Pirate: Difference between revisions

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{{RoleInfobox
{{RoleInfobox
| image            = Pirates_in_rings.jpg
| risk              = Very High
| risk              = Very High
| reward            = Medium
| reward            = Medium
| timeinvestment    = Small
| timeinvestment    = Small
| suggestedships     = [[Anaconda]]; [[Imperial Clipper]]; [[Asp Explorer]]; [[Cobra MkIII]]; [[Federal Dropship]]; [[Python]]
| suggestedships   = [[Anaconda]]; [[Imperial Clipper]]; [[Asp Explorer]]; [[Cobra MkIII]]; [[Federal Dropship]]; [[Python]]
| suggestedupgrades = [[Hatch Breaker Drone]]; [[Manifest Scanner]]; [[Frame Shift Drive Interdictor|FSD Interdictor]]; [[Cargo Rack]]s; [[Collector Drone]]; [[Frame Shift Wake Scanner]]
| suggestedupgrades = [[Hatch Breaker Drone]]; [[Manifest Scanner]]; [[Frame Shift Drive Interdictor|FSD Interdictor]]; [[Cargo Rack]]s; [[Collector Drone]]; [[Frame Shift Wake Scanner]]
|image = Pirates_in_rings.jpg}}
}}
A '''Pirate''' is an NPC or player who primarily attacks other [[ships]] for [[Commodities|cargo]] and monetary gain.  
'''Piracy''' is a [[Roles|role]] that involves [[Crime & Punishment|stealing]] [[Commodities]] from other [[ships]] and then [[Trader|selling]] the goods for profit. When stolen Commodities need to be sold on the [[Black Market]], piracy also overlaps with [[Smuggler|smuggling]]. Conventional pirates leverage their superior firepower into quick and easy financial rewards by intimidating traders and [[miner]]s, who acquire their cargo at their own expense and often forego weapons and defenses for the sake of cargo space or mining tools, into giving up a portion of their cargo in exchange for being allowed to leave the scene intact. However, many pirates also [[Combat|destroy]] their victims while robbing them, either in self-defense or out of malice, drawing the attention of local security forces or scaring other traders away from the area. A pirate can be considered successful when they make more credits the expense of maintaining their ship.


Pirates also do [[smuggler|smuggling]] to sell stolen cargo on the [[black market]]. The [[Crime & Punishment]] system affects PvP and piracy.
== Piracy ==
 
== Playing as a pirate ==
Pirates can operate anywhere in the [[galaxy]], but low-security systems are the most lucrative. Piracy is prevalent in [[Anarchy]] systems and systems with a ruling anarchy minor [[Factions|faction]]. Pirates don't gain a [[bounty]] and there's no NPC security in anarchy systems.  
Pirates can operate anywhere in the [[galaxy]], but low-security systems are the most lucrative. Piracy is prevalent in [[Anarchy]] systems and systems with a ruling anarchy minor [[Factions|faction]]. Pirates don't gain a [[bounty]] and there's no NPC security in anarchy systems.  


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== NPC Pirates ==
== NPC Pirates ==
[[File:Unsanctioned-Outpost-Pirate.png|thumb|250px|Unsanctioned outpost]]
[[File:Unsanctioned-Outpost-Pirate.png|thumb|250px|Unsanctioned outpost]]
NPC pirates are typically any non-player ship with a [[bounty]] attached to it. Typically they come in two varieties; random and event.
NPC pirates are typically any non-player ship with a [[bounty]] attached to it. Typically they come in two varieties; random and event.


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== PvE Low Temp Diamonds Piracy ==
== PvE Low Temp Diamonds Piracy ==
Pirating [[Low Temperature Diamonds]] from NPC vessels can be extremely lucrative, with [[Anaconda]]s, [[Federal Corvette]]s, and [[Imperial Cutter]]s yielding 200-500 million credits of cargo at the high end.


