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| suggestedupgrades = [[Hatch Breaker Drone]]; [[Cargo Scanner]]; [[Frame Shift Drive Interdictor|FSD Interdictor]]; [[Cargo Rack]]s; [[Collector Drone]]; [[Frame Shift Wake Scanner]]
| suggestedupgrades = [[Hatch Breaker Drone]]; [[Cargo Scanner]]; [[Frame Shift Drive Interdictor|FSD Interdictor]]; [[Cargo Rack]]s; [[Collector Drone]]; [[Frame Shift Wake Scanner]]
|image = Pirates_in_rings.jpg}}
|image = Pirates_in_rings.jpg}}
'''Pirates''' are NPCs and players who attack other [[ships]] for their [[Commodities|cargo]] for monetary gain as the primary goal.  
A '''Pirate''' is an NPC or player who primarily attacks other [[ships]] for [[Commodities|cargo]] and monetary gain.  


Player pirates are partially [[smuggler]]s, because they need to sell stolen cargo on the [[black market]]. The [[Crime & Punishment]] system affects PVP and piracy.  
Pirates also do [[smuggler|smuggling]] to sell stolen cargo on the [[black market]]. The [[Crime & Punishment]] system affects [[PVP]] and piracy.  


== Playing as a pirate ==
== Playing as a pirate ==
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.  
Pirates can operate anywhere in the [[galaxy]], but low-security systems are the most lucrative due to low system security. 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 you're destroyed. Thus keeping your last dock at a station in [[Anarchy]] space is preferred.
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.


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.  
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|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 [[Cargo Scanner|Cargo 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|cargo hatch]], or by using [[Hatch Breaker Limpet Controller|Hatch Breaker Limpets]]. Lastly, a pirate's ship must be equipped with [[Cargo Rack|Cargo Racks]] 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, 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.  
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 ===
NPC ships entering and leaving stations carry cargo 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 name=":0">http://imgur.com/zZOHoOp</ref> This means that players can 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.
NPC ships that enter and leave stations carry cargo reflective of the station's economy. The respective imports and exports are based on the system state and the [[background simulation]]. The NPC ships may also carry an array of expensive [[rare commodities]].<ref name=":0">http://imgur.com/zZOHoOp</ref> Thus players can pirate the shipping lanes between wealthy [[station|stations]] and [[outpost|outposts]] that import or export expensive goods. Such as wait just beyond No Fire Zones of stations or follow the wakes of haulers.


Piracy missions can be found on the [[Bulletin Board]].
Piracy [[missions]] can be found on the [[Bulletin Board]].


=== Pirating other players ===
=== Pirating other players ===
The philosophy of pirates in Elite is one of simplicity, and draws on the fear of total loss of ship and cargo from attacking players. Pilots either drop some of their cargo to meet the demands of the pirate, or risk death and complete loss of expensive cargo and a pricey insurance payment. Pirates may use any number of activities to assert dominance over the situation and persuade the target into cooperation, (i.e.- mass locking, proving faster speed, or showing superior firepower). Sometimes the simple presence of a large combat ship is enough to pressure a pilot into dumping some of their cargo. In Elite, most pirates only seek cargo and do not actively engage for PvP kills; though will not hesitate to attack if pilots do not cooperate.
The philosophy of pirates in Elite is one of simplicity. It draws on the fear of total loss of a ship and cargo by the attacking pirate. Pilots either drop some of their cargo to meet the demands of the pirate, or risk destruction and the total loss of their cargo with a pricey insurance payment. Pirates may use any number of activities to assert dominance over the situation and persuade the target into cooperation, (i.e.- mass locking, proving faster speed, or showing superior firepower). Sometimes the simple presence of a large combat ship is enough to pressure a pilot into dumping some of their cargo. In Elite, most pirates only seek cargo and do not actively engage for PvP kills; though will attack if pilots don't cooperate.


Generally, pirates will leave players unharmed if their demands are satisfied, although some will still attack to kill afterwards. However, like any other flamboyant task, those who engage in piracy will start to become known among pilots and those who destroy their targets after receiving cargo will become known for doing so. These pirates will become known as "player killers," and pilots will be less likely to cooperate, instead attempting to escape to the death, leaving the pirate with nothing. It is therefore beneficial to long-term success as a pirate to be careful in what actions are taken and to hold to their word if a promise of no harm is made.
Generally, pirates will leave players unharmed if their demands are satisfied. Some will still attack to kill afterwards. However, like any other flamboyant task, those who engage in piracy will start to become known among pilots and those who destroy their targets after receiving cargo will become infamous. Such pirates are known as "player killers," and pilots are less likely to cooperate. Instead, they'll attempt to escape or die fighting which leaves the pirate with nothing. It is therefore beneficial to the long-term success as a pirate to be careful with actions and to keep their promise of no harm if they drop cargo.


