09-18-2008, 09:37 PM
This isn't an attempt to change any rules related to piracy, it's just a few suggestions from someone who has been on both sides of the trader-pirate divide (much more the latter since I joined the OPG) as to how you can minimise your chances of being killed or repeatedly pirated.
1. Pirates like /givecash
The new /givecash command isn't just for transferring credits from your powertrader to your new Bounty Hunter Battlecruiser character. It can be used for transferring credits to ANYONE. This has a number of big advantages.
The first is that transferring credits in this way puts a note of how many credits you transferred, and to whom, in the chat log. If the pirate then kills you, it is much easier to produce screenshot proof that you paid the tax demanded.
The second is that it avoids the pirate becoming suspicious as can happen if you take awhile to enter the correct amount in the trade window. Why do we get suspicious? Because the trade window just happens to obscure your ship from view, and prevent us from shooting at it. Of course you don't have to use /givecash just because of this, but remember that the less nervous a pirate is the more time he or she will wait before destroying you.
PS: For those of you who don't know about /givecash, the syntax is as follows:
So for example if you were paying me a 3 million credit tax demand for example, then you would type
The slash is necessary, as are the spaces between the three elements, and you can type the command in whatever chat channel you are currently set to (no chat message is actually sent, it's just how you enter the command)
2. If you're paying, say so, in system chat
There are always unfortunate incidents where traders pay the demand to one pirate, and then another of the pirates kills them. Rest assured that in the case of honourable players this is not a deliberate act. It is quite possible that the player who destroyed you didn't know that you had paid - this is especially likely if you have been stopped by a mixed group of pirates from different factions, or even more so if some of the pirates are from a faction and the others are independent. Since 'is he paying?' is OOC, pirates can't ask each other this in system and if they aren't grouped together (as faction pirates and indies usually aren't) they can't ask at all - unless they use private chat which stops them from talking to you temporarily. However you as the trader are perfectly within RP to say "alright alright, I'll pay Pirate X' stating the name of the person you're paying means the other ones will know not to attack in the intervening time, and wait for the person you name to attack (ie if you're fibbing).
3. Don't dock on an unlawful base at the start of a system with pirates in it
If you're going through a system which either has pirates in it (hey, we all look at the player list) or is a common pirate haunt, then contrary to belief it is not a good idea to dock on a pirate-aligned base at the start of that system. Sure, if the pirates kill you then you can respawn in the same system and try to get through to the other end of your trade run in order to go somewhere else (assuming you use a trade run with more than two stops of course). However, the pirates can demand tax from you again and again. If you get killed again, you respawn at their base again.
Within a couple of cycles of this, the pirates will be right outside waiting for you and your only period of life will be the short period of 'post-launch control' required by the dock killing rule. You then either have a choice between going to do something else until the pirates go offline, and repeating the respawn-die-respawn to infinity. Believe me when I say that you will get bored of the latter before the pirates do. We have a name for people who try this - supernova practise.
4. No, having a Zoner ID does not exempt you from piracy
Please don't think that having a Zoner ID on your Advanced Train means you can't get pirated in Sigma 13. Sure, if you have a Zoner ID, reputation tag, faction tag, and you are actually taking in-RP cargo to a Freeport then the pirates whose NPC-factions are friendly to the Zoners might let you pass. If you're just doing ordinary trading then they won't. Making snide remarks when a pirate says they aren't giving you a free pass will not help the situation, in fact it might make them decide that letting you live isn't worth the 3 million tax (if you pay before that happens of course then they won't attack, as pirates are just as careful about the rules as lawfuls are).
5. Don't hit asteroids
If a pirate isn't within 2k or so of you (Train CDs can theoretically go to 3k but I've never seen one actually disrupt at that range) and both of you are at cruise, you will not be caught if you continue flying in a straight line (absent external factors like tradelanes). However if you hit an asteroid - which usually means you have to cut your cruise engines to stop your ship from pinballing to who knows where - then the pirate will probably make up a significant distance and might get within CD range.
6. Worry about bombers first
If you are faced with a mix of bombers and a gunboat or two, and decide to shoot back while trying to escape (bad idea generally) then go for the bombers first. Yes, the gunboat is a big scary ship, but the bombers have Supernova cannons which do far more damage to your hull than anything a gunboat carries. If you're lucky (and the bomber misses with a Supernova or is low on batts/bots) then you might be able to kill a bomber with Transport Turrets.
