The Mellow Guide to Shadow Deliveries

Welcome to the Mellow Guide to Shadow Deliveries.

For those who have ears to hear, and are unsure of how to successfully complete these missions, you will find this guide both useful and informative. For those who insist that the game is "broken", and that these missions are somehow unachievable, there will be nothing useful here for you, and I suggest that you stop reading now. It will be better for your blood pressure.

1) Have fun at all times

This is a really important rule, so important that it goes right at the top of the list. If you are not enjoying yourself, then the guide advises you to seriously consider doing something else. Perhaps a spot of gardening, or why not bake a cake? Nobody is forcing you to play Elite, and nobody is forcing you to try these highly lucrative missions.

2) It is only a game

So closely associated with rule number one, that it comes directly afterwards. Things can and will go wrong, you will drop the ball occasionally, and watch open-mouthed as millions of credits slip away into the void. Guess what? That bit is meant to be painful. Without the pain there is no challenge, without the challenge there is no game, and without a game there is little fun to be had.

3) Don't forget your ADS

I can tell by that slightly fevered look in your eye that you are going straight to the edge of the bubble. I'm right, aren't I? None of this mucking about running drugs to nearby systems, right? Even though it's good practice for the long range stuff, you won't bother with that, yes? Well then, don't forget to pack your ADS. You will make money going both ways; that ammunition doesn't buy itself, you know.

4) Don't bring your knife to a gunfight

Ships, dear reader, ships. Put simply, can your vessel outrun a Viper Mk III or an Eagle? If the answer is 'no', then you will need a faster ship. A Cobra Mk III will do nicely, or an Asp with A-rated thrusters. The author has achieved the dizzying heights of mellowness required to carry out these missions in a Python, with A-rated thrusters and carrying 158t of illegal cargo. It can be done, but is not for the faint hearted. The Asp Explorer is clearly the best ship for the task, with good jump range, adequate speed, good cargo capacity and the potential to mount decent weaponry.

5) Learn to dock

If you are serious about smuggling, you may wish to follow the example of the author, who makes a habit of avoiding scans when docking each and every time. Practice makes perfect, and if the potential scan is inconsequential, you will get used to doing it calmly and succesfully when it actually matters. Turn your docking computer off, if you have one, or better still just sell it; now you have room for that ADS! Doesn't that feel better? A bit more professional now, perhaps?

6) Embrace those interdictions

Look at your keyboard. There is a key marked 'X'. That is the interdiction key. You need to press that key immediately, every time you are interdicted when smuggling. There are no exceptions allowed in this guide. If you do not wish to follow this rule, then kindly remove yourself from this thread and consult "The Uptight and Angry Guide to Failing at Smuggling in Elite" thread; you will like it better there, I promise.

7) Discretion is the better part of valour

Well done. You've submitted, and you did it immediately. Notice how you aren't spinning round? Notice that with four pips in engines and two in systems, as you immediately boost away and throttle up to top speed, your FSD cools down ridiculously fast? Good, good. What's that? Ship is being scanned? Dear me, just keep boosting away, and jump to your next destination. It really is as simple as that.

8) How to use heat sinks and silent running when smuggling

My "heat sink" is in the galley, it is where I wash my Hutton mug after a steaming dose of hot coffee. My silent running button has a naked bobble head gaffer-taped to it, holding up a sign that says, "Suicidal waste of time button. Press me if you're feeling stupid." Sometimes I press it, just for kicks.

9) If you choose to fight, keep an eye on the scanner

Now, back in the old days, when scans didn't mean what they do now, the mellow pilot liked nothing better than to submit to piratical interdictions, in order to teach the pirate a thing or two about the advisability of taking on a heavily armed Asp or Python whilst flying an unshielded Sidewinder. This is still possible, but with a caveat. If there is a Fed in the vicinity, who is after you for smuggling, they may well drop into the instance, just when you are unleashing mellow Armageddon onto Bluebeard's hull. Be warned, you will be scanned with extreme prejudice.

What this means is that for the safest approach, submit and flee all interdictions, even when it's a novice pirate in a Sidewinder. That bit of gratuitous pew-pew can now cost you dearly, and the author speaks with the bitter voice of experience. You may choose to fight the authorities to avoid scanning. This is a risky gambit, although not impossible. Keep in mind that you need to have opened fire and actually hit the offending vessel in order to definitely halt a scan.

10) Shields

Remember that great bit in Star Wars, when Han Solo espouses the virtues of running with no shields in favour of maxing out cargo capacity or in order to ship a bigger fuel scoop? No? Me neither. Don't leave home without your shields, the bigger the better. See directly below for more information.

11) Finesse in and around stations

We have mentioned docking already. It's a good subject, so let's mention it again in more detail. If you take pleasure in doing small things well, then docking is one of the hidden pleasures of Elite. I like to boost across the front of a station, using FA-off to point my nose in the required direction, then easing FA-on at the right moment so that the slide leaves me nicely lined up, as the throttle increases to full speed. That's just me, but there are other, easier, more time consuming ways.

