The current problem with the Piracy of NPCs - and some solutions.

I've posted suggestions in numerous posts on this forum, but I've never consolidated them into one post, outlining the problem as I feel it stands, and providing solutions in one organized way.

The problem with piracy {at the higher levels - any pirate ship above a Cobra may experience this) at the moment is the ability to extract and collect cargo. I write this post somewhat reactively, as I'm a bit salty over not being able to accept a mission.

I, at the time of writing, am docked at my favorite anarchy station, with which I am allied. I was just offered a mission paying 1,700,000 credits to steal 72 tonnes of cargo from a ship in a neighboring system, a low-security system. I did not accept it, because I'm sure that if the target is above the combat rank of novice (i.e, the target knows how to reboot/repair their ship), I will not be able to extract all of the cargo in the amount of time the target is disabled. This issue is agitated by the fact that you cannot, in my experience, continue to disable the target over and over (which is annoying in and of itself), because continually damaging the power plant will cause the ship to explode.

I REALLY want to go a-plundering for my favorite anarchy faction, and I absolutely love the piracy in this game, but it suffers from incredible tediousness and sometimes, it is impossible. Cargo collection takes too long, cargo extraction takes too long, and there is no reliable way to keep a tradeship in place long enough for cargo to be extracted.

Solutions (ranked easiest-hardest to implement AFAIK):

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> Stop trader NPCs from ever rebooting. This is more of a hotfix than a proper solution, but it would bring us back to the playstyles we were used to pre-2.2, which made at least of a few of us (i.e me) very, very wealthy.

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> Since hatch breaker limpets hack (electronically?) into the target's cargo hold, it would be great if we could select which cargo we want to prioritize, and that cargo would spill until there is none of it left. Alongside this, a general buff to the rate at which cargo is ejected would be nice, because a few canisters isn't going to cut it for someone flying a larger ship. I've stolen over 300t from single targets before, I'm not in it for hit and run attempts at piracy.

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> Make cargo canisters of variable capacities, which would not only cause larger pirates to prioritize larger trade ships, but it would allow them to steal large amounts of cargo without exobitant amounts of time involved. Larger canisters > Fewer canisters + More cargo dropped over time > lesser extraction + collection times.

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> Ship to ship docking. By this, I mean UI assistance (similar to docking at a station) for two commanders to attach to each other's ship via the cargo hatch. Then, an assailant in this situation could quickly pull cargo out of the target's vessel, without ever having to worry about free-floating cargo in space at all.

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Thanks for reading.
 
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Stop trader NPCs from ever rebooting. This is more of a hotfix than a proper solution, but it would bring us back to the playstyles we were used to pre-2.2, which made at least of a few of us (i.e me) very, very wealthy.

+1 to this, PvE piracy was great in 2.1 - a good balance of knowledge, skill and reward.

If they have to have reboot times, I would at least encourage FDev to give NPC's the following reboot time delays based on their combat rank:

  • Harmless, Mostly Harmless & Novice = no reboot
  • Competent = 5 minutes
  • Expert = 4 minutes
  • Master = 3 minutes
  • Dangerous = 2 minutes
  • Deadly = 1 minute
  • Elite = 30 seconds
 
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+1 to this, PvE piracy was great in 2.1 - a good balance of knowledge, skill and reward.

If they have to have reboot times, I would at least encourage FDev to give NPC's the following reboot time delays based on their combat rank:

  • Harmless, Mostly Harmless & Novice = no reboot
  • Competent = 5 minutes
  • Expert = 4 minutes
  • Master = 3 minutes
  • Dangerous = 2 minutes
  • Deadly = 1 minute
  • Elite = 30 seconds
My PC reboots in the same amount of time whether I reboot it or someone with no computer skill at all does. Why should the combat skill of a pilot dictate how fast the ships systems can reboot?

While I do agree that an overhaul of the hatch breaker limpet systems needs doing, it does need to be done in a way that makes it better for PVE piracy but balanced for PVP piracy. Changing the reboot time of NPC's has other, far reaching consequences for PVE combat that could potentially make even PVE combat far too difficult for everyone. We already have NPC's who can low wake out with only 10% hull left and come back to interdict you again seconds later with no damage at all and 100% shields, while you are still quite beaten up and hardly any shields from the first encounter with them.
 