7. Don't come back into the system if you can avoid it
The trader-pirate situation is exempt from the normal 'stay out of system' rule. However that doesn't stop you from being pirated again - the pirate can tax you as many times as you go past them. In fact, many pirates will make a special effort to re-catch a silly goose who knowingly walks into their lair for a second time. We're just like that:P
8. Don't rules lawyer
The one thing everyone dislikes in a game is a sore loser. If you get killed by a pirate, then chill out, pick a different trade run, or go get some fresh air. If you try to rules lawyer a pirate afterwards, they won't react kindly and may mark you out for special attention in the future. If you use system chat or foul language then you'll just get reported.
PS: Of course if you have been genuinely wronged, then by all means ask the pirate why they did what they did - and report them if it's needed. In the case of honest mistakes, as in 2 above, the pirate will usually apologise and make up any loss you suffered. We're all here to have fun after all.
9. Don't call for the lawfuls
Now this is a qualified one. If you have escaped then announcing the location of the pirate to house police or other traders helps prevent others from being pirated. This may be hazardous to your bank balance if you come across the same pirate again, however, as many will increase their tax demand. Calling for the lawfuls (either by private message or in system) while stopped by a pirate is an extremely bad idea. The first hazard is that they might think you're going to F1 (or just get bored with you not paying) and destroy your ship. The second hazard is that if they realise the lawfuls are on their way (house police and militaries have a useful habit of saying 'Pirates leave the system now!' in system chat when called upon by traders) then the first thing they will do is make sure that they destroy your ship and all your cargo - even at the cost of defending themselves. A House transport (Mammoth, Percheron etc.) can be destroyed with one Supernova once its shields are down. Even an Advanced Train can probably be destroyed in the time it takes between a house military ship appearing on sensors (at about 10k range) and the said ship being close enough to shoot at the pirate.
10. Don't assume you can "sneak past" pirates in a one-track system
In some systems there are multiple paths that traders coming from a particular direction might take (e.g. a trader going through Colorado might head for either Kepler or Galileo). This is not the case in most systems. If all (or most) of the traders coming from system A will go through Jumphole X to System B, then the pirates will simply wait on the other side of that jumphole. Pirates are actually more bound to a single system than traders (other than 100% dedicated Diamond Runners) tend to be. The useful pirating spots are far apart, so a pirate will normally pick a favourite stomping ground and dock his/her ship there on a semi-permanent basis. This means that he/she knows the routes that travel through the system better than you do. To reiterate, if there is any point in your journey through a system in which you have no choice of route, the pirate will be waiting there for you.
The original thread that this was the OP for can be found here. For the sake of neatness, I have placed its content here. -Gheis
1. Pirates like /givecash
The new /givecash command isn't just for transferring credits from your powertrader to your new Bounty Hunter Battlecruiser character. It can be used for transferring credits to ANYONE. This has a number of big advantages.
The first is that transferring credits in this way puts a note of how many credits you transferred, and to whom, in the chat log. If the pirate then kills you, it is much easier to produce screenshot proof that you paid the tax demanded.
The second is that it avoids the pirate becoming suspicious as can happen if you take awhile to enter the correct amount in the trade window. Why do we get suspicious? Because the trade window just happens to obscure your ship from view, and prevent us from shooting at it. Of course you don't have to use /givecash just because of this, but remember that the less nervous a pirate is the more time he or she will wait before destroying you.
PS: For those of you who don't know about /givecash, the syntax is as follows:
Code:
/givecash <playername> <amount>
Code:
/givecash [OPG]Diego.Arindor 3000000
2. If you're paying, say so, in system chat
There are always unfortunate incidents where traders pay the demand to one pirate, and then another of the pirates kills them. Rest assured that in the case of honourable players this is not a deliberate act. It is quite possible that the player who destroyed you didn't know that you had paid - this is especially likely if you have been stopped by a mixed group of pirates from different factions, or even more so if some of the pirates are from a faction and the others are independent. Since 'is he paying?' is OOC, pirates can't ask each other this in system and if they aren't grouped together (as faction pirates and indies usually aren't) they can't ask at all - unless they use private chat which stops them from talking to you temporarily. However you as the trader are perfectly within RP to say "alright alright, I'll pay Pirate X' stating the name of the person you're paying means the other ones will know not to attack in the intervening time, and wait for the person you name to attack (ie if you're fibbing).
3. Don't dock on an unlawful base at the start of a system with pirates in it
If you're going through a system which either has pirates in it (hey, we all look at the player list) or is a common pirate haunt, then contrary to belief it is not a good idea to dock on a pirate-aligned base at the start of that system. Sure, if the pirates kill you then you can respawn in the same system and try to get through to the other end of your trade run in order to go somewhere else (assuming you use a trade run with more than two stops of course). However, the pirates can demand tax from you again and again. If you get killed again, you respawn at their base again.
