Rekrul wrote: ↑Mon Mar 23, 2020 6:37 pm
I did look for a map online that showed the distances between each system, but couldn't find one. Maybe that could be a feature of the ANA; You press a key and it labels all the distances between systems. I'd say to add it to the information displayed when you press "I", but that might get a little crowded and the numbers would distract from the tech level numbers.
If you try any of the contract based careers, use the
Oolite Interactive Map: you can experiment route variations off-game-time (just pause the game)... it doesn't do what you are asking, but you can "anchor" the route start and move the route end around and see the times and distances.
Rekrul wrote: ↑Mon Mar 23, 2020 6:37 pm
dybal wrote: ↑Mon Mar 23, 2020 2:17 pmThat said, based on my experience bounty-hunting and parcel-running, I don't think Anarchies (at least the low TL ones... it looked like everybody was out there pirating in the neighboring systems and there was nobody home
), Multi-Gov and Dictatorships are so much more dangerous than Democracies with bad neighbours (at least with the OXPs I have installed).
Last night, I wanted to increase my rating, so I jumped to a nearby anarchy system (with enough fuel left over that I could jump out) and I didn't get attacked once. I even made a trip to the star to refuel. It was busy though. I kept running into packs of ships, but when I scanned them, they were always clean. I traveled to the station, docked, then traveled back out to the Witchspace buoy. Nothing! I got attacked in a supposedly safer system though. A whole group jumped me and I wasn't even carrying anything.
Unfortunately, I still have trouble dealing with relatively large groups of enemies. I target one ship and while I'm trying to concentrate on it, the rest of the pack sits right on my ass and drains my rear shield. Then I have to go into a spiral and avoid their fire while it recharges. I find this is the only viable strategy because no matter which way I turn, there is
ALWAYS at least one ship behind me who will start firing the millisecond I stop spiraling. Once the rear shield is fully recharged, I start chasing the targeted enemy again and ten seconds later, I have no rear shield and have to spiral again. At one point, even the group of enemies got bored with this and all but one of them jumped away. A Sidewinder was left behind and I killed him.
I did that a lot (running cork-screwing till they gave up) when I got over my head...
If you got into contracts you usually can't afford to stop to fight, you just run (and snipe with the aft weapon). Try to get out of the main lanes, press 'j' and keep 'i' pressed while in Torus Drive so you don't slow down too much when masslocked, and go back into Torus as soon as you get green condition - with the DTT Planet Express (absurdly fast ship) when I do that the ships that decanted me from Torus go past my scanner range in around 3s - it would take several groups of pirates spaced 25km apart to force me to engage.
And until you feel confident, don't install DeepSpacePirates... but SpaceCrowds provides some variety and take out the boredom from long lane travels between planets, Kiota Stations, etc.
That said, when I was bounty-hunting the largest group I successfully fought was around 8 - got 6 of them, the other two run (mixed pirate gang group: python, fer-de-lance, mamba, sidewinder scout, krat, gecko, gnat). If the group was larger than that, I would use the energy bomb - I remember a group of ~16 flying in formation, a frontal V of offenders and a line of fugitives close behind, I got between the two groups and let the bomb go.
But I've had my head handed to me by single opponents too (by a D.T.T Wraith) , and I remember a group of 5 Cobra Mark III, all fugitives, that I could not even approach to get on somebody's 6 - my shields, military enhancement and all, were gone in around 5s...
Rekrul wrote: ↑Mon Mar 23, 2020 6:37 pm
I also managed to chase down a fugitive Fer-de-Lance. I was never in any danger, but I used up almost all my fuel chasing him. I'm still playing with an old joystick, so I don't have all the control at my fingertips. I was working the joystick with one hand and the keyboard with the other. I'm actually surprised I managed to do it because he kept zooming away from me. Then I screwed up and accidentally rammed his escape pod, destroying it rather than scooping it. I haven't had much practice scooping escape pods.
I don't use the joystick buttons that much in a dogfight, but I use the "throttle" lever a lot to quickly adjust my speed and stay inside the loop.
Rekrul wrote: ↑Mon Mar 23, 2020 6:37 pm
Am I correct in assuming that if you scoop the escape pod of a fugitive, you always get a reward? I did it once and it showed as slaves, but I got a reward once I got to the station. I'd like to keep my record clean, but there's no indication when you scoop an escape pod that it will be treated as anything other than slaves. Also, if you scoop the escape pod from a clean ship that was destroyed by pirates, will it be treated as slaves at the station, or will it take into consideration that you weren't the one who destroyed their ship and that you're just rescuing them? Or are you supposed to not touch escape pods from clean ships?
I always got something... from my understanding the core game will "inspect" your cargo hold as you dock and pay bounties or insurance... sometimes quite substantial ones (I've had a few in the 500₢ range), but often times in the 50₢ range, with some jokes (on you!) now and then...
You can scoop scape pods whatever the means they came to be... I just don't know if you can get a trumble infection that way, and there is a OXP (EscapePodSlaveFix, I think) that guarantees all scape pods have insurance attached - from its existence I deduce there could be escape pods with only slaves inside and no bounty or insurance.
Don't load the cargo bay into HyperCargo if you scooped escape pods, they will be handled as slave cargo when you dock and you will loose the bounties. If you install EscapePodTweaks OXP the escape pods will be handled only in GalCop stations, and not in Rock Hermits, Linners, DSD, etc. And the next version of HyperCargo will know those "slave pods" are escape pods and will not load them into the bubble if you have EscapePodTweaks installed (I just need to test it a bit more).
Rekrul wrote: ↑Mon Mar 23, 2020 6:37 pm
I also had something strange happen; I attacked a lone fugitive and he quickly jumped. I followed him through the wormhole and I was only a few seconds behind him, but when I emerged, he was nowhere to be found. I suppose he could have used injectors, but I didn't think he'd be able to get clear of my radar that quickly.
That's the handwavium... I don't know what the code actually does... it's like the handwavium about derelicts being salvaged or destroyed while you were away, but the OXPs that spawned the ships removed them as you got too far away to see them.