Please return NPC PP Functionality to pre-2.2 state

Before the 2.2 update, you could destroy the Power plant of an NPC in order to stop it's movement, and effectively rob it.

Right now I'm sitting in an instance in an anarchy system, with a fully-upgraded Imperial Clipper, being shot at by a HARMLESS Type-7 Transport - the 'perfect' scenario for a pirate, with no interruptions and an easy target - right? I'm having difficulty taking even a quarter of his cargo - he boosts around like a madman, my A-rated collectors can't reach the cargo without exceeding max range, as it's thrown around everywhere, and if I'm traveling more than 40 m/s, the collector limpets smash the cargo into the hull, so I get nothing. I've had to resort to letting this idiot shoot at me while I keep 4 pips to shields and use hatch breakers on him. This doesn't make any sense.

This has been an issue for years now. You can't effectively pirate anyone - that is to say, steal the bulk of a cargo, as opposed to a quick smash-n-grab. And you used to be able to, back when you could disable NPCs!

I understand disabling NPCs makes bounty hunting a little bit too easy, but there has to be some better solution that totally destroying higher-tier piracy. It's completely unfair that we didn't have the ability to really enjoy this part of gameplay (which is advertised on the game's site), and then it was made playable, and then it was taken away again! I'm sorry for the strong wording but please, throw us a bone. This has been an issue since launch - and it's such an easy fix! Give us some way to disable an NPC.

The payouts are great. Finding targets works great. Everything about piracy is quite good until you get to the actual doing - and you find it to be a pain rather than enjoyable.

Please, FD, whether it be change back to the old system, a new module, anything - please make this a part of the small updates to come before late 2020.
 
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Maybe getting a power plant on an NPC down to zero halts them for several seconds based on their combat rank...?
High ranks recover quicker.

This was the case from 2.2 until 3.3, IIRC, where Harmless, Mostly Harmless and Novice NPCs would never reboot, but others would. It wasn't really any good to pirate anyone greater than novice, because the scant few seconds you get to rob, say, a Type 9 is nothing compared to what you need to get all his cargo. And if you hit the power plant too much to keep knocking him down, he died.
 
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