So player piracy is impossible right now, what gives?

I had read about this bug earlier but thought it got fixed. As soon as the pirated player leaves the instance, his cargo can not be picked up it seems. Such a shame, I was planning on politely robbing some peeps at the CG.

One of the few times I have been a bit miffed with this game :(

Edit: Hmpf, even worse is that we will probably have to wait until 2.2 for a fix. That's quite some time for one of the (more minor) central features of this game to be unusable...

Edit to clarify the problem: When the other player leaves the instance, the cargo is still there and drones will bring it to you / you can scoop it, it just never reaches the cargo bay.
 
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Don't let the target get its drives back online, I would expect (and don't destroy it either).

Yeah I guess that would work. Not a bad idea :)
Unfortunately I try to do as little harm as possible and I think a lot of peeps will get the wrong idea if I start shooting.
 

Robert Maynard

Volunteer Moderator
Yeah I guess that would work. Not a bad idea :)
Unfortunately I try to do as little harm as possible and I think a lot of peeps will get the wrong idea if I start shooting.

The cargo disappearing tends to suggest a deliberate decision by Frontier (to deter destruction of ships after they have dropped cargo).

You could use cargo limpets to collect it more quickly.
 
Nope OP, that's just how it works these days. I hear miners are having problems too. Probably a bug.

Don't let the target get its drives back online, I would expect (and don't destroy it either).

Nobody pirates other players by disabling drives, it just doesn't work, the 15s timer made sure of that.

The only way you can get cargo from another player is to ask nicely and for them to play along. Thing is, even for the few who do play along, you can hardly ask them to stay idle for 5 minutes while you scoop the loot. Getting robbed is bad enough in their eyes, wasting more time is just going to lead to more combat logging.
 
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Players are unlikely to stay around to have any modules go offline due to combat log in fear they will be blown up. The SOLUTION is simply have PvP only able to do damage and not kill each other. This allows time for cargo exchange and staying around instead of utilizing a cheat. Then see how it balances out.
 
Asking for cargo has been working out great, 3 of 4 players today stopped and dropped a few tonnes. I guess taking more drones would help but it is really unfortunate that blazing your own trail does not include pvp piracy atm.
 
Players are unlikely to stay around to have any modules go offline due to combat log in fear they will be blown up. The SOLUTION is simply have PvP only able to do damage and not kill each other. This allows time for cargo exchange and staying around instead of utilizing a cheat. Then see how it balances out.

How you wanna gonna achieve that? The Cytoscrambler for example only deals damage to shields but as soon as you focus a sub-system the hull will take damage. There is always the risk that a player is getting blown up if it has no bulkheads and/or HRPs when attacking drives or whatnot. But in the end, weapons deal damage and damage results into ship loss :)
There is prolly no way to make a ship invincible hahaha (and this is good). Imagine invincible ships that always stay at 1% hull. You'd think that they cheat or logged and alternatively, just bring some bounty hunter NPCs or pirates and let them finish the player. There is always a workaround but good thing we will never arrive at invincible ships. :D
 
Asking for cargo has been working out great, 3 of 4 players today stopped and dropped a few tonnes. I guess taking more drones would help but it is really unfortunate that blazing your own trail does not include pvp piracy atm.
I've been pirated once when I had my Python at a CG some time ago. Pretty much that's how it happened. We role played. But here's the thing, they had to trust I wouldn't do the 15 second thing on them and I had to trust they wouldn't destroy my ship. Canned messages would have made that much easier. It would also be useful for scripting because then the devs could utilise canned messages as a way to interact with NPCs (as well as communicate with other players that don't speak the same language). Dropping cargo should have the automatic function of making that cargo legal, with the chosen option to "mark" it as owned and not the other way around. It would make space a bit livelier too, but good luck. Not like this is a new idea nor one that's all that hard to implement nor unique, but hey... Insta ships baby and engineering lottery etc.
 
Hmmmm, this sounds like a bug, they should disappear, but not so fast.

I should have added this: When the other player leaves the instance, the cargo is still there and drones will bring it to you / you can scoop it, it just never reaches the cargo bay. Will add this to op.
 
Tell the guy at the beginning that if he leaves before you finished, he's dead meat. More the cowboy bad guy style approach.
 
Tell the guy at the beginning that if he leaves before you finished, he's dead meat. More the cowboy bad guy style approach.

Pirate wannabe: "Hey, dont even think about running or i will blow you up."

Trader: "Ya sure.... you wont know which system i went to and even if you did you most likely cant make it in one jump."
 
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