Updated as of 25/3/2019 by CMDR Tumblerino:
First, look for a system with an Agriculture economy type that is in Boom and has an Anarchy government type. While supercruising in the system, watch for [[Type-6 Transporter]]s, [[Type-7 Transporter]]s, [[Type-9 Heavy]]s, [[Keelback]]s, [[Asp Explorer]]s, or [[Diamondback Explorer]]s in addition to the big three ships. Target and scan these ships; if they are equipped with a [[Mining Laser]], then they are a miner carrying LTD. Interdict the target and immediately fire on it to prevent it from High Waking. At that point, there are two reliable methods of acquiring the LTD:
 
If you are lucky to get a Type 9 or a Type 7with [[Low Temperature Diamonds|low temperature diamonds]] you can fill your cargo in an [[Anaconda]] with half of its space (for a Type 7) or full cargo (Type 9). However you can manage this just fine in other smaller ships. Just keep in mind that given the high cargo amounts that Type 7/Type 9/Kraits/pythons yield, a larger ship can yield better credits per run. Cutters, Anacondas and even Federal Corvetter can net you between 200 M per run up to 500 M per run (depending on cargo space and Spawning chance of Miner ship).
 
You should look for an agriculture system in boom, I've heard it mentioned that having a refinery/extraction as a secondary economy is a nice to have but not necessary (I haven't noticed much difference). This system should also be in anarchy. It is SO much nicer interdicting and doing your dirty work in the same system without following your prey like a lost puppy... I recommend eddb.io for this, you can search for system with all required parameters close to you. '''(<u>Original Author text, not modified and stil relevant to this day, 25/3/2019</u>)'''
 
Next once you are super cruising in the system be on the lookout for [[Type-6 Transporter|Type-6]], [[Type-7 Transporter|Type-7]], [[Type-9 Heavy|Type-9]], [[Keelback]], [[Asp]], or [[Diamondback]]. Scan them in super-cruise and look at their equipment, if you find a mining laser then that ship is carrying Low Temperature Diamonds.
 
Once interdicted, you need to IMMEDIATELY fire on the prey to get aggro. Otherwise they will High Wake despite the [[FSD]] cooldown. If they do manage to jump, just low wake and search for another target. Below are the methods which are verified to work.
 
THIS NO LONGER WORKS! (25/03/2019): <s>If the ship is a transport AND harmless or mostly harmless I will target they're power plant and shut them down. (Take your time, and fire only directly above them or below to minimize hull damage). This will stop them dead and you can hatch break and collect all day.</s>
 
Updated methods (confirmed by CMDR's WiggyB and Two Finger) :
 
Right now, There are two methods for faster LTD aquisition. First and most reliable on smaller ships is shield tanking. Hit your target a couple of times to draw aggro and come to a full stop. Divert full pips to Shields and wait for the miner ship to stop between 700 meters to 1.2 Km. While he's firing, hatch break him until the cargo is liberated. Do keep in mind if the target has point defense, this will become impractical. Therefore, for smaller ships, it is also recommended to pick one without said defenses. If you wish, then remove the shields and target the point defenses using Seeker missiles (en mass), Pack-hounds (more efficient) or Cannons. Anything with explosive damage works. Just be carefull not to use excessive force and kill your target.
 
For meddium ships, such as pythons and Krait Phantom/MKII (expect Type 7's), the process becomes more dangerous. Those targets have weaponry to compromise the shield tanking procedure. 2 Options are available: Shield tank what you can and withdrawn before losing shields or target and disable the drives.
# The first option won't allow you to steal all their cargo (which can sometimes reach as high as 100+ LTD) but it is more reliable.
# The second is harder and takes more piloting skill / time (as it involves bump stopping the ship to very low speeds or full stop) but the reward is all their cargo and faster cargo collection.
For bigger transports (Type 7 or Type 9), Shield tanking with a Large ship (Anaconda/Cutter/Corvette) is viable depending on their weaponry and/or your Shield resistences. Drive disabling while harder than shield tanking, is easier than bump stopping other medium ships due to the large chassis size and lower overall speeds.
 
