The Smuggling discussion thread

Pardon my ignorance, but can you (or anyone else who wants to chime in) explain what is meant by "high waking/low waking"? Do you mean going into hyperspace then supercruise?

High waking - You pick another star system and jump to it, leaving behind a "High Energy FSD Wake." High waking ignores masslock from other ships (but not stations, asteroids, or outposts). So if you're in an Asp and Interdicted by a rail gun fit Fer de Lance, you can "high wake" out in 15 seconds despite being mass locked, and your ship won't be obliterated by railguns.

Low Waking - Jumping to super cruise, basically. Susceptible to masslock, but only takes 10 seconds without masslock. You only see this term used in contrast with high waking. Using "high wake" and "low wake" is less ambiguous then using terms like "frameshift" and "jumping."

Another useful term is "Submit Hopping" - so whenever you get interdicted, just press 'x' to submit. After successfully submitting to an interdiction, you have almost no FSD cooldown, and so you can "high wake" out of the encounter. Submitting and high waking is called "submit hopping" and can be used on almost any ship to safely escape the vast majority of interdictions from players and npc's alike.
 
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High waking - You pick another star system and jump to it, leaving behind a "High Energy FSD Wake." High waking ignores masslock from other ships (but not stations, asteroids, or outposts). So if you're in an Asp and Interdicted by a rail gun fit Fer de Lance, you can "high wake" out in 15 seconds despite being mass locked, and your ship won't be obliterated by railguns.

Low Waking - Jumping to super cruise, basically. Susceptible to masslock, but only takes 10 seconds without masslock. You only see this term used in contrast with high waking. Using "high wake" and "low wake" is less ambiguous then using terms like "frameshift" and "jumping."

Another useful term is "Submit Hopping" - so whenever you get interdicted, just press 'x' to submit. After successfully submitting to an interdiction, you have almost no FSD cooldown, and so you can "high wake" out of the encounter. Submitting and high waking is called "submit hopping" and can be used on almost any ship to safely escape the vast majority of interdictions from players and npc's alike.

wow that was informative, while i wasn't the one asking allow me to say thanks for the info anyways. ;)
 
I'm going to re-iterate this.

Ok, I've been watching this thread for a few days now. And let me just say, I think the smuggling missions are fine as they are, long range or otherwise. It seems like half to 3/4 of the forums are complaining that the 1.4 interdictions are too intense, too frequent, and need to be toned down. While the other half are saying that the frequency and intensity of interdictions are fine coupled with a high risk / high reward career like smuggling missions.

I appreciate the instance switching is definitely an exploit. And needs to be addressed with some kind of cool down or persistence. But even then, the long range smuggleing missions are really good fun. Having cops and pirates literally chase you down through system after system gets blood flowing in ways you can't possibly compare to trade, PP or anything else. And let me make this clear. They literally chase you through every system, eyes locked to the radar trying to not get interdicted. That, is interesting in terms of game mechanics.

So why not keep the current long range smuggling mechanics, with the buffed harassment from pirates and law enforcement, tougher enemies etc while returning those extra mechanics back to where they were in 1.3 for everyone who isn't smuggling illegal goods?

I personally have only enjoyed the intensity of smuggling in this game. Everything else is rather dull. Which leads me to my next point.

You are all squabbling over making a few iskies here and there, exploits etc to get ahead. There are even people in this thread RIGHT NOW, exploiting a game mechanic while attempting to make themselves immune to persecution by seemingly drawing attention to it.

Hey guys, I found this awesome exploit, should be nurfed I made like 100 million today doing it.

Hey guys, I really found this awesome exploit, should really be nurfed as I made like 200 million today doing it. And 100 million doing it yesterday.

In reality, what this game really does lack is a real in game community. And if we had that, be it corps or whatever, I think you wouldn't all be here complaining about who had the most fun or made the most in game currency. Because that's peacock feathers.

There are a few sorry souls in this thread who feel angry that I have called them out. There is a single player player option for you people. Although, I feel there shouldn't be.

*awaits ad-hominem attacks calling me a liar*

I have a life.
 
ED is not the first games to have reset and respawn mechanics. Its a limitation of the code and is actually quite common. Stalker - Shadow of Chernobyl, and its sequels including subsequent mods have this same exploit with traders. So, considering the vanilla game gave you woefully limited ammunition to survive, it was accepted to buy/save/reload/buy/save...add infinitum till you had sufficient kit to survive. I'm sure there are many similar examples outside ED.

