Pirate: Difference between revisions
Reward isn't usualy high, especialy not compared to many other proffesions. Hope you see my point. |
loose: opposite of tight. lose: opposite of gain |
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Pirating requires the use of several specific modules to operate successfully. Being able to track down targets between systems requires the use of a [[Frame Shift Wake Scanner|Wake Scanner]]. Pirates must also be able to force targets out of supercruise with the use of a [[Frame Shift Drive Interdictor]]. Next, a pirate must be able to assertain what kind, if any, cargo the ship is carrying, requiring the use of a [[Cargo Scanner|Cargo Scanner.]] Without a cargo scanner, a pirate has no way to tell whether a pilot is carrying anything of value, or telling the truth about the type and amount of cargo they are carrying. A pirate then has to be able to obtain the cargo, by force if necessary. This means directly [[Weapons|damaging]] the target's cargo hatch, or using [[Hatch Breaker Limpet Controller|Hatch Breaker Limpets]]. Lastly, a pirate must have [[Cargo Rack|Cargo Racks]] equipped to hold any looted cargo; [[Limpet Controller/Collector|Collector Limpets]] may be used to more efficiently pick up dumped cargo. Being able to effectively do these tasks means the difference between being successful and making a profit, or becoming broke. It also means pirates must carefully choose their ship. Proper ship choice is key to a pirate, as proper offensive and defensive capability is needed, high enough speed to not be outrun by typical cargo vessels is a necessity, and the [[Internal Compartment|internal]] space to carry all modules and cargo racks required is needed. | Pirating requires the use of several specific modules to operate successfully. Being able to track down targets between systems requires the use of a [[Frame Shift Wake Scanner|Wake Scanner]]. Pirates must also be able to force targets out of supercruise with the use of a [[Frame Shift Drive Interdictor]]. Next, a pirate must be able to assertain what kind, if any, cargo the ship is carrying, requiring the use of a [[Cargo Scanner|Cargo Scanner.]] Without a cargo scanner, a pirate has no way to tell whether a pilot is carrying anything of value, or telling the truth about the type and amount of cargo they are carrying. A pirate then has to be able to obtain the cargo, by force if necessary. This means directly [[Weapons|damaging]] the target's cargo hatch, or using [[Hatch Breaker Limpet Controller|Hatch Breaker Limpets]]. Lastly, a pirate must have [[Cargo Rack|Cargo Racks]] equipped to hold any looted cargo; [[Limpet Controller/Collector|Collector Limpets]] may be used to more efficiently pick up dumped cargo. Being able to effectively do these tasks means the difference between being successful and making a profit, or becoming broke. It also means pirates must carefully choose their ship. Proper ship choice is key to a pirate, as proper offensive and defensive capability is needed, high enough speed to not be outrun by typical cargo vessels is a necessity, and the [[Internal Compartment|internal]] space to carry all modules and cargo racks required is needed. | ||
One of the most common methods of pirating involves staying in [[supercruise]] at a low speed around a [[Nav Beacon]] waiting for players to jump into a system, then using a [[Frame Shift Drive Interdictor]] to force targets out of supercruise. Once a target has been interdicted and their cargo scanned, the pirate has numerous options available to them. The pirate can start simply by directly talking to the player; the player may already know they can not out-run or out-gun the pirate and quickly hand over some cargo and move on. The pirate can choose to attack, damaging the cargo hatch until cargo is ejected. Once cargo begins to eject (module ~75-80% health), it is advised to stop shooting, as further damage will not change how much cargo the ship | One of the most common methods of pirating involves staying in [[supercruise]] at a low speed around a [[Nav Beacon]] waiting for players to jump into a system, then using a [[Frame Shift Drive Interdictor]] to force targets out of supercruise. Once a target has been interdicted and their cargo scanned, the pirate has numerous options available to them. The pirate can start simply by directly talking to the player; the player may already know they can not out-run or out-gun the pirate and quickly hand over some cargo and move on. The pirate can choose to attack, damaging the cargo hatch until cargo is ejected. Once cargo begins to eject (module ~75-80% health), it is advised to stop shooting, as further damage will not change how much cargo the ship loses; once cargo stops, you can begin to attack the cargo hatch again. Hatch breaker limpets may be used on their own, or in tandem with attack on the cargo hatch - the time needed to hack the cargo hold is related to the health of the target's cargo hatch module. Traders may often jettison cheaper cargo first to draw attention away from themselves and attempt to jump to hyperspace before jettisoning more expensive cargo. A cargo scanner helps prevent this, and gives you more bargaining power by letting the player know you know what they are hauling and what you want ahead of time. | ||
As of Patch 1.5, Pirating 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 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 such as Scientific Samples.<ref>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 player's 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." As 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 Patch 1.5, Pirating 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 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 such as Scientific Samples.<ref>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 player's 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." As 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> | ||