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.
=== Methods ===
One of the most common methods of piracy involves staying in [[supercruise]] at a low speed around a [[Nav Beacon]] while waiting for players to jump into a system, then use a [[Frame Shift Drive Interdictor]] to force targets out of supercruise. Once a target has been interdicted and their cargo is scanned, the pirate has numerous options. The pirate can start simply by directly talking to the player with the [[Comms|Comms Panel]] or a microphone. The target player may already realize they cannot outrun or outgun the pirate and quickly hand over some cargo before moving on. The pirate can choose to attack, damage 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 attack the cargo hatch again. [[Hatch Breaker Limpet Controller|Hatch breaker limpets]] can be used separately or while attacking the cargo hatch. The time needed to hack the cargo hold is related to the health of the target's cargo hatch module. [[Trader|Traders]] may 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 to prevent this and it gives you more bargaining power by telling the player that you know what they have and what your demands are ahead of time.


It's possible to pirate players without using [[Hatch Breaker Limpet Controller|Hatch Breaker Limpets]], thus freeing a module slot for something else or using a ship with a more limited number of internals. This approach relies on the target manually ejecting some cargo after the pirate makes demands over the comms.
It's possible to pirate players without using [[Hatch Breaker Limpet Controller|Hatch Breaker Limpets.]] This frees a module slot for something else or use a ship with a more limited number of internals. This approach relies on the target manually ejecting some cargo after the pirate makes demands over the [[Comms]].


Shooting at players may send them into panic mode, especially if they have not encountered player piracy before. Try mass-locking and using comms first.
Shooting at players may send them into panic mode, especially if they have not encountered player piracy before. Try mass-locking and using [[Comms]] first.


Give the ultimatum "Kill your engines or I'll kill you." before asking for cargo. Zeroing thrust is easier to do than dropping cargo, so they are more likely to do it. From there you have the time to talk it over.
Give the ultimatum "Stop your engines or I'll kill you." before asking for cargo. Zeroing thrust is easier to do than dropping cargo, so they are more likely to do that. From there, you have the time to talk with the target.


Sometimes the target will not respond in comms, but still do as you demand. You still get what you want and can count it as a success.
Sometimes the target will not respond in comms, but will still do your demand. You would still get what you want and can consider it a success.


If you can persuade the target to abandon cargo instead of jettisoning, you can sell it on the normal commodities market instead of the [[black market]]. Sometimes the target even asks which way you prefer.
If you can persuade the target to abandon cargo instead of jettisoning, you can sell it on the normal [[Commodities Market|commodities market]] instead of the [[black market]]. Sometimes the target asks what you prefer.


Pick your targets. Since pirating requires some special modules, the ship has reduced offensive or defensive power. It can't fight equally well as the same ship outfitted for bounty hunting, for example. This means that pirating traders in smaller and slower ships is ideal. You can stay on their tail, mass-lock them and they can't kill you.
Pick your targets wisely. Because piracy requires special modules so your [[ship]] has reduced offensive or defensive power. Thus it can't fight as well as the same ship outfitted for e.g. bounty hunting. So pirating traders in smaller and slower ships is ideal. You can stay on their tail, mass-lock them and they can't kill you.
== NPC Pirates ==
== NPC Pirates ==


