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Comment: Some minor edits & reworking - Snafu

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Pirates of that age should not be confused with Privateers: the latter were legitimate privately-owned ships carrying 'Letters of Marque' that justified & legitimised their actions on behalf of their country's government (along with associated legitimate prize rewards awarded by said government) towards Hostile Powers designated by their Government; the former were purely freebooters, not generally associated with any government, country or any other power (although pirates sometimes offered their services as privateers in exchange for pardons + loot: eg Edward Teach (Blackbeard) became the legitimate British Governor of Jamaica for a while). If you are interested in further reading try ISBN-13: 978-1602396241

By contrast modern (c20/21) 'pirates' usually ransom their prize (crew, passengers, ship, cargo) due to the logistics difficulty of keeping & utilising such a prize for themselves, plus modern communications & surveillance advantages make holding onto a sizeable ship difficult..

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A Rahanas freighter is an easy boarding target on paper only: its hull is so weak that a slight miscalculation or stray shot may destroy the ship with your marines onboard, & it has so few defences that its main asset cash value other than its cargo (it's its drones) are at great risk of being lost to Yisha's boarding demands (destroy Drone Bay). If possible choose a Sanahar over a Rahanas Container: the San hull is stronger, defences are better & (slightly) more numerous & its speed & maneuverability is much improved over the earlier model. Once you have the technique, it's just as easy to board despite the slightly increased BR (see boarding guides linked here).

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You can hack <target> using the Trojan drone, or board them, or nuke shoot them. If you hack or nuke shoot them, them be aware that ejected cargo containers have a 'lifetime'; if your pickup drones don't get there in time the looted containers will self-destruct.. Therefore, make sure you have a capital ship with suitable cargo storage type and cargo drones nearby & available before you start this procedure!

With v4 comes the ability to destroy individual container srtorage areas, just like on a statiion. These will not be targettable; you'll have to figure them out for yourself in a similar way top the Arawn's vulnerable areas..

In order to get your capital ship to collect cargo containers, you'll need to enter Cargo Collect mode (ReturnEnter-1-2). After , after which. you'll be able to launch tags at containers within 1 km 0.75km of the Skunk (just like in Mining mode). This will trigger your suitable sqadded capital to send cargo drones out to pickup pick up the loot and return it to the capital. Best attempted while not getting pummelled by station or ship guns! Unlike within Long Range Scanner mode, Cargo Collect mode does not offer a scanner . So except in a minimal way, so in order to make finding containers easier, you'll want to set your radar to Battle Mode (shift+m) with no text overlay (shift+r) and avoid backdrops that pollute the colours out of the Event Monitor (e.g. the sun while in Glaring Truth). Battle Mode highlights cargo containers as single dots and after they're tagged, the dot turns into a nice little plus sign, letting you know you're being a good little pirate (smile)

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CHECK FIRST using your scanner & target information system to see if there's a market for the ware(s) <target> is carrying! If the wares are unsellable unsalable (e.g. the weapon turret market is often saturated) then a lot of profit is lost immediately. HOWEVER you can still sell the any ship with its cargo to a convenient shipyard to recoup at least some of the cargo's value* REMEMBER that you can always transfer excess unsellable unsalable wares to a ship that's going to be sold, provided it has an intact drone bay..

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Pick up tips from the above, then go ahead & do what you want; you won't listen to me anyway (smile)

Boarding & Reputation

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loss

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Rep loss currently (as of v3.61) appears to be calculated mostly by the number of hits you land that do hull damage (as of v3. 61). There may be other factors, such as comms traffic etc.

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Once you've boarded <target>, as always transfer a 5* engineer to it ASAP. Not only will this improve its speed as its engines are repaired, but it'll repair the hull & turrets too (quicker if you're OOZ). A fully repaired hull sells for a fair bit more than an immediate capture, & you can recall the engineer (& captain if you've given it one) before selling the ship if necessary

  I'll add to this later.. I'm going to bed now (smile)