This is getting old.

I just interdicted the below Sirius Transport ship, and on 4% hull integrity he was unwilling to drop a single tonne. This is really, really old. At most, 1% of all trade ships should value their life over their cargo, they should all drop something once they lose enough hull integrity. It's getting really old, as Hatch Breakers are still terrible, and Point Defense cannot be countered.

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Put CQC on hold for a few days for this! Just a few days, a minor update, something to hang onto, because this is ridiculous. I'm slowly playing less and less ED because piracy has barely gotten looked at. I usually play Double Action : Boogaloo or Witcher 3 now.
 
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Some ships will refuse to drop cargo until they're dead. Sometimes you're going to have to shoot the cargo hatch to get the canisters out.
 
Some ships will refuse to drop cargo until they're dead. Sometimes you're going to have to shoot the cargo hatch to get the canisters out.

And I'm saying that's ridiculous. They should never value their cargo over their lives. They could try to drop a few canisters, just try!
 
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Ok.. Did anyone else get a chuckle out of Haggle being so frustrated he was 'yelling' at the NPC ship? :D

I agree with you though. They should have some sort of 'self preservation' mode built in that trips at a certain threshold, even if it's randomized to some degree so that sometimes they drop, sometimes they run and die, etc...
 
But nobody dies in this universe. When you blow up their ship they get magically transported to the last station and pay the insurance.

Since they don't have to fear death, why should they be scared into complying with your demands? By getting their hull down to 4% you're just making them less likely to comply since you're increasing their cost of not getting blown up.
 
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Yeah, agree. Currently it seems like the rarest situation is when a courier/trader spills cargo to let them make a run for it. It's far more likely they'll fight to the death. I would have expected it to be the other way around.
 
technically you have a life pod that gets ejected at explosion. In lore, this is destructable and it is trackable as it sends out a beacon for eventual rescue by system authority ships.

Obviously waiting all that time and possibly being executed after ejection is not viable for the game so it's skipped.
 
But nobody dies in this universe. When you blow up their ship they get magically transported to the last station and pay the insurance.

Since they don't have to fear death, why should they be scared into complying with your demands? By getting their hull down to 4% you're just making them less likely to comply since you're increasing their cost of not getting blown up.

We all know that lore is in place to justify not putting everyone into Ironman mode. You think explorers who die on the far side of the galaxy use their escape pods to magically teleport back to human space? I'd like to see the Escape Pod FSD on every ship, then!
 
But nobody dies in this universe. When you blow up their ship they get magically transported to the last station and pay the insurance.

Since they don't have to fear death, why should they be scared into complying with your demands? By getting their hull down to 4% you're just making them less likely to comply since you're increasing their cost of not getting blown up.
Not true. many pilotes loose there life. however we players seem to allways reach the escape pod yes thats a shame but some players want it easy.
 
Is it possible to destroy their Point Defense without destroying the ship, and then use Limpets?
 
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They seem to just start pooping their cargo when I begin shooting them(and I don't even want it, they're THAT scared :p)so I don't know what your problem could be???

maybe switch to gimballed pulses, so they don't do as much damage and have a better chance at just hitting the cargo hold? I don't know how well your fixed aim is, so that might not work.
 
Ah. Missed that part. I forget PD can take them out.

...

Yeah, I got nothing. Maybe try smaller lasers? (unless those are Class 1's). Or, yeah, gimbals.
 
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OP has a valid point. It'd be great if NPCs were sensible like he suggests.

I'm not a pirate, but I've never been given the temptation to be one either. Dropped cargo should be a nice lure to encourage diverse game play.
 
Ah. Missed that part. I forget PD can take them out.

...

Yeah, I got nothing. Maybe try smaller lasers? (unless those are Class 1's). Or, yeah, gimbals.

That's not the point. The point is, I shouldn't need to siphon cargo or shoot the hatch unless the cargo they drop in fear isn't good enough. In this instance 4-8 canisters would've appeased me, and he would've gotten away alive. However...

-Hatch Breakers aren't good. They drop cargo so slowly, and in such minuscule amounts, that it isn't worth using them unless you're after a player's rares. Hatch breaker's should cause jettisons, not drops, and faster! As for the cargo hatch, it's a completely different way of stealing cargo, and it should be but a trickle, but once it hits 0%, cargo should drop endlessly until the ship enters Supercruise (At that speed, the canisters are stuck inside the ship due to inertia).
 
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I can see the logic to OP's point, but only if the ship is running away. If they turn to fight back, it's fair enough to imagine that they're fighting mad, and made the decision to duke it out, not give in, and fight to the end if need be. If they're running for dear life, the OP's point is taken.
 
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