Possible Solution that both Traders and Pirates could agree.

1. 0% Hatch health = instant dump of all cargo onboard. Period.

2. More hull health is fine by me. That means I can shoot out engines and not accidentally kill the trader.

3. Longer combat log timer - 2 - 5 minutes. I've actually killed traders I suspected were trying to combat log. The 15 seconds just doesn't give us much time to take chances with it. However, they can always just pull the plug. Those get reported.

4. Equal FSD cooldown is a good thing. 30 - 60 seconds is fine to me.

5. Remove the wingman beacon trading exploit! This has to go! It's cheating, plain and simple.

6. Better limpets.

7. Bigger cargo scoops--ability to multi-scoop would be nice. A magnetic attachment would be an added bonus so the cargo is pulled towards it. This would speed things up.

8. Solo mode gains stay in solo mode. All money and ships made in solo mode can't be carried over to open mode. This would be tremendous.

9. AI rework so they carry cargo worth pirating! The main reason humans are pirated is it is the only way to get profitable cargo.

10. Shoot out engines = hard stop. No more constant inertia in one direction. If I blast out engines I still can't get the cargo... or much of it. However, if you do #1 it would help this a lot.


Ehhhh.... shooting out my engines would just make me say "Well, f' you, now I can't move or repair (most likely) and thus am stuck out here to die anyway."
 
The trader ships aren't too weak... they CHOOSE to run max cargo holds, with less than optimal shields. If you want to survive as a trader in open, run a top tier shield generator, a few boosters, and a SCB. You will survive every time. If you choose to run NO defenses, don't complain when you die. The balance is already there, traders just choose more cargo over more survivability.

Also.. as I have said countless other places... solo or open should be a choice you make when you create your CMDR, and you're stuck there. No going back and forth. If you want to try the other game mode, buy an additional CMDR slot, or wipe your save. The ability to go back and forth is a terrible design idea IMO, and ruins quite a bit of this game.
 
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The trader ships aren't too weak... they CHOOSE to run max cargo holds, with less than optimal shields. If you want to survive as a trader in open, run a top tier shield generator, a few boosters, and a SCB. You will survive every time. If you choose to run NO defenses, don't complain when you die. The balance is already there, traders just choose more cargo over more survivability.

Hmmmm, I wonder why... maybe because they need cargo room to make money? Come on, dude. Punishing someone for doing their job is downright petty.
 
Hmmmm, I wonder why... maybe because they need cargo room to make money? Come on, dude. Punishing someone for doing their job is downright petty.

oh get off it.. trading already makes 10x more money than anything else you can do in the game. If you ran a fully defended ship, you would make what... only 5x? the amount? If you gamble with a defensless ship... you're going to pay from time to time. Working as intended.
 
Ehhhh.... shooting out my engines would just make me say "Well, f' you, now I can't move or repair (most likely) and thus am stuck out here to die anyway."
There is a fine line here though if you buff piracy you will also buff griefers.. Buffing the traders just plain needs to happen same with npc traders. But before you can institute ways of preventing an escape you have to deal with the psycho "reaper" play style.
The crime update is in my opinion a good start but unless bounties are worth going after, hard to get rid of, and must be completely paid off upon death, you can't buff piracy without there being negative side effects.
if you make it easier to pirate you make it easier to grief as well..
Griefers need a place to exsist in elite in order for the other PvP aspects to work correctly.
in my mind a griefer should be an addition to elite not something to detract from it.
Make the bounty for murder substantial. Maybe even multiplicative so that the first one is cheap but each additional one gets more and more expensive.
Make murder the only bounty offense that is subject to the 7 day rule. This would allow pirates to operate and encourage non lethal piracy while keeping it as an option.
make all bounties payable upon death unless the pirate respawns in an anarchy system. But only in that instance, otherwise all bounties must be paid if the ship is respawned in a law abiding system. This would encourage piracy and reaper tactics in anarchy systems. Which would also add to the fear that should be had in going into lawless space. It would also curb bounty farming due to the extra percentage fee I forced when paying them off. and allow for larger bounties which would encourage bounty hunters to go after player targets.
Make the bounty board show more than the top 5 bounties, and also make it to where it only shows them for the mode that you are in and only show them if those players are online.

again you have to find a place for griefer play styles to exsist within the game, give them a reason to exsist as bounty heads. And give the bounty hunters something worth chasing.
 
