drops are usually junk. This makes CMDRs the #1 target becuase they're usually carrying good stuff. Buffing the NPC drops would make piracy more profitable.

5: Right now, if I interdict a CMDR and they submit with zero throttle, they only have a very short FSD cool down. They can quickly jump away instead of waiting 40 seconds.

Let me know if I missed anything, guys. I'm not asking for pirates to make as much money as bounty hunters or traders. If it was too lucrative, we would have way too many pirates. But right now we need some love.

+1 for this, I wholeheartedly agree. It's a shame that piracy is still so underdeveloped in ED. For an open world space trader/combat game I would think that piracy should have much more attention.
 

ciger

Banned
Pretty sure this is exactly the wrong thing to do in an Asp. The limpet comes out high and behind. Pulling up will ram it.

My bad, didnt really use proper wording. Didnt mean pull up as in pitch up, but rather use vertical thrusters. This is what I tend to do to prevent the limpet crashing into my ship.

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Pirate missions are generated based on what is illegal at the station you get the mission from. At a lot of Anarchy Stations the only illegal good is Toxic Waste.

I get that and understand how the system works. What I don't get is why is something illegal in an Anarchy system. The major factions are pirates, so if they so much desire toxic waste why make it illegal?
The whole mission system needs to get an overhaul.
 
Just a little. Here are some things that could use some attention. I was making ok money before wear and tear was introduced. Now I'm making bad money. Sometimes, I just break even and have to support myself with doing some smuggling.

This thread is not intended to discuss piracy vs griefing. Take that to the countless threads about that subject.

1: Hatch breaker limpets need to be loaded in the module like ammo. Not taking up precious cargo space. When a ship loses booty, I have to jettison my limpets to make room for the booty in my cargo hold. Then buy more limpets when I get back to station.

2: NPCs now barrel across a system, to another station, at incredible speeds and disappear. They used to slowly circle their destination as they bled speed to drop SC. Their meandering gave a pirate (or bounty hunter) time to interdict them. It wasn't a guaranteed interdiction, it took skill to get behind them without overshooting, all before they dropped out of SC. Now it's not even possible. They go zooming in head first and disappear out of SC.

3: Destroying the cargo hatch should cause all cargo to be dropped. Not just some of it. Also, if a hatch breaker limpet is successful, it should free all of the cargo.

4: I don't know if this is possible, but NPCs should drop better stuff more often. Right now, NPC drops are usually junk. This makes CMDRs the #1 target becuase they're usually carrying good stuff. Buffing the NPC drops would make piracy more profitable.

5: Right now, if I interdict a CMDR and they submit with zero throttle, they only have a very short FSD cool down. They can quickly jump away instead of waiting 40 seconds.

Let me know if I missed anything, guys. I'm not asking for pirates to make as much money as bounty hunters or traders. If it was too lucrative, we would have way too many pirates. But right now we need some love.

You need some love? Whats wrong with that cutie without any teeth; yelling Yaaarrrr..
 
But right now we need some love.

As in Keira Knightley?

4642335458_Keira_Knightley_xlarge.jpeg
 
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