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.
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):
-----------------------------------------------------------------------------------------------------------------------------------------------------
> 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.
-----------------------------------------------------------------------------------------------------------------------------------------------------
> 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.
-----------------------------------------------------------------------------------------------------------------------------------------------------
> 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.
-----------------------------------------------------------------------------------------------------------------------------------------------------
> 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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