The trader ships aren't too weak... they CHOOSE to run max cargo holds, with less than optimal shields. If you want to survive as a trader in open, run a top tier shield generator, a few boosters, and a SCB. You will survive every time. If you choose to run NO defenses, don't complain when you die. The balance is already there, traders just choose more cargo over more survivability.

Also.. as I have said countless other places... solo or open should be a choice you make when you create your CMDR, and you're stuck there. No going back and forth. If you want to try the other game mode, buy an additional CMDR slot, or wipe your save. The ability to go back and forth is a terrible design idea IMO, and ruins quite a bit of this game.

^^ this, I've said many times its in the traders hands how to equip your ship, you might lose some cargo space, but if your alert and properly prepared an interdiction becomes more of an inconvenience than a setback.
 
The trader ships aren't too weak... they CHOOSE to run max cargo holds, with less than optimal shields. If you want to survive as a trader in open, run a top tier shield generator, a few boosters, and a SCB. You will survive every time. If you choose to run NO defenses, don't complain when you die. The balance is already there, traders just choose more cargo over more survivability.

Also.. as I have said countless other places... solo or open should be a choice you make when you create your CMDR, and you're stuck there. No going back and forth. If you want to try the other game mode, buy an additional CMDR slot, or wipe your save. The ability to go back and forth is a terrible design idea IMO, and ruins quite a bit of this game.
Trader ships don't have the overhead to run shields and haul an amount of cargo on par with a multi role ship.
if they could haul more than the multi role ship and have good defenses then yeah I totally would agree with you but they can't. They don't have the weight, utilities slots, or internals to spare to keep them relevant with anything other than the lowest or no shield whatsoever.

personally I wish they would allow for multiple character slots and locking a commander to a game mode. Or allowing a 1 time switch and that's it. But that as you probably know is an uphill battle. And when someone is getting PK'd repeatedly just because what option do they have? Stop playing? You don't want an or else mechanic in your game as a developer or players will take the second option.
 
I couldn't agree more, even tho I'm a pirate. I think trader ships are too weak, like they're made of wet cardboard. They're so weak I occasionally kill them on accident, when trying to shoot out their drives or hatch.
Yeah, I experienced that recently. Although I'm a bounty hunter I've been running with a cargo scanner recently as I was hunting for unknown artifacts (no luck so far). When I interdicted a Wanted NPC T7 and found that he was carrying Imperial Slaves I decided to disable him first then blow the hatch and drop off the slaves at an outpost.

However, by the time I'd taken out his drive he had too little hull left to survive my efforts to take out his cargo hatch. I actually felt rather bad about the whole thing and ended up wishing I'd never seen that cargo scan.

I like the idea of the trader ships being a little tougher. As it stands, I don't see much point in using them compared to a trade-configured multirole of similar size.
 
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The trader ships aren't too weak... they CHOOSE to run max cargo holds, with less than optimal shields. If you want to survive as a trader in open, run a top tier shield generator, a few boosters, and a SCB. You will survive every time. If you choose to run NO defenses, don't complain when you die. The balance is already there, traders just choose more cargo over more survivability.

Also.. as I have said countless other places... solo or open should be a choice you make when you create your CMDR, and you're stuck there. No going back and forth. If you want to try the other game mode, buy an additional CMDR slot, or wipe your save. The ability to go back and forth is a terrible design idea IMO, and ruins quite a bit of this game.

Yes they are too weak. Even if you run max shields they have garbage protection. You either didnt read the entire post or dont understand shield mechanics. A5 shields dont offer the same protection for every ship

- - - Updated - - -

Here is an idea:

What if an interdictor that successfully pulls a ship out of FSD continues to tether it in that instance so long as the interdicted ship remains within a certain distance? Like say, a 5km FSD jam. Then a trader's options go from submit and boost away to try to escape interdiction, and failing that, either accept the pirate's demands, or distract/survive until police forces come to intervene. This also means with things like bounty hunting, where the targeted ship is not sluggishly slow, would become a little more interesting.

Problem with that is no trade ship would be able to release from the tether you suggest. Every ship out there is as fast or faster than them.
 
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Trader's and Pirate's take note:

I am a Elite Explorer, I do trading to make up for funding as needed.
I fly an Armed/Armored ASP Explorer (cost 30+ Million). If I am Exploring OR Trading my ship is shielded and armed.