However there is a another method is becomes practical against those transports. First, you will need weaponry that can destroy shields fast such as beam weapons (or equivalent) and packhounds with experimental effect Penetrator payload or gimballed pulse/burst lasers/multicannons (anything that can penetrate the hull and damage the module). As soon as the interdiction is over, immediatly begin firing on the target vessel. While doing so, Select the FSD from contact panel. When the shields are down, use the Packhounds/Burst/Pulse Lasers to target and neutralize the FSD. Once that is done, proceed to disarm the vessel of all weaponry, including point defense. Pack-hounds/Seekers excel on this matter since they are external mounts. Once that is completed, let the target flee for a couple of minutes without losing sight of it, then proceed to chase. You will notice the target will come to a full stop on it's own as it was surrendering. While a bit complex and risky, this method present the most enganging experience of piracy while also offering a greater reward, full cargo and faster cargo collection.
 
Equipment required for piracy:
* FSD interdictor (mandatory to pull target from supercruise)
* High Class engineered Shield (mandatory if shield tanking, otherwise optional)
* Cargo racks (mandatory, for obvious reasons)
* Collector limpet controller (Mandatory, Higher class if possible, A-rated for more limpet life time or B-rated for more range)
* Hatch Breaker Limpet (mandatory, the class is optional and explained below, the rating A is mandatory)
* Laser weaponry or equivelant for shield neutralization (Optional for shield tanking, Mandatory for the rest)
* Pack Hounds/Seeker Missiles/Cannons/Multicannons (Optional for shield tanking, mandatory for the rest)
* Shield Boosters (Mandatory, Enginnering not required but recommended)
* Manifest Scanner (optional, effective only to monitor how many LTDS left in the target's hold. Otherwise, replace with Shield Booster)
Hatch Breaker clarification:
 
Use A rating hatch breakers as the minimum cargo released is higher, other ratings are not worth considering. Do remember that a higher class of Hatch Breakers may not be necessary. A Class 7A hatch breaker will release the cargo faster if the target is at 100% hull but a lower class will release at the same rate as the 7A if the target is heavily damaged (aprox. 10%). Therefore it is recommended a higher class of Hatch Breakers if you intent on shield tanking, otherwise any Class with do if you damage your target.
 
Side notes:


Be forewarned that Collector Limpets will impact the cargo against your ship and destroy it, if you are moving above 13 KPH, so slowing the ship to 0 or somewhere between that max value will allow for safe retrieval.
*Shield Tanking - Most effective against small ships, as medium and large ships often have better weapons. After attacking the target, come to a full stop, max pips in shields, and wait for the target to hover between 700 meters and 1.2 km away. While the target attacks, use Hatch Breaker Limpets an Collectors to seize all of the cargo and then depart. Note that if the Target has Point Defence modules equipped, Hatch Breaking will not work unless those modules are destroyed, but it may be faster to leave and find another victim.
*Disabling FSD/Weapons - Designed for large ships. Equip weapons capable of quickly taking down shields or penetrating them and damaging modules. After attacking the target, focus on disabling the FSD and dropping the shields. Next, disable all weapons, including Point Defence. Allow the target to attempt to flee, but since it cannot jump away, it will eventually come to stop on its own, effectively surrendering and allowing its cargo to be taken with Hatch Breakers and Collectors. This method is high-risk, and may result in the unintentional destruction of the target, but it also offers the highest reward.


After completing an interdiction and jumping back in supercruise, wait a bit for an NPC pirate to attempt to interdict you. Proceed to evade interdiction, then go after your intented target. This will prevent a NPC pirate dropping on your wake and disrupting your own pirating operation (instead of risking heavy damage/destruction/target fleeing while fighting two targets).
Reduce ship speed to minimum or zero while using Collector Limpets to ensure that they do not impact with the hull and cause the loss of LTDs. After returning to supercruise, whether with cargo or just to select another target, be sure to wait for and evade an interdiction attempt by an NPC pirate before undertaking another interdiction. This will prevent an NPC pirate from dropping in and interrupting a piracy attempt.


If you find the number of ships lacking, jumping out and in again or switching modes should reset the instance and yield you better results.
Note that switching modes can reset an instance in the event that there are too few or no available targets in a system. Also, shield tanking is reliable, but not nearly as profitable as targeting and disabling larger ships, so be sure to invest in and practice the second method when possible.


