Pirate: Difference between revisions

The npc info has been outdated for a while so just touched it up a bit.
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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 can be identified as 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]]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 can occur outside Nav Beacons for any later with cargo his, regardless if the player is carrying 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]] at threat levels 2 and higher. In [[salvage]] signal sources they will usually leave the player alone if they do not see them take cargo. Be careful with NPC Wings, because it is common for a small ship such as an [[Eagle]] or [[Sidewinder]] to be accompanied by an [[Anaconda]] or [[Fer-de-Lance]].
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. 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]] at threat levels 2 and higher. In [[salvage]] signal sources they will usually leave the player alone if they do not see them take cargo. Be careful with NPC Wings, because it is 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]]s. Their rank is always one or two levels higher than yours.  
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 with at least a small amount of cargo on board. 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 and their rank is always one or two levels higher than yours. [[Assassin]]s function mostly the same, but are more dangerous as 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. Pirates will always attempt to B-line for the player and interdict them. If the player leaves supercruise the pirate will drop into the same place around 10-20 seconds later and will also leave it once the player does; the only way to get rid of one is to destroy them or leap to a new system which will despawn them. They will still follow players to space stations, however they will usually quickly retreat instead of attacking if the player is in the no-fire zone.  


[[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 pirates, they always have a bounty and it scales with their rank and ship.
If the player has alert authorities enabled and the system is not in anarchy, law enforcement ships will immediately respond and attempt to intervene, with the time scaling as expected based on the security status of the system. If the player is flying a highly defendable ship that has little offence such as a ship outfitted for mining, stalling until they arrive is sometimes viable.


Supply runs, where you source a designated amount of cargo, have a rather deadly quirk. Unlike other missions, 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 is advised to take serious caution on these missions and do not take them in bulk. Note that [[Wing Missions]] do not have this issue.
Pirates (not assassins) always demand a certain amount of cargo when they scan you; if you have any, otherwise they will leave disgruntled. They will also not bother if the player only has a very small amount of cargo on board. Complying will satisfy them and it is 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 is not an option.
 
Pirates (not 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 is 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 is not an option.


== Playing against pirates ==
== Playing against pirates ==
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=== Dealing with NPC pirates ===
=== Dealing with NPC pirates ===
* If you dump a small amount of cargo they will stop to collect it.
* If you dump a small amount of cargo they will stop to collect it.
* If a pirate NPC is in a better ship than you, run.
* Most pirates will give you an opportunity to see their ship first; use this to determine whether to fight or flee. Notably you should be very cautious of [[Python|Pythons]], due to their deceptively high [[Mass Lock]] factor making them a dangerous foe.
* Make good use of the downtime between their demands and opening fire to lineup towards a system to escape to if need be, especially if mass locked. You can also try to get your ship positioned away from their firing line so they take longer before getting any damage done.
* Non-assassin pirates will despawn once you jump systems, use this to clear particularly problematic ones.
* Beware that all pirates scale to your combat rank ''not'' your trader rank; higher ranks will inadvertently make trading much harder.
* Pirates will also scale to your ship; sacrificing cargo by flying a strong combat ship is ill-advised for this reason. Making use of [[engineers]] and powerful equipment on a normally weak trader ship will be far more effective for defence.
* Pirates will always follow you to anywhere you leave supercruise, even highly secure areas like stations. You can use this to get them into areas with plenty of security around like Nav Beacons or mining sites.
* If your ship can handle them and you don't mind losing a bit of time, killing pirates can be an effective way of getting a bit of combat exp and crafting resources.


=== Dealing with player pirates ===
=== Dealing with player pirates ===