Disembodied wrote:richard.a.p.smith wrote:The frequency of these attacks is way over the top; are they really expected every single jump, even with one contract?
That does seem a bit OTT, just from the economics of the situation. It makes sense that someone could have taken out
A hit (singular) on the player, but paying for multiple hits all along the route seems excessive for all but the most sensitive of items.
The economic model I have in my head for this is that the assassin bounties are similar to the Galcop ones: there's a statement "300 credits for the death of <passenger>" and whoever gets the kill gets the money. That way a single offer - if it's big enough - can potentially get hundreds of assassins on your head.
Meanwhile the assassins often don't go for hunting particular people down - there's enough such bounties out there that hanging around dangerous bottleneck systems with a list of recently-offered bounties and checking everyone that jumps in can pay perfectly well.
As regards the attack frequency:
- bottleneck systems get more assassin packs
- low-government systems get more and larger assassin packs, containing more dangerous ships
- the number of packs per system is normally capped at two - but every high-risk contract currently onboard increases this cap (these extra are the ones specifically after you personally) and also increases the potential number generated
An assassin pack will attack if:
- you are a successful enough courier that you have made enemies who've put a bounty on you personally rather than your cargo. This applies regardless of whether you're currently carrying anything. Lie low and pretend to have been scared out of the couriering business in favour of something safer, and most of them will probably reassign the bounty budget to someone who has angered them more recently.
- you are currently carrying a medium- or high-risk parcel/passenger, and they're able to target your ship to confirm identity (high-risk implies better intelligence on the part of your client's enemies, so this confirmation is usually much quicker here). This check is made separately for
every active contract, so if you're carrying three high-risk contracts and a couple of mediums, the chances are they're going to spot you immediately. One medium-risk contract ... there's a fair chance you can hit the injectors and get out of scanner range while they're still looking your ship ID up on their lists.
Assassins are clean because they don't attack when there are cops around (and tend to hang around in systems where that's likely to remain true) - and if a cop shows up, they move on to another system to clear their record before returning to work. Hanging around the witchpoint is necessary to intercept couriers reliably; you don't want to do that with an active Galcop bounty or you just know a bounty hunter pack is going to jump in two minutes before your target does...