If docking gets you hot and bothered, just take your time. Boost out to 10km or so, get yourself lined up with that letter box and start your approach. Now, you will of course have two pips in systems and four in engines. You can boost right in there, and if you take a bump at the back of the station, then it's only your pride that will be hurt. That's because you have shields. You can use the scanner to time your approach to avoid the patrolling cops, but speed is your best friend.

When undocking, boost out of that letter box and just keep boosting. Look neither to the left nor right, just go in a straight line until the cops are blinking on your radar.


12) Boost baby boost

Remember that you want an A-rated distributor to go with those A-rated thrusters. Just saying.

13) Outpost etiquette and other frivolities

If there is a cop patrolling at the outpost in question, you may wish to attract their attention and boost away until they give up the chase. You may then choose to return and dock at a more leisurely place. Make sure you enter the hangar at outposts; the rozzers can and will scan you when sat on the pad admiring your midnight paint job in camera mode. Once again, the author speaks with the bitter voice of experience.

14) Will this actually work?

Yes, it will work. You might be very unlucky and encounter a bug, or you might lose concentration and blow it, in which case refer to rule number one.

15) Help! I blew it...

If, despite following the rules outlined above, you get scanned and your missions fail, please see rules one and two. Next, decide on a course of action. You may wish to jettison the lot in a fit of pique; this is particularly satisfying if you are carrying human cargo. There is nothing like a psychopathic act of bestial cruelty to assuage those feelings of acute failure.

Alternatively, why not pop to your nearest black market and flog it all? Many a mickle mak's a muckle, or so I am reliably informed. If you are new to smuggling, I do advise you to practice on shorter range missions. That way, you won't be 20 jumps from the nearest inhabited system when it all goes wrong.

16) Yay! I did it...

Well done, Commander, and thank you for choosing the mellow guide. May the force be with you, and set phasers to stun. Or something.
 
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Turn your docking computer off, if you have one, or better still just sell it; now you have room for that ADS! Doesn't that feel better? A bit more professional now, perhaps?


Hmm..not more professional..but definitely more smug, much like yourself!
 
Well written, CMDR. I agree with all off the above, with one cavet/addition.

Addition:

While making your run from Robigo/Fehu/Quince/where ever, laden with illicit goods, keep an eye on your COMMS panel when you enter a system. If there are pirates or security looking for you, they will make there presence known in that window. Proceed with extreme caution if you see these messages and prepare to jump as soon as possible. The types of messages you need to look out for are the "That's the ship i'm looking for, the one with the big haul!," or "Tasty cargo!," Or "smuggling vessel identified."

If you see the "i've come a long way to find you!" text, wait it out. It's often someone looking for you to follow them with "information for you." They won't interdict you and you can merrily fuel scoop your way to a full tank before setting off again. If no messages appear in the COMMS menu, you are equally free to fuel scoop your heart out.


Cavet:

For me, personally, I like to carry 3 heat sink launchers, for a total of 12 shots. I do so, not for silent running, but because now, in 1.5/2.0, we can deploy them in Super Cruise. That means that that when I do see the belligerent messages in my COMMS panel, indicating that I am going to be interdicted soon, I charge up my FSD immedietly while fuel scooping, and pop a heat sink to keep the heat down until I am ready to jump. Align with the jump vector, go full throttle, and start the count down before anyone has a chance to maneuver behind you.
 
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I'd add a small bit about pirates/authority ships being highly persistent in the chase, and having jump ranges and fuel capacities far beyond their actual design... that auth ship in that sidey is fixated on scanning you, and will chase you for 20 successive jumps across hundreds of light years without a fuel scoop. ;P
 
Mellow out man! Ommmmm.
Only point I have a slight issue with is 6. I attempt evasion but submit if it looks like it's not going my way.
Yes, there's a risk that it won't recognize the submission before it fails, but it's more like playing the game to me.
 
Thanks, guys, for the kind words and informative contributions. Despite the smug style, as is noted in the OP I have cocked up many times, and am by no means the best at any of this. Please continue to add information.

Now I'm off to Aditi in a Clipper. I'll miss out on the outposts, but the missions I do pick up will get done in style... ;)
 
And I'll add one that I recently got burned on... if you plan to take planetary missions, have a Adv. Discovery Scanner and Detailed Surface Scanner on board in case you come to a system you have never full scanned or bought exploration data for.
 
And I'll add one that I recently got burned on... if you plan to take planetary missions, have a Adv. Discovery Scanner and Detailed Surface Scanner on board in case you come to a system you have never full scanned or bought exploration data for.
Can confirm that you need the ADS. I don't think the DSS is necessary though? At least I haven't needed it to find my planetary bases.