My PC reboots in the same amount of time whether I reboot it or someone with no computer skill at all does. Why should the combat skill of a pilot dictate how fast the ships systems can reboot?

While I do agree that an overhaul of the hatch breaker limpet systems needs doing, it does need to be done in a way that makes it better for PVE piracy but balanced for PVP piracy. Changing the reboot time of NPC's has other, far reaching consequences for PVE combat that could potentially make even PVE combat far too difficult for everyone. We already have NPC's who can low wake out with only 10% hull left and come back to interdict you again seconds later with no damage at all and 100% shields, while you are still quite beaten up and hardly any shields from the first encounter with them.

My PC reboots in the same amount of time whether I reboot it or someone with no computer skill at all does. Why should the combat skill of a pilot dictate how fast the ships systems can reboot?

As far as I am concerned, realism can be hand-waved. Trying the game closer to realism at the expense of gameplay isn't a good idea, IMO.

While I do agree that an overhaul of the hatch breaker limpet systems needs doing, it does need to be done in a way that makes it better for PVE piracy but balanced for PVP piracy.

Lateralus' proposal would not affect PvP piracy whatsoever. Only NPCs would be held to the times proposed for rebooting.

Changing the reboot time of NPC's has other, far reaching consequences for PVE combat that could potentially make even PVE combat far too difficult for everyone.

As far as I can tell, this can only help everyone that will ever fire at NPCs. Explain? Increasing reboot times means, for bounty hunters at least, more time to shoot at an inanimate target.
 
I've not had anyone reboot on me for a couple of weeks. Long enough for me to stop looking at their rank before I pull them. I wonder if it's been fixed?

The LTD miners currently seem to have a cheat where they can hi wake as soon as you pull them out of SC with no cool down.this is a bit annoying but a swift shot up the drives changes their minds and then I knock out their PP. it only effects LTD miners too. I followed an empty miner out of a station last night and he was able to do it too so it is at least a consistent bug.

I would like to see more variety of high value cargo and being able to separate biowaste from Karsuki Ti Locusts would be useful but if the PP is down and doesn't reboot it's not an issue.

Variable cargo canisters would be a great idea and also be a shot in the arm for PvP Piracy but I would think countermeasures would have to be buffed too or we would all be swapping cargo faster than young lovers swap spit.

I think I like the idea of ship docking but I would probably want space legs too for boarding purposes!

For mission purposes I would like to be able to buy updates on my target with rep or favours of some kind. Maybe even have his ship sabotaged. Dunno, that's a bit vague. But some way of being more involved in the criminal side of ED would be ideal.
 
I've not had anyone reboot on me for a couple of weeks. Long enough for me to stop looking at their rank before I pull them. I wonder if it's been fixed?

The LTD miners currently seem to have a cheat where they can hi wake as soon as you pull them out of SC with no cool down.this is a bit annoying but a swift shot up the drives changes their minds and then I knock out their PP. it only effects LTD miners too. I followed an empty miner out of a station last night and he was able to do it too so it is at least a consistent bug.

That's odd. They've been rebooting for me consistently. The bug with the high-wakes also happens to me. I see them charging their drives before the cooldown ends, but they usually take longer than 10-15 seconds in order to jump. Might just be a graphical bug.
 
I did not accept it, because I'm sure that if the target is above the combat rank of novice (i.e, the target knows how to reboot/repair their ship), I will not be able to extract all of the cargo in the amount of time the target is disabled. This issue is agitated by the fact that you cannot, in my experience, continue to disable the target over and over (which is annoying in and of itself), because continually damaging the power plant will cause the ship to explode.
Thanks for reading.

The workaround I have found for this is to equip a small beam turret and to leave it targeted at the victim's powerplant. Stay very close to the victim (as your collectors do the hard work). As soon as you see any sign of life, fire it for a few seconds and they won't have time to do more than twitch. But since the size 1 beam does so little damage, it's very unlikely to 'splode their PP. A bit of a hassle, but it works.

As an aside... I've been struggling to find low-temp diamonds, mind sharing some tips on how to find the right systems?
 
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