Within a couple of cycles of this, the pirates will be right outside waiting for you and your only period of life will be the short period of 'post-launch control' required by the dock killing rule. You then either have a choice between going to do something else until the pirates go offline, and repeating the respawn-die-respawn to infinity. Believe me when I say that you will get bored of the latter before the pirates do. We have a name for people who try this - supernova practise.
4. No, having a Zoner ID does not exempt you from piracy
Please don't think that having a Zoner ID on your Advanced Train means you can't get pirated in Sigma 13. Sure, if you have a Zoner ID, reputation tag, faction tag, and you are actually taking in-RP cargo to a Freeport then the pirates whose NPC-factions are friendly to the Zoners might let you pass. If you're just doing ordinary trading then they won't. Making snide remarks when a pirate says they aren't giving you a free pass will not help the situation, in fact it might make them decide that letting you live isn't worth the 3 million tax (if you pay before that happens of course then they won't attack, as pirates are just as careful about the rules as lawfuls are).
5. Don't hit asteroids
If a pirate isn't within 2k or so of you (Train CDs can theoretically go to 3k but I've never seen one actually disrupt at that range) and both of you are at cruise, you will not be caught if you continue flying in a straight line (absent external factors like tradelanes). However if you hit an asteroid - which usually means you have to cut your cruise engines to stop your ship from pinballing to who knows where - then the pirate will probably make up a significant distance and might get within CD range.
6. Worry about bombers first
If you are faced with a mix of bombers and a gunboat or two, and decide to shoot back while trying to escape (bad idea generally) then go for the bombers first. Yes, the gunboat is a big scary ship, but the bombers have Supernova cannons which do far more damage to your hull than anything a gunboat carries. If you're lucky (and the bomber misses with a Supernova or is low on batts/bots) then you might be able to kill a bomber with Transport Turrets.
7. Don't come back into the system if you can avoid it
The trader-pirate situation is exempt from the normal 'stay out of system' rule. However that doesn't stop you from being pirated again - the pirate can tax you as many times as you go past them. In fact, many pirates will make a special effort to re-catch a silly goose who knowingly walks into their lair for a second time. We're just like that:P
8. Don't rules lawyer
The one thing everyone dislikes in a game is a sore loser. If you get killed by a pirate, then chill out, pick a different trade run, or go get some fresh air. If you try to rules lawyer a pirate afterwards, they won't react kindly and may mark you out for special attention in the future. If you use system chat or foul language then you'll just get reported.
PS: Of course if you have been genuinely wronged, then by all means ask the pirate why they did what they did - and report them if it's needed. In the case of honest mistakes, as in 2 above, the pirate will usually apologise and make up any loss you suffered. We're all here to have fun after all.
9. Don't call for the lawfuls
Now this is a qualified one. If you have escaped then announcing the location of the pirate to house police or other traders helps prevent others from being pirated. This may be hazardous to your bank balance if you come across the same pirate again, however, as many will increase their tax demand. Calling for the lawfuls (either by private message or in system) while stopped by a pirate is an extremely bad idea. The first hazard is that they might think you're going to F1 (or just get bored with you not paying) and destroy your ship. The second hazard is that if they realise the lawfuls are on their way (house police and militaries have a useful habit of saying 'Pirates leave the system now!' in system chat when called upon by traders) then the first thing they will do is make sure that they destroy your ship and all your cargo - even at the cost of defending themselves. A House transport (Mammoth, Percheron etc.) can be destroyed with one Supernova once its shields are down. Even an Advanced Train can probably be destroyed in the time it takes between a house military ship appearing on sensors (at about 10k range) and the said ship being close enough to shoot at the pirate.
10. Don't assume you can "sneak past" pirates in a one-track system
In some systems there are multiple paths that traders coming from a particular direction might take (e.g. a trader going through Colorado might head for either Kepler or Galileo). This is not the case in most systems. If all (or most) of the traders coming from system A will go through Jumphole X to System B, then the pirates will simply wait on the other side of that jumphole. Pirates are actually more bound to a single system than traders (other than 100% dedicated Diamond Runners) tend to be. The useful pirating spots are far apart, so a pirate will normally pick a favourite stomping ground and dock his/her ship there on a semi-permanent basis. This means that he/she knows the routes that travel through the system better than you do. To reiterate, if there is any point in your journey through a system in which you have no choice of route, the pirate will be waiting there for you.
The original thread that this was the OP for can be found here. For the sake of neatness, I have placed its content here. -Gheis