Practice other methods other than shield tanking. While hard at first, those can be most rewarding and faster when fully mastered. Do not let dying or failure discourage you. Piracy should and is an engaging experience.
Required and recommended equipment PvE Low Temperature Diamond piracy:
* FSD Interdictor (mandatory to pull target from supercruise)
* Shield Generator (mandatory if shield tanking, otherwise optional, engineering suggested)
* Cargo Racks (mandatory, for obvious reasons)
* Collector Limpet Controller (mandatory, A or B rated module preferred)
* Hatch Breaker Limpet Controller (mandatory, A rated preferred, high class preferred if shield tanking)
* Beam Lasers or other anti-shield weapons (optional for shield tanking, mandatory for the rest)
* Pack-Hounds/Seeker Missiles/Cannons/Multicannons (optional for shield tanking, mandatory for the rest)
* Shield Boosters (mandatory, engineering suggested)
* Manifest Scanner (optional, effective only to monitor how many LTDs left in the target's hold, otherwise replace with a Shield Booster)


== ==
== Trivia ==
* As of Update 1.5, Piracy in Elite was overhauled and the definition of "piracy" broadened. Previously, the term "Pirate" was normally reserved only for players who would actively seek out and prey on other CMDRs hauling valuable cargo, as well as the generic term for any ''Wanted'' NPCs that interdict players and that populate Nav Beacons, R.E.S., USS sites, and other locations. After the changes implemented in update 1.5, NPC ships entering and leaving stations now carry cargo more reflective of each station's Economy and its respective Imports and Exports. These NPC ships may also carry an array of expensive rare commodities.<ref name=":0">http://imgur.com/zZOHoOp</ref> This means that players can now choose to pirate the shipping lanes between wealthy stations and outposts that import or export expensive goods - sometimes even laying in wait just beyond No Fire Zones of stations or following the wakes of trade ships. New and updated piracy missions were also added to the [[Bulletin Board]]. These changes provided a more open-ended path with more choices for players choosing piracy. Players can now engage in a form of piracy that is reliable, lucrative, and well-paying without having to rely on only attacking other players directly; this also had a secondary effect of lessening the social stigma and impact of the term "Pirate." Since it's possible to carry out the activities of a pirate without having to attack other players many are more likely openly admit to pirating, leading to open discussion about the profession between players and helping to further piracy as a career. Piracy has become a more lucrative career choice with the potential for a much larger income less reliant on PvP than it had been previously.<ref>https://forums.frontier.co.uk/showthread.php?t=199470</ref><ref>https://forums.frontier.co.uk/showthread.php?t=201170</ref>
* As of Update 1.5, Piracy in Elite was overhauled and the definition of "piracy" broadened. Previously, the term "Pirate" was normally reserved only for players who would actively seek out and prey on other CMDRs hauling valuable cargo, as well as the generic term for any ''Wanted'' NPCs that interdict players and that populate Nav Beacons, R.E.S., USS sites, and other locations. After the changes implemented in update 1.5, NPC ships entering and leaving stations now carry cargo more reflective of each station's Economy and its respective Imports and Exports. These NPC ships may also carry an array of expensive rare commodities.<ref name=":0">http://imgur.com/zZOHoOp</ref> This means that players can now choose to pirate the shipping lanes between wealthy stations and outposts that import or export expensive goods - sometimes even laying in wait just beyond No Fire Zones of stations or following the wakes of trade ships. New and updated piracy missions were also added to the [[Bulletin Board]]. These changes provided a more open-ended path with more choices for players choosing piracy. Players can now engage in a form of piracy that is reliable, lucrative, and well-paying without having to rely on only attacking other players directly; this also had a secondary effect of lessening the social stigma and impact of the term "Pirate." Since it's possible to carry out the activities of a pirate without having to attack other players many are more likely openly admit to pirating, leading to open discussion about the profession between players and helping to further piracy as a career. Piracy has become a more lucrative career choice with the potential for a much larger income less reliant on PvP than it had been previously.<ref>https://forums.frontier.co.uk/showthread.php?t=199470</ref><ref>https://forums.frontier.co.uk/showthread.php?t=201170</ref>