To the Trader's out there, fly the ship of your choice, however protect your assets. Do not fly unshielded and/or unarmed/under rated ships. Remember you must be able to run and/or fight for what is your's.

I can only haul 80 tons or so trading, I can haul only 16 tons Exploring and only have a 25+ Light year Jump range - it's the cost of what I choose to do. - Our Cost -

To the Pirate's out there, I am both fast and deadly IF you are in a ship smaller than a Clipper or Python you best hope I can run away as you will not survive a fight with me. Beams, cannons and armor - it's the cost of doing business. - Your Cost -

For the Trader's it is our cost to protect what is our's.

To the Pirate's out there it's your cost for 'thinking' you can stop me.

Have a nice day Commander's and 'Fly Safe' O7
 
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Trader's and Pirate's take note:

I am a Elite Explorer, I do trading to make up for funding as needed.
I fly an Armed/Armored ASP Explorer (cost 30+ Million). If I am Exploring OR Trading my ship is shielded and armed.

To the Trader's out there, fly the ship of your choice, however protect your assets. Do not fly unshielded and/or unarmed/under rated ships. Remember you must be able to run and/or fight for what is your's.

I can only haul 80 tons or so trading, I can haul only 16 tons Exploring and only have a 25+ Light year Jump range - it's the cost of what I choose to do. - Our Cost -

To the Pirate's out there, I am both fast and deadly IF you are in a ship smaller than a Clipper or Python you best hope I can run away as you will not survive a fight with me. Beams, cannons and armor - it's the cost of doing business. - Your Cost -

For the Trader's it is our cost to protect what is our's.

To the Pirate's out there it's your cost for 'thinking' you can stop me.

Have a nice day Commander's and 'Fly Safe' O7

Congrats sir but we are not talking about the multi role ships. We are talking about the dedicated trade ships. I too fly a multi purpose ship (Anaconda). Which is a better trader than trade ships(?) Doesn't make much since when you put it that way.
 
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I am talking about trade ships - They without wings for protection are sitting ducks - don't fly them alone - it's all about choices.
KB
 
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The trader ships aren't too weak... they CHOOSE to run max cargo holds, with less than optimal shields. If you want to survive as a trader in open, run a top tier shield generator, a few boosters, and a SCB. You will survive every time. If you choose to run NO defenses, don't complain when you die. The balance is already there, traders just choose more cargo over more survivability.

Whilst I don't disagree one can add more defenses at the cost of Cargo space; I like what Driver777 said about there being a difference between System Security levels.
So if you are travelling in low security rated systems, then you would be reasonably expected to outfit your ship to match, where as in high security rated systems, you might get away with more cargo
 
Yes they are too weak. Even if you run max shields they have garbage protection. You either didnt read the entire post or dont understand shield mechanics. A5 shields dont offer the same protection for every ship.
Then run a couple boosters and an SCB or two. You don't need to last an entire battle, just long enough to cool down and charge.

But I agree. Your shield strength should be directly tied to the size of the generator, and the mass of this ship it has to protect, regardless of what kind of ship it is.
 
I don't think there is a solution where both pirates and traders would be happy.

With that beeing said I still liked how trade ships were balanced in the X-series. They had the shields of a heavy fighter but with a very slow recharge rate, allmost non existent maneuverability and 1-2 turrets in the rear that could not be used offensively. So my suggestions would be:

1) No damage from interdiction for both ships, no submitting option and longer FSD recharge.
2) Strong shields for trade ships with slow recharge rate. Vulture shields for T7, weaker ones for T6 and stronger ones for T9.
3) Strong hardpoints on the rear that can't be used to fire forward (Turrets).

With 2 and 3 combined a T6 for example should have no problems to scare off a CMDRs Eagle and give Vipers and Cobras at least a challenge. T7s and T9s with even better protection.
With 1 Traders would have much lower chances to run away from proper equipped Pirates after they lost the interdiction minigame.
 
Then run a couple boosters and an SCB or two. You don't need to last an entire battle, just long enough to cool down and charge.

But I agree. Your shield strength should be directly tied to the size of the generator, and the mass of this ship it has to protect, regardless of what kind of ship it is.

That doesnt work either. you havent read the thread. shield boosters and max shields still leave the T6 and T7 defenceless.
 
This thread 'Assumes' every ship is designed to fly solo.
That is just not the case.
Enough - IF you want a multi-role ship - buy a multi-role ship
It's all about choices - buy what works for you and the way you plan to fly it.
KB
 
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