Newcomer / Intro safe from pirates, we need a safe place to trade

hi guys, is there a safe system without pirates, getting fed up of building my hard earn't cash then a pirate shoots you down, i got a type6 and it really can't defend it self it has no mobility, so u cant use your weapons very well, they need to fit transporters with a auto deploy, auto lock, and auto kill, anyone that attacks u in a transporter, coz we dont harm anyone we just like to trade in peace, without ppl taking pot-shots at us, why has elite aloud to let this happen, everyone should be on an equal footing no matter what trade they do, why should the ppl that do trading should be the easiest targets, or why cant we have insurance for our cargo, if you are running 100 gold that could be nearly a million you can lose if a pirate attacks you, we should not have to accept that kind of lose, i think its rather unfair, we get picked on so much.
 
Meh, anything but Open is Elite: Carebears edition :)

If you want to trade relatively safe from pirates, stay away from the major hubs of human activity - most notably the starter area and the Lave cluster. At least until you got a ship with some proper teeth on it. Even so, you'll never be entirely safe if wandering the galaxy alone. If you are in a player group that got a good number of members, a home system and nearby trade-routes, you tend to be quite safe when trading. Freelance Pirates trying anything in a player-group controlled area usually don't last long.

However, such areas can be dangerous for the unaffiliated player, as player-groups also may guard their trade-routes and home-system in particular from any intrusion with fervor. Though most are civilized enough to tell you to bug out before resorting to more, shall we say, direct methods of getting their point across...
 
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It is harsh but that is the way the game is. It is very tough on traders.

I don't know what your T6 specs are but my advice would be; upgrade your shields and thrusters as much as possible,
If interdicted, submit (zero throttle) to massively reduce the FSD cool down time, boost like the clappers and jump the heck out of there.
Or
If you know any one you could wing up with, fly with a friend who's ship has bigger teeth than yours for protection.

There are a lot of people happily trading but they tend to find themselves far flung routes through systems where there a fewer pirates and have their escape plans ready just in case.
I do fly a lot of trade but I fly a Cobra set up for multi-role mission types so I can fight my way out of most situations.

Unfortunately the galaxy is a harsh place to live in
 
hi guys, is there a safe system without pirates, getting fed up of building my hard earn't cash then a pirate shoots you down, i got a type6 and it really can't defend it self it has no mobility, so u cant use your weapons very well, they need to fit transporters with a auto deploy, auto lock, and auto kill, anyone that attacks u in a transporter, coz we dont harm anyone we just like to trade in peace, without ppl taking pot-shots at us, why has elite aloud to let this happen, everyone should be on an equal footing no matter what trade they do, why should the ppl that do trading should be the easiest targets, or why cant we have insurance for our cargo, if you are running 100 gold that could be nearly a million you can lose if a pirate attacks you, we should not have to accept that kind of lose, i think its rather unfair, we get picked on so much.

Hi merlin230160.

There are many ways to safeguard your Type 6 from pirates when trading in Open.

1. Get the top-rated thrusters. They Type 6 is really fast. If you have to run, you've got a good ship for it.

2. Don't run shieldless for extra cargo capacity.

3. Type 6 weapons won't help against decent players, and NPCs are easy to evade, so consider dropping weapons completely to free up more power for other things.

4. For Utility slots, fit as good a Shield Booster as you can run, plus Chaff.

5. Currently, you are NOT subject to "mass disruption" from other ships close by for jumps to other stars. Consequently...
5a. Bind a key for "Next destination in route".
5b. Always plot one star BEYOND your destination in the Galaxy Map route planner.
5c. If interdicted, press "Next destination in route", then Hyperspace. Your charge-up takes a fixed time - way shorter than trying to escape to supercruise if other ships are close.

6. When running, I put 4 pips to ENG and boost repeatedly, and 2 into SYS for shields. Some ppl get better results with 2 pips to ENG and 4 for SYS (shields), but I like putting distance between me and hostiles. Try both.

7. When running, throw out chaff. It reduces gimballed weapons' effectiveness.

8. When running, if your shields are totally stripped, flick to SILENT RUNNING mode. You could drop right off the hostile player's radar, making it hard to shoot you. As temp approaches 100%, get out of SILENT RUNNING mode so you don't cook. Repeat as often as possible.

9. When running, perform a slow roll to (say) right, with a bit of (say) left lateral thrust. It makes for a wonderfully annoying spiral roll that's hard to track manually. And, seeing as you'll be chaffing and possibly in SR, tracking manually could well be the hostile player's only option if they want to shoot you.

10. Currently, submitting to interdiction makes for a very short FSD cooldown. This isn't all that good for gameplay, as it makes for silly "submit/quick-charge/jump" interdiction sequences. But it's in the game today, so I may as well add it to this list.


The idea is to be a slippery little sucker! Don't fight... instead, slip right out from under them...

Give that lot a go.
 
