I've ground out about 6 of these for faction rep because they're usually the only things that generate for me that aren't 1 '+' delivery missions.
Can we talk about how rubbish this mission template is?
You take the mission - it invariably points you toward another system, because no faction would EVER be concerned about a pirate lord in their own system, I suppose.
It provides a time window which I've never paid attention to. The pirate can easily spawn before it, anyway. I don't know why it's there.
The mission description points out that an FSD interdictor can be used to drag targets out of supercruise. I've no idea why - I've never been able to find a target this way.
Instead, you jump over and get to scan the nav beacon. (Or fire your infinite range discovery scanner, but I sure as hell can't fit one of those on a vulture.)
Pirate lord last seen 13000 lightseconds away! What fun.
You get to the mission target body, drop your speed down to 30km/s and get up for some coffee for five minutes while the mission objective takes its sweet time to spawn (Compelling gameplay award 2017).
When you arrive, the scene goes like this - a 100% healthy AspX with 100% healthy sidewinder escorts sitting there in space doing nothing, screaming distress calls. They're allegedly being menaced by your pirate lord target.
This fight goes one of two ways for me. Any target below expert is child's play. Any target at expert or above suddenly gains the ability to turn on a dime, and my vulture gets its weapons or canopy shot out 9 times out of 10 and I rush to finish it off with a well placed ram.
You kill the pirate, and take home a bounty of.. maybe 40k, from the """""pirate lord""""". Meanwhile, the trade ship heartily thanks you for- nope, it continues to just sit there, screaming into space. Not a word of acknowledgement. If you go to the trouble to shoot its cargo out, it's never carrying anything worth pirating anyway. You haul yourself back to your home system to get compensated with approximately 0 credits. These missions pay peanuts, even for expert targets - far less than I could ever make in a High Res in the same time, with the police doing all the work for you with no risk of death.
And it's been this way for, what, a year at the least. Likely two. This is a prime example of Elite's design debt. They needed a mission template for this purpose, so they designed the barest minimum sequence and have never touched it since. Stalking and taking down a pirate lord - what should be one of the most compelling scenarios in the entire game - reduced to the most tedious template imaginable.
Can we talk about how rubbish this mission template is?
You take the mission - it invariably points you toward another system, because no faction would EVER be concerned about a pirate lord in their own system, I suppose.
It provides a time window which I've never paid attention to. The pirate can easily spawn before it, anyway. I don't know why it's there.
The mission description points out that an FSD interdictor can be used to drag targets out of supercruise. I've no idea why - I've never been able to find a target this way.
Instead, you jump over and get to scan the nav beacon. (Or fire your infinite range discovery scanner, but I sure as hell can't fit one of those on a vulture.)
Pirate lord last seen 13000 lightseconds away! What fun.
You get to the mission target body, drop your speed down to 30km/s and get up for some coffee for five minutes while the mission objective takes its sweet time to spawn (Compelling gameplay award 2017).
When you arrive, the scene goes like this - a 100% healthy AspX with 100% healthy sidewinder escorts sitting there in space doing nothing, screaming distress calls. They're allegedly being menaced by your pirate lord target.
This fight goes one of two ways for me. Any target below expert is child's play. Any target at expert or above suddenly gains the ability to turn on a dime, and my vulture gets its weapons or canopy shot out 9 times out of 10 and I rush to finish it off with a well placed ram.
You kill the pirate, and take home a bounty of.. maybe 40k, from the """""pirate lord""""". Meanwhile, the trade ship heartily thanks you for- nope, it continues to just sit there, screaming into space. Not a word of acknowledgement. If you go to the trouble to shoot its cargo out, it's never carrying anything worth pirating anyway. You haul yourself back to your home system to get compensated with approximately 0 credits. These missions pay peanuts, even for expert targets - far less than I could ever make in a High Res in the same time, with the police doing all the work for you with no risk of death.
And it's been this way for, what, a year at the least. Likely two. This is a prime example of Elite's design debt. They needed a mission template for this purpose, so they designed the barest minimum sequence and have never touched it since. Stalking and taking down a pirate lord - what should be one of the most compelling scenarios in the entire game - reduced to the most tedious template imaginable.