Also, Howdy CMDR Thorvald!
 
I allways did 6 and 10. Not anymore though. I'll fight off those inderdictions with grinding teeth 'till my stick breaks - I'm not stopping for no one anymore. I got my ADS, big enough fuel scoop to drain a K-star dry, 40t cargo space and A rated sensors. Because the first 2 seconds when I drop out of super cruise, I want to see nothing but the station/outpost on my radar - if I do, then I assume the heat is around the corner and bail out back into SC - do a 180 and go back in. If all is quiet then it's boost - landing permission - silent running (yeah, I know but it's cool and I got no shields anyway) - then just tap her in (Cobra MkIV). Easy mode. But yeah, if you wanna use something bigger I guess you got to have 16 step cheklist just to undock safely.
 
-Point 11.... Yeah, me too.... Keeping honing your docking technique every time you dock.... I fall to bits when there's a lot riding on it. Lord knows what would happen if I didn't practice all the time.

I would mention the scooping though.... I grab fuel at every opportunity...Maybe I'm paranoid but I like to keep topped up, just in case.... I've jumped out of systems to lose a tail...
Or, if you need to reshuffle drop offs due to attention, it's a lot easier with a full tank....
 
In my experience shields are completely wasted module space unless you crash land hard every time you dock. The hull on an Asp will take an impressive beating, and if you're running away properly from attacking NPCs they should never drop more than a couple % off your hull. I've been running without shields for well over a week, through several sticky situations, and haven't had a single insurance claim.

Also, you should always, always, always try to escape interdictions. If you escape, that NPC stops bothering you permanently. Otherwise, they will just keep interdicting you again and again every time you reenter SC, because they are not subject to the FSD cooldown.

Even worse, there's a "feature" where any ship that is chasing you so they can interdict you (but hasn't caught up with you yet) will suddenly appear directly in front of you when you drop out of SC. This is bad because you usually end up ramming them if you were boosting at the time. Even worse is if you are stacking missions and several NPCs want to interdict you at the same time, because all of them will drop out in front of you at once. That is almost certain death as you bounce like a pinball off the hulls of multiple ships.

Otherwise, I agree with the rest. I personally prefer to just FAOFF directly into the station before security ships have a chance to start scanning, because it's a lot faster, but either approach is viable.
 
In my experience shields are completely wasted module space unless you crash land hard every time you dock. The hull on an Asp will take an impressive beating, and if you're running away properly from attacking NPCs they should never drop more than a couple % off your hull. I've been running without shields for well over a week, through several sticky situations, and haven't had a single insurance claim.

Also, you should always, always, always try to escape interdictions. If you escape, that NPC stops bothering you permanently. Otherwise, they will just keep interdicting you again and again every time you reenter SC, because they are not subject to the FSD cooldown.

Even worse, there's a "feature" where any ship that is chasing you so they can interdict you (but hasn't caught up with you yet) will suddenly appear directly in front of you when you drop out of SC. This is bad because you usually end up ramming them if you were boosting at the time. Even worse is if you are stacking missions and several NPCs want to interdict you at the same time, because all of them will drop out in front of you at once. That is almost certain death as you bounce like a pinball off the hulls of multiple ships.

Otherwise, I agree with the rest. I personally prefer to just FAOFF directly into the station before security ships have a chance to start scanning, because it's a lot faster, but either approach is viable.

Yes, having shields tends to help when the cop exits super cruise into your hull during boost. QED :)

Incidentally, on my Clipper run from Aditi this evening, having submitted to a piratical interdiction, this very thing happened to me. Shields were popped, and I was at 99% hull. A few boosts and I was well away. I made 12,376,599 credits; there were about half a dozen interdictions, a few other thrills and spills, but the contraband all got through.
 
"Embrace those interdictions."

Nope. I personally find that I can evade most interdictions, and if I'm having trouble with one, I can almost always throttle down after fighting a losing battle with the escape vector. Always try to evade interdictions -- it's good practice, and it usually (but not always) works. And you'll almost always have plenty of time to throttle down if you know you're going to be interdicted.

It's really quite easy to avoid ~80% of interdictions, although some last longer than others.
 
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"Embrace those interdictions."

Nope. I personally find that I can evade most interdictions, and if I'm having trouble with one, I can almost always throttle down after fighting a losing battle with the escape vector. Always try to evade interdictions -- it's good practice, and it usually (but not always) works. And you'll almost always have plenty of time to throttle down if you know you're going to be interdicted.

It's really quite easy to avoid ~80% of interdictions, although some last longer than others.

For sure, you can play the mini-game, and I sometimes do. But it is not foolproof, and that is the arbiter of the mellow guide.

It's a fun little game, and I am currently interdicting pirates in Sak Manka, for one of those fabled seven figure kill-pirate missions, which popped up on the way back from Aditi. Strange how things go, isn't it.
 
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