Hi, Merlin, You could come over to where I am. Nice little high-tech system with plenty of goodies in the shop, three RES for when trading gets boring and a nice trade run that yields 1k per ton profit out-bound and a fraction less on the return leg and which has potential to be expanded into a 3, maybe 4, stop route. Furthermore there are a good collection of unexplored systems in the locality for practising one's exploration skills. Plus I haven't seen a single human player since I moved here. Ideal location for the peaceful trader who just wants to make money.

Of course, if I tell you where I am I would have to kill you. Suffice to say its about 100 light years from the starting system and I found it from looking at the galaxy map and heading off to physically explore the area. If you want to stay in an area heavy with pirates and human filth then fair go to you, and Captain Kremmen's advice looks very good, but don't then complain about the grief and operating losses. You do have a choice.
 
i must have done something wrong coz i cant put top thruster its says exceeding mass, whatever that means, lol

You need to look at the 1-2-3-4 number (known as Class - like size), and the A-B-C-D-E letter (known as Rating - like quality).


It sounds like you're replacing higher-Class thrusters with lower-Class thrusters... so trying to fit smaller-size equipment.


Each equipment "slot" has a Class number. You can't fit anything bigger than that Class in that slot... but you can fit smaller stuff. If it works, that is.


When you buy a new ship, its gear will typically be poorly rated, eg. "D or E Rating". To upgrade, you replace stuff with same-Class gear, just with a better Rating. For example, replace E-rated thrusters with C-rated thusters.
 
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On the Outfitting screen where you select which module to upgrade (The "internal" tab that shows all of the separate modules) there will be a number on the lower bar that indicates the class of the slot. For example the box will say:

Frame Shift Drive E 4 (The top line indicates the current module installed listing rating and class)
Frame Shift Drive Housing 4 (the bottom line is the name of the slot and the "class" or size of the slot)

As was stated above, the Class is the size. It is possible on many ships to put a smaller module in a larger slot to use less power. When it comes to maximum mass, this will actually increase with larger class thrusters, so smaller thrusters would potentially drop your maximum mass below the current mass set by the other installed modules/hull size.
 
The T6 is a decent mid-level trader, but it's a bit of a lemon once you do get interdicted. I never really felt safe flying mine. I would suggest moving up to an Asp as soon as you can afford to. It can be fitted to hold as much (or more) cargo than the T6, plus it has 6 decent hardpoints that gives it some teeth, and it's fairly fast. All in all a good all round ship that you will certainly feel more comfortable trading in.
 
The T6 is a decent mid-level trader, but it's a bit of a lemon once you do get interdicted. I never really felt safe flying mine. I would suggest moving up to an Asp as soon as you can afford to. It can be fitted to hold as much (or more) cargo than the T6, plus it has 6 decent hardpoints that gives it some teeth, and it's fairly fast. All in all a good all round ship that you will certainly feel more comfortable trading in.
An A-rated T6 is about 3mcr; an A-rated Asp is between 20-30mcr.

As for a safe place to trade, there is one. Its called "everywhere that's not the Lave cluster and Eravate."
 
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thx for the info guys, i moved out of that system over 50ly away and i dont get attacked so much, and u make better profit, i'm currently making 200k rnd trip on 2 systems using 100 cargo spaces, so it wont take long b4 i get the asp, tx anyway for ur help
 
Hello Merlin,

Good tips from everyone.

Just a couple more from me.
If your not in your Asp by the time power play comes out, consider adding proximity mines launchers to the Type -6. They are going to be improved in 1.6 to actually do some shield damage. Means you can "encourage" your attacker to break off whilst you are running.

The Type-6 is really fast and very good at running. Sometimes you will get a ship that can boost and keep up with you, and still fire weapons - although the roll described earlier is very effective. Another trick is to turn to face your attacker and boost over them drop chaff as you come out the other side. This forces the other ship to turn to target you with front facing weapons. Combine this with the other running away tricks, and you can pretty much get away from anything except an FDL, although works with some pilots! I tend to use this trick against human pilots, only get away with it once per Cmdr though!


Simon
 
the best way to not be harassed by pirates is to not use the trade tools. Use them until you start to understand trade mechanics but as soon as you do, start looking for trade runs away from the core that are not listed in the trade tools (including forums)
 
I downgraded my T9 530ish Tons to conda 460ish Tons becoz of pirates. I was interdicted by npc pirates almost every flight in T9. they almost never do it now that i fly my conda... and when they do, they run away, so no trouble.
my T9 with no shield was lossing 5% of hull on every single laser shot ( fit a small shield class 4 if u have same troubles, so u not loosing 64 or 128 tons ), i had less benefits using my T9 than using my anaconda.

So, a good trade ship is not only a ship than can carry the most...

i'm using a 4,8 LY route that gets me 800k cr per trip ( 10 min ), this makes also things easier with pirates. only 1 jump, only 1 system travel before docking.
 
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