I really enjoyed STALKER because right after a long game of Fallout3, I was tired of feeling like a godling shrugging off tactical nuclear weapons and giant monster bites. Most of the mods I added to Fallout3 to boost the danger literally ended up as the hardcore mode for FNV. I tend to up the difficulty with my game modding, though STALKER only really needed some weapon rebalance and better lighting.

With STALKER, a pack of mutant dogs is always a pack of mutant dogs. No amount of armour will save you from being pointblank shot in the head, because you just had a hi-velocity chunk of metal pass through your face. Its charm for me precisely was its dismalness and brutality. I enjoyed the scrabble in that game, though it's not for everyone. It really fit the environment they were building. The desperate struggle for kit added immensely to the tension and bleakness of the entire place, and knifing someone for their single clip and their food supply was very fitting and satisfying.


*Disclaimer of non-enforcement of a single gameplay style preference upon myself or any others

Been talking about fun and scrabble in many other threads today, and don't want my liking of gruelling gameplay in STALKER to be some kind of hypocrite argument ammo for this totally other game. I like games that are fun to ME, and that encompasses everything from the evil of STALKER to the twitch of my virtual pinball tables to the complete stupid of Goat Simulator.
 
It was hard on unarmed ASP, but i've done 30kk for about 3+ hours of jumping, running and being interdicted. It's really much more fun than go forth and back on python with imp slaves.
Now i'm really exhausted playing a game. It's hillarious! Even with all this server problems and long jumps.
The last one was a police officer who doesn't want to leave me alone. After 20+ minutes of running i surrendered. Fines how they are working now(more cargo - more fine) is really noteless.
 
It was hard on unarmed ASP, but i've done 30kk for about 3+ hours of jumping, running and being interdicted. It's really much more fun than go forth and back on python with imp slaves.
Now i'm really exhausted playing a game. It's hillarious! Even with all this server problems and long jumps.
The last one was a police officer who doesn't want to leave me alone. After 20+ minutes of running i surrendered. Fines how they are working now(more cargo - more fine) is really noteless.

What is kk?
 
Could someone share a good Asp loadout for doing the Sothis runs? I picked up 15 missions using my python (the non exploit way) and it was 32 jumps to the first system. Oh and I crashed into a suicide t9 in the station and then got blown up so I'm definitely not taking her out out again ☺.

My current Asp loadout is 64t of cargo gimablled beams and a load of shield boosters and a laden jump range of 26ly atm.
 
Nerfing the "27 millions" to 10 is not going to solve the exploit, it is going to make the exploit the only viable way of doing those high end smugling missions since you will be also nerfing the players who don't abuse the system and are already making those "10 millions/hour" that you propose as the right amount.

There might be ways of adressing this issue, but the one you propose is probably the worst of them since it will promote the use of exploits intead of reducing it.

Easily the most important post in this thread so far.

The exploit with multiple missions and mode switching to accrue them is the actual problem, and right now this is flying right over the heads of everyone crying for a nerf. And if FD responds to this situation by nerfing payouts then clearly it'll have flown over their heads too, or it'll be because they're just unwilling or unable to actually fix the issue.
 
Surely what a pilot sees from their cockpit should closely resemble the information provided to them. If a system is reportedly "high security", there should be patrols and checks made early and often. It should really only be possible to evade detection if a pilot is very experienced, or if they have some knowledge of the system. If, for example, each system security force had it's own particular patrol routes and schedules, a would-be criminal should have to do recon (or get a wingmate to do recon) before even thinking about acting, unless they are such an old hand that they can spot the patterns instantly and just wing it. And the rewards should be commensurate with that risk. And if the system contains a sleepy cop in a rusty old sidewinder doing the rounds once a millenium, the job should pay peanuts. So the information should ultimately be accurate and have consequence in terms of risk/reward levels, otherwise what's the point of having it?
 
Easily the most important post in this thread so far.

The exploit with multiple missions and mode switching to accrue them is the actual problem, and right now this is flying right over the heads of everyone crying for a nerf. And if FD responds to this situation by nerfing payouts then clearly it'll have flown over their heads too, or it'll be because they're just unwilling or unable to actually fix the issue.

If they fix the relog for missions, what of relog for RES?
 
If they fix the relog for missions, what of relog for RES?

I'd assume, that fix would cover both.

on the other hand, a BB-relog-fix sounds more easy, basically they can use the same mechanic as with rare goods spawn (you will not get a better/different spawn by relogging - afaik ).
 
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