Pirate Attack state, what is it?

The thing with this is, these missions are always in different systems to the one you take the mission from....

It would make a lot of sense for them not to be in different systems during this state, but that's just the way it is.

Perhaps nearby systems have lots of pirate assasination/massacre missions that target the one underpirate attack during this time?
slight necro, but I came here looking for a thread to check exactly this. Inara is reporting unusually high trraffic in two normally-backwater systems near me, there are pirate attack states present, and there's bounty hunting being reported on the station boards. They're close enough to diaguandri to generate missions, so if this is the case then that explains a lot of things. (otherwise, I could just put the population-spike down to it being the weekend / holidays)

edit: figuring it's kinda the same way that outbreaks often end up boosting a faction's influence as all the surrounding systems generate missions targeting them
 
Main thing with Pirate Activity systems is to make sure you go BHing in a ship with collectors.

The pirates in the USSs only become hostile when attacked so you can pick 'em off one at a time and they're usually Deadly/Elite ships which drop shiny baubles.
 
The thing that gets me is that one of the systems I'm looking at that's in PA is an anarchy. The pirates are being attacked by pirates. And you can't bounty hunt because.. there's no bounties to hunt.

Sometimes I get the impression that fdev forget anarchies exist when they come up with new game mechanics.
 
The thing that gets me is that one of the systems I'm looking at that's in PA is an anarchy. The pirates are being attacked by pirates. And you can't bounty hunt because.. there's no bounties to hunt.

Sometimes I get the impression that fdev forget anarchies exist when they come up with new game mechanics.

Kill warrant scanner might help out here? (at least a bit?)
 
From my own experience the system I flipped had a pirate attack state right after I won the civil war, and the economy was in boom and heading toward civil liberty. To get rid of it just go to a res sight or nav beacon and kill lots of wanted ships. Can't say this is 100% how it works but that is what I experienced in my system. It's also a low population system with just 15,000.
As we wrapped up a civil war in our home system, a pirate attack immediately followed. Seems connected.
 
I recorded the video below while running cargo missions in a Pirate Attacked system.

Source: https://youtu.be/YUXDbZBwHc4
That's entirely normal for that many cargo missions stacked... not really a byproduct of the Pirate Attack state.

As we wrapped up a civil war in our home system, a pirate attack immediately followed. Seems connected.
This thread predates the Reshaping the Simulation video by ED which explained some of the effects (not exhaustive)

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So Trade and Smuggling contribute to causing Pirate Attack... Pirate attack also has an entry under "Redeem Combat Bonds" which isn't explicitly saying Pirate Attack is increased by redeeming combat bonds, but if the wording is intended as "Combat Bonds: Pirate Attack, Outbreak UP" then it's probably a fair assumption that a large amount of bonds from a civil war might cause it. Outbreak has definitely been confirmed as a by-product of handing in bonds, so it'd match up alright.
 
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Trade includes wing source & return missions yeah? or would it be best just to sell loads of commodities on the market?

My faction has boom and civil liberty in 2 systems and we want to try and trigger a pirate attack state as we have a lot of miners in our faction.
We're a corporation so there are no black markets in our systems.
 

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What I found useful to trigger Pirate Attack :
  • make a few normal Trade runs (focus on # of Inputs and max. possible Credit Volume)
  • take a Salvage Python and scoop up a few Degraded Emissions -Threat 3 with their illicit Cargo and make a few runs with a full Cargo Hold to sell into the Black Market
Did 2 Python Smuggling runs and next day, Pirate attack was there (fairly low pop, low-traffic System).
The Investment/Boom state tanked quite a bit, so you'll have to have at least some "reserve buffer" in the Economical State in order not to cancel it if that was on its way down and already at minimum.

In comparison, if the Investlment/Boom & Civil Liberty (+ Expansion for LTD prices) combination already attracted some miners and sales from Traders, Pirate Attack was quite unlikely to set in quickly, despite quite considerable sales.
Happens eventually but isn't a "will occur next day" given.

Based on what I've seen, Trade does contribute to it - but only in a seemingly mild fashion. Takes alot of Trade.
Smuggling, however, seems to have a comparably profound effect. Comes with a little Inf loss but well worth it if high Prices are desired.

Caveat is the long Cooldown, which must be kept in mind. No point in wasting time if the Pirate Attack State can't yet trigger.

On a sidenote, haven't seen those "Pirate Activity Detected" USS in a long time, even with Pirate Attack active. Unsure what's up with that.

PS.
If one is trying to create "best price locations" to induce mining sales Gold Rushes, I've seen 10-20% Inf loss for the Control Faction over the course of those days - despite thousands of Miners dumping huge amounts of Trade in.
If anything, a Gold Rush by a desired combination of Faction States isn't as beneficial for a Control Faction as one might think.
(Disclaimer : working on creating a LTD Gold Rush up north again right now myself in good ole '174 ;) )
 
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