What If Elite Dangerous Had Full-Scale Space Heists?

Proposal: Money Transport Heists — A New Large-Scale Piracy Mission Type​

Introduction​

Elite Dangerous already allows commanders to trade, explore, fight, and engage in piracy. However, piracy lacks a large-scale operation that requires planning, preparation, infiltration, teamwork, and a dangerous escape.

This proposal introduces Money Transport Heists: a multi-stage criminal activity combining Odyssey on-foot infiltration, intelligence gathering, ship combat, cooperation, negotiation, and risk/reward decisions.

The goal is to create memorable operations where commanders feel like they are planning and executing a real space robbery.



Phase 1: Intelligence Infiltration​

Before attacking a money transport, commanders must obtain information about upcoming financial shipments.

The mission starts at a secure planetary settlement:

  • Military installation
  • Corporate facility
  • Government outpost
The commander must infiltrate the settlement and reach a hidden underground planning room containing transport information.



Access and Identity System​

The settlement contains multiple security levels.

The commander can enter the settlement normally, but restricted areas require higher clearance.

When approaching a protected door:

ACCESS DENIED
Higher security clearance required.
To gain access, the commander must locate personnel with the correct clearance and clone their identity.

The difficulty comes from finding the correct person.



Security Clearance Levels​

Low Security Identity — Easy​

  • More common personnel.
  • Easier to obtain.
  • Lower risk.
Allows:

  • Access to basic areas.
  • Short intelligence extraction.


Medium Security Identity — Moderate​

  • Fewer personnel have this clearance.
  • Requires more searching and stealth.
  • More restricted areas.
Allows:

  • Medium intelligence extraction.


High Security Identity — Extreme​

  • Only a small number of personnel have this clearance.
  • Difficult to obtain.
  • Requires careful infiltration.
Allows:

  • Full intelligence extraction.


Identity Detection​

Once the correct identity is obtained, the commander can move naturally through the settlement.

Security scans are uncommon.

They may happen if:

  • The commander enters an incorrect restricted area.
  • The commander acts suspiciously.
  • A security incident occurs.
If scanned and the identity fails:

IDENTITY INVALID
SECURITY ALERT
The commander must escape.

Discovery does not always mean failure.

The commander can:

  • Escape stealthily and keep the data.
  • Fight their way out and receive a bounty.


Phase 2: Data Extraction​

Inside the underground planning room, the commander accesses a secure terminal using an E-Breach.

The terminal displays:

TRANSPORT DATA EXTRACTION
0% — 100%


The longer the commander stays connected, the more information is decrypted.



0–30% Extraction: Basic Intelligence​

Provides:

  • Target system.
  • Transport difficulty.
  • Estimated money value.


30–70% Extraction: Operational Intelligence​

Provides:

  • Exact money value.
  • Transport type.
  • Escort information.
  • Security level.


70–100% Extraction: Complete Intelligence​

Provides:

  • Full transport details.
  • Number of security ships.
  • Approximate convoy location.
  • Defensive information.
  • Additional classified data.


Phase 3: Choosing the Target​

After obtaining intelligence, the commander can access a new Heist section at starports.

Available targets:

Standard Transport​

Approximately 8 million credits.

High Security Transport​

Approximately 20 million credits.

Treasury Transport​

Approximately 80 million credits.

Higher rewards mean:

  • Stronger ships.
  • More escorts.
  • More dangerous responses.


Phase 4: Crew Recruitment and Starting Station​

The commander who obtained the intelligence becomes the Heist Leader.

The leader must choose a starting station for the operation.

The crew must gather there before departure.



AI Crew Recruitment​

AI crew can only be hired locally.

The leader can travel to different stations to find different available specialists.

Examples:

  • A military system may have stronger combat pilots.
  • A wealthy system may have expensive elite mercenaries.
  • A remote system may have cheaper but less experienced recruits.
The available AI crew depends on the station.



Commander Recruitment​

Real commanders can join the operation.

However:

  • They must travel to the leader's chosen starting station.
  • The heist does not begin until the crew is gathered.
  • Payment splits are negotiated before launch.


Phase 5: Crew Negotiation​

There are no fixed roles.

Every commander contributes with their own ship and abilities.

Payment is negotiated based on:

  • Ship capability.
  • Experience.
  • Risk.
  • Expected contribution.
Example:

A commander bringing a powerful combat ship may request a larger percentage.

A newer commander may accept a smaller share to gain experience.

Everyone agrees before the mission starts.



Phase 6: Intercept the Transport​

Using the stolen intelligence, the crew travels to the target system.

The transport can:

  • Move through supercruise.
  • Change location.
  • Travel with escorts.
The crew must locate and intercept it.



Phase 7: Disable, Don't Destroy​

The objective is to capture the money.

The crew must:

  • Remove shields.
  • Damage critical systems.
  • Disable engines.
  • Bring the transport into a disabled state.
Destroying the transport destroys the money and fails the mission.



Phase 8: Extract the Money​

After disabling the transport, the crew begins extracting the encrypted financial assets using limpets.

There is no time limit.

Instead, danger increases naturally:

The longer the crew remains:

  • More security arrives.
  • Reinforcements become stronger.
  • The operation becomes more dangerous.
The crew decides when to continue or escape.



Phase 9: Payment and Consequences​

After a successful escape:

  • The stolen money is distributed according to the negotiated contracts.
If a commander dies:

  • They receive 50% of their agreed payment.
  • The remaining amount returns to the surviving crew.
Successful heists create:
  • Larger future targets.
  • Stronger security responses.
  • Larger bounties.


Why This Fits Elite Dangerous​

Money Transport Heists would create a complete piracy progression loop.

Commanders would:

  1. Infiltrate a settlement.
  2. Steal transport intelligence.
  3. Gather a crew.
  4. Negotiate payment.
  5. Hunt a moving target.
  6. Disable a protected transport.
  7. Steal millions.
  8. Escape the consequences.
This would create memorable player stories and give piracy a true large-scale operation.

Infiltrate. Extract. Plan. Attack. Escape.
 
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