I understand that the "abandon cargo" function was introduced to allow legal cargo transfer, for example to hire other players for a task and be able to pay them without forcing them to use the black market (requiring one to be available in the first place). However, it has long since devolved into a tool for pirates to circumvent cargo becoming marked as stolen, sell their goods on the normal market, and hand in these stolen-but-not-flagged goods for community goals.
This also creates a situation where the pirate aims for a best-case scenario in which they only word their demand, the victim complies, and the pirate flies away without firing a shot, without a bounty, and not even stolen goods in their hold. Apart from a tiny fine for the interdiction, they are effectively completely clean, won't be bothered by police looking for contraband and stolen goods (unless the goods are generally forbidden in the jurisdiction), and have also no bounty on their head.
One could imagine even a bluff tactic where the pirate makes a demand, and if it is not meat, fires but deliberately misses, and lets the trader escape, then interdict again and hope this time they comply, and eventually give up. Such a pirate would never have to worry about the police at all.
If there were once again only the "jettison cargo" function that marks all canisters as stolen, this means the pirate once again has to face an outcome that always leaves them in a state where they have to worry about police; even if the target complies without even a shot being fired, at leas the goods are stolen, the pirate has to go to a black market to turn them into cash, and can be scanned and fined by police forces along the way.
A more complicated to implement solution than simply disabling the "abandon cargo" function entirely would be to disable it only after an interdiction. In this case, when a ship is interdicted, the abandon function is disabled automatically and only becomes enabled again when they leave the instance (for example by successfully escaping into supercruise or a different system).
This also creates a situation where the pirate aims for a best-case scenario in which they only word their demand, the victim complies, and the pirate flies away without firing a shot, without a bounty, and not even stolen goods in their hold. Apart from a tiny fine for the interdiction, they are effectively completely clean, won't be bothered by police looking for contraband and stolen goods (unless the goods are generally forbidden in the jurisdiction), and have also no bounty on their head.
One could imagine even a bluff tactic where the pirate makes a demand, and if it is not meat, fires but deliberately misses, and lets the trader escape, then interdict again and hope this time they comply, and eventually give up. Such a pirate would never have to worry about the police at all.
If there were once again only the "jettison cargo" function that marks all canisters as stolen, this means the pirate once again has to face an outcome that always leaves them in a state where they have to worry about police; even if the target complies without even a shot being fired, at leas the goods are stolen, the pirate has to go to a black market to turn them into cash, and can be scanned and fined by police forces along the way.
A more complicated to implement solution than simply disabling the "abandon cargo" function entirely would be to disable it only after an interdiction. In this case, when a ship is interdicted, the abandon function is disabled automatically and only becomes enabled again when they leave the instance (for example by successfully escaping into supercruise or a different system).
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