Will Fighter Crew competence ever be restored?

1) Your name :D

2) You've got so many hours but only joined the forums this (EDIT: last, damn new year) year!!!

3) 15k hours.... wow. I'm at around 3.5k and been playing since launch.
I have many names, as I have many accounts. I've got no friends, so I wing up with myself when I like to play socially. Also, I've had to rescue myself a few times.
 
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For reference, I've done a lot of killing pirates - like around 7,500 hrs worth of it out of my approx 15,000hrs total game time. This is my experience:

Even in a weak spawn, the pirates come in waves, which seems to match what you're saying. I can judge a spawn within a few seconds of arriving, so if it's not the type I want, I relog until I get it. That's what I do to reach at least the top 10 commanders whenever I participate in the bounty farming CGs. It seems to beat all other methods.

I did a lot of tests on how to optimise AFK farming for pirates when it was a thing a few years ago. For that, cargo is essential. The trick for success is to get the right spawn too, but you need one not too busy and not too quiet. I'm pretty sure that having the cargo made no difference at all to the type of spawn, which is under the control of RNG.

One thing that does increase the number of pirates is having a partner. When my friend does it with me, there are always more pirates. I don't know whether that is only when you have missions, though I think not.

I've never noticed any difference in spawn rates at certain locations during the 10 years I've been playing, except maybe when there's been a change of state, power, allegiance or something like that. None of the places where I do it regularly seem to have changed.

Don't know how many hours I have, been playing since the Beta, but often takes breaks for months at a time.

Perhaps I'm seeing patterns where they don't exist, just RNG reinforcing what I think I'm seeing. All I can say is that if I have cargo, I have far more Pirates to shoot. It's nice that they come to me, rather than me having scan then attack. I'm not anecdotally talking about "That one time I brought cargo" being super intense, but doing it lots of times. Never used to feel the need, but with most Pirates replaced by Federal Agents in LHS 317 HazRes sites these days, bringing cargo or collecting Escape Pods from early bounties, makes a hige difference.

Had it the other day, we'd been getting a bit bored with only a couple of Pirates showing up to our instance. Then I picked up and escape pod and there were almost too many for us to fight. It was fun. Filled up on a few basic materials, and got 10mil+ in Bounties. Nice for a quick casual session. Carrier upkeep paid for the week.
 
I decided to test this and hired a new Harmless pilot on the 1st of January. While the NPC ranked up to Elite (so far) there does seem to be a UI display bug with the progress bar when the NPC attains the rank of Deadly, with the bar just showing full immediately and the Active Service and Profit Share not changing.

As far as competency is concerned I would subjectively say the NPC is perhaps not quite as lethal as I remember, but still capable of landing most shots (GELID F fixed beam). As I'm facing mostly Elite, Deadly or Dangerous pilots they sometimes need help if the target ship shields recover, or if they are facing 2 or more opponents; otherwise they can be left alone to engage, distract or finish off targets while I'm scanning for the next one.

Hobbs Elite.png


Hobbs Deadly bar.png


Hobbs Elite bar.png
 
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