Pirate: Difference between revisions
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| 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]] | ||
}} | }}'''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 or all 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, which draws the attention of local security forces and [[bounty hunter]]s. A pirate can be considered successful when they make more credits than they expend on maintaining and upgrading their ship. | ||
'''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 or all 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, which draws the attention of local security forces and [[bounty hunter]]s. A pirate can be considered successful when they make more credits than they expend on maintaining and upgrading their ship. | |||
== Piracy == | == Piracy == | ||
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. | ||
It's worth noting that if the last [[station]] you were docked is owned by a minor faction you have, or gain, a bounty with, you'll respawn at that station and have to pay that bounty off if your ship is destroyed. Thus it's beneficial to keep your last dock at a station in [[Anarchy]] space. | It's worth noting that if the last [[station]] you were docked is owned by a minor faction you have, or gain, a bounty with, you'll respawn at that station and have to pay that bounty off if your ship is destroyed. Thus it's beneficial to keep your last dock at a station in [[Anarchy]] space. | ||
Piracy requires the use of several specific [[modules]] to operate successfully. Being able to track down targets between systems requires a [[Frame Shift Wake Scanner]]. Pirates must force targets out of [[supercruise]] with a [[Frame Shift Drive Interdictor]]. Next, a pirate must be able to ascertain what kind, if any, cargo the ship is carrying. This requires a [[Manifest Scanner]]. Without that a pirate has no way to tell whether a pilot has value cargo or the type and amount of cargo. Then a pirate must obtain the cargo, by force if necessary. This means directly [[Weapons|damaging]] the target's [[Cargo Hatch]], or by using [[Hatch Breaker Limpet Controller|Hatch Breaker Limpets]]. Lastly, a pirate's ship must be equipped with [[Cargo Rack]]s to hold the looted cargo. [[Limpet Controller/Collector|Collector Limpets]] can be used to more efficiently pick up disposed cargo. Doing these tasks effectively determines whether you make profit. | Piracy requires the use of several specific [[modules]] to operate successfully. Being able to track down targets between systems requires a [[Frame Shift Wake Scanner]]. Pirates must force targets out of [[supercruise]] with a [[Frame Shift Drive Interdictor]]. Next, a pirate must be able to ascertain what kind, if any, cargo the ship is carrying. This requires a [[Manifest Scanner]]. Without that a pirate has no way to tell whether a pilot has value cargo or the type and amount of cargo. Then a pirate must obtain the cargo, by force if necessary. This means directly [[Weapons|damaging]] the target's [[Cargo Hatch]], or by using [[Hatch Breaker Limpet Controller|Hatch Breaker Limpets]]. Lastly, a pirate's ship must be equipped with [[Cargo Rack]]s to hold the looted cargo. [[Limpet Controller/Collector|Collector Limpets]] can be used to more efficiently pick up disposed cargo. Doing these tasks effectively determines whether you make profit. | ||
Proper [[ship]] choice is key to a pirate. Proper offensive and defensive capabilities are needed. Sufficient speed is necessary to not be outrun by haulers and other vessels. The ship must have enough [[Internal Compartment|internal]] space to carry all [[modules]] and cargo racks. | Proper [[ship]] choice is key to a pirate. Proper offensive and defensive capabilities are needed. Sufficient speed is necessary to not be outrun by haulers and other vessels. The ship must have enough [[Internal Compartment|internal]] space to carry all [[modules]] and cargo racks. | ||
=== Pirating NPCs === | === Pirating NPCs === | ||
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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. | ||
Random pirates can be found anywhere in [[supercruise]], inside [[Resource Extraction Site|Resource Extraction sites]] and [[Nav Beacon | Random pirates can be found anywhere in [[supercruise]], inside [[Resource Extraction Site|Resource Extraction sites]] and [[Nav Beacon]]s, and overwhelmingly inhabit Compromised Nav Beacons. When scanning a ship they can usually be identified by their [[bounty]] since all NPC pirates have some sort of bounty. This scales depending on their ship and [[rank]]. Random pirates in supercruise will attempt to interdict the player if they get close. This commonly happens outside Nav Beacons regardless if the player has cargo or not. Strangely if a player interdicts a pirate they will not fight back immediately and will instead merely scan the player for cargo, then supercruise away if they have none. These pirates can also appear in certain [[Unidentified Signal Source]]s and are frequently in a [[Wing]]. In [[salvage]] signal sources they will usually leave the player alone if they don't see them take cargo. Be careful with NPC Wings, because it's common for a small ship such as an [[Eagle]] or [[Sidewinder]] to be accompanied by an [[Anaconda]] or [[Fer-de-Lance]]. | ||
