Well that was quick

I have finally started to look into smuggling and shadow deliveries and I have to say it's fun. I had my first big stack of missions come up and was looking forward to the tension of avoiding all the security/pirate encounters. Que the magic system security. Now I've read threads on the security service appearing from nowhere to interdict and the impossibility to avoid an interdiction now and then but what I wasn't counting on was how quick they can scan you! Seriously it was in a matter of seconds and the scan was complete?!? What is the timing it takes for a scan does anyone know? It felt like even if I was in a supped up cobra I wouldn't of been able to even turn around quick enough! Also, does popping heat sinks in supercruise allow you to drop off the enemies radar?

P.s I'm not moaning about shadow deliveries here I am just genuinely surprised at how quick the scan went!
 
They are quick, but you have more than enough time to shoot them and stop the scan. Fit turrets on larger smuggling ships, a Cobra is able to maneuver fast enough with fixed or gimbaled weapons.

Be careful if you stack a lot of missions, sometimes you have to target and land a shot on 2 or more authority ships in quick succession. Not sure how long the scan should take, it doesn't matter anyway, just be fast and efficient.
 
The game dose not give you time to think. Think and you are done for.

In other words, know what you are going to have to do, before the event. You have the most inportant part of smuggling sorted out: The Cobra; it is the mark 3. The mark 4 is a little slower.

My way to deal with being pulled out of super cruise; if I intend to run. Drop throttle; at the moment it has to be done fast, as it tends to fail if you wait. Drop throttle and stay aligned to my target destination. As soon as drop in complete, pips to engines, boost, full power and if I have to turn towards my target destination. Keep boosting and hit the jump button as soon as FSD has cooled down. Never had a scan complete against me, since shadows have been in the game. At the same time, if you have security talking to you as you enter the system, jump back out again and come back.
 
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I understand the principle. As I said I was just surprised by how quick the scan was. Compared to how it's been when I have docked at a station this magic police interceptor seemed to be able to scan at double the speed. I will definitely keep the shooting technique in mind though. I didn't realise that would break the scan. I'll try that next time!
 
Scans should take 10 seconds, but there are some exceptions


  • A bug where you don't get the scan message (Happens sometimes)
  • You are scanned in an instance that sometimes carries over into the next instance
  • Network issues.

Here are my rules.


  • Take as many missions as you can carry.
  • Always check the mission timer. The high credit / tonne missions usually have low timers.
  • Fit the largest fuel scoop as possible.
  • Switch off "Report Crimes". Stops police showing and scanning you up if you are attacked by pirates.
  • Fit gimbals (or turrets for large slow ships) to make landing the 1st shot 100% of the time.
  • On the initial 14-16 jumps to 1st target, check where you can refuel, nothing worse than running out of fuel.
  • Use the system map to target the actual delivery station. It is amazing many people don't know this is possible.
  • Jump into a system, always full pips to engines and weapons selected and Scoop star
  • If interdicted on route (not in target system), drop zero throttle, stay aligned to target and get interdicted.
  • Boost immediately and prepare to dodge a second ship (sometimes) warping in. Boost and boost and FSD to next target
  • (*) If you are in the target system and get interdicted, KILL the ship as it WILL NOT stop interdicting you all the way to the base. Even if you drop out by the base, the hostile will always drop out with you and cause issues. Submit to the interdiction, deploy hard points, target ship, spin around and land a shot on them. Now kill them at your pleasure as the scan will have stopped.
  • If in target system and interdicted, always boost out and low wake if more than 1 ship. You will get interdicted again and then follow (*)
  • If in target system and you see hostile messages, you will be interdicted,see (*), so slow down, get interdicted and let it happen and follow (*)
  • When dropping out to station. Sit for 10 seconds and observe. Any ships, get out of dodge, low wake and drop back into station. Repeat and rinse until all clear.
  • Do not go blasting into the station. Sit out 8 - 9km from the station, line up with the slot and then boost towards it. Control your speed and ensure you fly nice and straight through the slot. You have plenty of time normally so don't panic.
  • When leaving stations, line up slot, boost out and keep boosting until 8 - 9 km away. Do not try and line up with destination unless it is infront of you otherwise you will worse case spin back to the station and the feds and of course target range. Once 8 - 9km outside you have all the time in the world to FSD out.

In short, expect interdictions. 2 rules, if on route to target, submit and run. If in target system, submit and kill.

With an Asp and 80t of cargo, I carry between 12 - 16 missions and make about 32- 42m per run depending on how picky I am in the missions.
 
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Here are my rules.

  • ...
  • (*) If you are in the target system and get interdicted, KILL the ship as it WILL NOT stop interdicting you all the way to the base. Even if you drop out by the base, the hostile will always drop out with you and cause issues. Submit to the interdiction, deploy hard points, target ship, spin around and land a shot on them. Now kill them at your pleasure as the scan will have stopped.
  • If in target system and interdicted, always boost out and low wake if more than 1 ship. You will get interdicted again and then follow (*)
  • If in target system and you see hostile messages, you will be interdicted,see (*), so slow down, get interdicted and let it happen and follow (*)
  • ...
Alternatively if you get threatening messages/interdicted in the target system, just high wake out to the nearest system and then come back.
 
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I just got scanned by a pirate while doing a shadow delivery, is that a new thing? I've only been scanned by an NPC that wasn't a cop in a RES before.
 
I never shoot the Fed, neither have I ever had to high-wake out. An Asp or Cobra has easily enough speed to boost out of range before the scan completes. I've done about 100 missions since I was last scanned. I've lost about 10 missions from about 350 attemped, mainly through lack of concentration when watching TV at the same time. No failures could be attributed to failure to be able to run away.

If you adopt the policy of no shooting, having "report crimes against me" switched on has an advantage. When pirates interdict you and start shooting, any patrolling Feds will jump in and deal with the pirates, leaving you a free passage to the station when you get back into spercruise.
 
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[*](*) If you are in the target system and get interdicted, KILL the ship as it WILL NOT stop interdicting you all the way to the base. Even if you drop out by the base, the hostile will always drop out with you and cause issues. Submit to the interdiction, deploy hard points, target ship, spin around and land a shot on them. Now kill them at your pleasure as the scan will have stopped.

I keep report crimes against me on and find that if I'm joined by both system security and a pirate they will go at each other after the pirate has taken a shot at me. When they do, the serial interdictions more often than not cease.
Also, if system security drops out with at the station you can outrun him (8km) and they will then High Wake out. Just keep him targeted and when he disappears at 8km (don't switch target) keep going (without boosting) until you get the High Wake echo on your scanner. You can also outrun system security if interdicted while you are on the way to the station. Has the same effect, he will high wake and break the chain interdictions.
 
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