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|Nav Beacons]], and overwhelmingly inhabit Compromised Nav Beacons. When scanning any ship these can usually be identified by the bounty they will have as all NPC pirates have some sort of bounty, which scales depending on their ship and [[rank]]. Random pirates in supercruise will attempt to interdict the player if they get close and will commonly happen 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|Unidentified Signal Sources]] and will very frequently be in a [[Wing]]. In salvaging sources they will usually leave the player alone if they don't see them take the cargo. Be careful as sometimes wings will be very deceptive; it's very common for a ship as weak as an [[Eagle]] or [[Sidewinder]] to be in a wing with an [[Anaconda]] or [[Fer-de-Lance]] so take caution.
Random pirates can be found anywhere in [[supercruise]], inside [[Resource Extraction Site|Resource Extraction sites]] and [[Nav Beacon|Nav Beacons]], 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|Unidentified Signal Sources]] 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 and can be easily identified as they will always hail the player about their large cargo hold before interdiction. Cargo delivery [[missions]] will also sometimes generate them and you will often be told by your 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 occasional [[Adder|Adders]] and their rank will always be one or two levels higher than yours. Assassins function mostly the same however are much more dangerous. For one they do not care for your cargo and will attack as soon as they interdict. They will also generally fly better ships than typical NPC pirates. These can be spawned 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 will spawn on rare occasions for delivering data and other legal non-cargo missions. Like other pirates, they will always have a bounty and it will scale with their rank and ship.  
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|Adders]]. Their rank is always one or two levels higher than yours. [[Assassin|Assassins]] 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 will very commonly spawn pirates, around a 70% chance per mission. Furthermore, these pirates will be even higher level than assassins. For example, a [[Type-9]] normally encounters ships such as [[Viper|Vipers]] and on very rare occasions [[Python|Pythons]]; while pirates for these missions very commonly fly [[Anaconda|Anacondas]] and they also have very high rank, becoming Elite while the player is as low as Competent. It is advised to take serious caution on these missions due to this and not to take them in bulk. Note that the wing mission version does not 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|Vipers]] and on very rare occasions [[Python|Pythons]]. While pirates for these missions very commonly fly [[Anaconda|Anacondas. T]]hey 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|wing missions]] don't have this issue.


Pirates other than assassins will 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 a good idea to have the Jettison all cargo command bound to a button for emergencies. Beware that in some cases pirates can start chasing the player again immediately after receiving the cargo so this is only advisable if escape or fighting back are not options.  
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 ==
Avoiding becoming a victim of piracy and maintain ownership of all your cargo is helped by knowing how pirates operate, using defensive techniques, and a bit of luck:
You can avoid becoming a victim of piracy and keep all your cargo by knowing how pirates operate, using defensive techniques, and a bit of luck:
* Avoiding high risk systems.
* Avoid high risk systems.
* Traveling in [[wing|wings]].
* Travel in [[wing|wings]].
* Using mines to deter pursuing ships.
* Use mines to deter pursuing ships.
* Using chaff.
* Use chaff.
* Using ECM.
* Use ECM.
* Becoming efficient in breaking frame shift interdiction, knowing the mechanics of the game (i.e.- submitting to interdiction means a faster FSD cooldown time then failing to avoid interdiction).
* Become efficient in breaking frame shift interdictions, know the mechanics of the game (i.e.- submitting to interdiction means a faster FSD cooldown time than failing to avoid interdiction).
* Utilizing developed PvP techniques and tricks to try and circumvent and outmaneuver pirates.
* Utilize developed PvP techniques and tricks to try to circumvent and outmaneuver pirates.


=== Dealing with NPC pirates ===
=== Dealing with NPC pirates ===
* If you dump a small amount of cargo they will stop to pick it up.
* 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.
* If a pirate NPC is in a better ship than you, run.


=== Dealing with player pirates ===
=== Dealing with player pirates ===
* Pirates are often accused of being [[griefers]]. While the victim of any pirate attack may view such actions as griefing, the pirate(s) will view the same situation as a legitimate way to play the game.
* Pirates are often accused of being [[griefers]]. While the victim of any pirate attack may view such actions as griefing, the pirate(s) will view the same situation as a legitimate way to play the game.
* Keep an eye on the comms to see demands made by the pirate.
* Keep an eye on the [[comms]] to see demands made by the pirate.
* There's such a thing as a good pirate. He isn't a good person, but he's good at what he does. If he talks to you: listen, if you run or shoot first, you will likely die.
* There are good pirates. They aren't benevolent players, but they're good at piracy. If he or she talks to you: listen. If you run or shoot first, you will likely die.
* Losing a portion of cargo might seem very bad, but is a small loss compared to the cost of total haul plus ship rebuy, in case you try resisting 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 up 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 letting you get away and will likely blow your rear off. Better to meet their demands (or run anyway if they are the shoot first kind).
* 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 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.


== Trivia ==
== Trivia ==
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 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." 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 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>
 
* You can be the scourge of 32 systems and just change ship and go back to trading when you get bored. This makes piracy viable as a role.


== Videos ==
== Videos ==