Event Pirates are more predictable and very common for traders. There are two kinds; ones chasing your cargo and assassins hired to kill you. The former can be generated any time you enter [[Supercruise]] or jump to a new system. They can be easily identified since they always hail the player for their large cargo hold before interdiction. Cargo delivery [[missions]] also generate them occasionally. You will often be told by your [[mission]] employer that they are coming. These pirates are always scaled to the player they are hunting; a [[Sidewinder]] will be attacked by other Sidewinders, [[Eagle MkII|Eagles]] and occasionally [[Adder | Event Pirates are more predictable and very common for traders. There are two kinds; ones chasing your cargo and assassins hired to kill you. The former can be generated any time you enter [[Supercruise]] or jump to a new system. They can be easily identified since they always hail the player for their large cargo hold before interdiction. Cargo delivery [[missions]] also generate them occasionally. You will often be told by your [[mission]] employer that they are coming. These pirates are always scaled to the player they are hunting; a [[Sidewinder]] will be attacked by other Sidewinders, [[Eagle MkII|Eagles]] and occasionally [[Adder]]s. Their rank is always one or two levels higher than yours. [[Assassin]]s function mostly the same, but are much more dangerous. For one they do not care for your cargo and will attack as soon as they interdict. They also generally fly better ships than typical NPC pirates. These can spawn during a mission and you will receive a message about their arrival and attack and will gain a bonus if you can eliminate them. They spawn on rare occasions for delivering data and other legal non-cargo missions. Like other pirates, they always have a bounty and it scales with their rank and ship. | ||
Supply runs, where you source a designated amount of cargo, have a rather deadly quirk. Unlike assassins, these missions commonly spawn pirates, a 70% chance per mission. Furthermore, these pirates have a higher level than assassins. For example, a [[Type-9]] normally encounters ships such as [[Viper MkIII]]s and on very rare occasions [[Python]]s. While pirates for these missions very commonly fly [[Anaconda]]s. They have a very high rank such as Elite while the player is as low as Competent. It's advised to take serious caution on these missions and don't take them in bulk. Note that [[Wing Missions]] don't have this issue. | Supply runs, where you source a designated amount of cargo, have a rather deadly quirk. Unlike assassins, these missions commonly spawn pirates, a 70% chance per mission. Furthermore, these pirates have a higher level than assassins. For example, a [[Type-9]] normally encounters ships such as [[Viper MkIII]]s and on very rare occasions [[Python]]s. While pirates for these missions very commonly fly [[Anaconda]]s. They have a very high rank such as Elite while the player is as low as Competent. It's advised to take serious caution on these missions and don't take them in bulk. Note that [[Wing Missions]] don't have this issue. | ||
Pirates other than assassins always demand a certain amount of cargo when they scan you; if you have any, otherwise they will leave disgruntled. Complying will satisfy them and it's useful to have the Jettison all cargo command bound to a button for emergencies. Beware, in some cases pirates can chase the player again immediately after receiving the cargo. So this is only advisable if escaping or fighting isn't an option. | Pirates other than assassins always demand a certain amount of cargo when they scan you; if you have any, otherwise they will leave disgruntled. Complying will satisfy them and it's useful to have the Jettison all cargo command bound to a button for emergencies. Beware, in some cases pirates can chase the player again immediately after receiving the cargo. So this is only advisable if escaping or fighting isn't an option. | ||
== Playing against pirates == | == Playing against pirates == | ||
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* Losing some cargo might seem bad, but it's a small loss compared to the cost of total haul plus ship rebuy if you resist the pirate and die. | * Losing some cargo might seem bad, but it's a small loss compared to the cost of total haul plus ship rebuy if you resist the pirate and die. | ||
* A good pirate knows that if he kills you after you have given cargo, you will likely add him to his ignore list. That is bad for his long term profits so he shouldn't kill you if you give up cargo. | * A good pirate knows that if he kills you after you have given cargo, you will likely add him to his ignore list. That is bad for his long term profits so he shouldn't kill you if you give up cargo. | ||
* If it's a player in a better, faster ship they will know the tricks to not let you get away and will likely blow your rear off. | * If it's a player in a better, faster ship they will know the tricks to not let you get away and will likely blow your rear off. So it's better to meet their demands (or run anyway if they shoot first). | ||
* [[Combat Logging]] to avoid getting killed is not permitted. It will get you reported and your account warned and possibly name-shamed on public sites. | * [[Combat Logging]] to avoid getting killed is not permitted. It will get you reported and your account warned and possibly name-shamed on public sites. | ||
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== References == | == References == | ||
<references /> | <references /> | ||
[[ru:Пиратство]] | |||
[[Category:Roles]] | [[Category:Roles]] | ||
[[Category:Guides]] | [[Category:Guides]] | ||