Pirate: Difference between revisions

loose: opposite of tight. lose: opposite of gain
changed "assertain" to "ascertain"
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Those engaging in piracy attack other [[ships]] for their [[Commodities|cargo]] for a monetary profit, with few other reasons for doing so. Pirates operate anywhere in the Elite universe, but low-security systems where system security and defenses are weak or absent are the most lucrative for pirates. Pirating is mostly seen in Anarchy systems, or systems where the minor [[Factions|faction]] in charge is an Anarchy Government. Most pirating takes places in Anarchy systems as it avoids the attacking pirate gaining a bounty, and avoids response from system security NPCs. It's also 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 you're destroyed. Thus keeping your last dock at a station in Anarchy space is preferred.
Those engaging in piracy attack other [[ships]] for their [[Commodities|cargo]] for a monetary profit, with few other reasons for doing so. Pirates operate anywhere in the Elite universe, but low-security systems where system security and defenses are weak or absent are the most lucrative for pirates. Pirating is mostly seen in Anarchy systems, or systems where the minor [[Factions|faction]] in charge is an Anarchy Government. Most pirating takes places in Anarchy systems as it avoids the attacking pirate gaining a bounty, and avoids response from system security NPCs. It's also 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 you're destroyed. Thus keeping your last dock at a station in Anarchy space is preferred.


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 ascertain 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 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.
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.