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New Player question- less pirate oxp?

Posted: Sat Apr 12, 2025 12:17 am
by Thunder2014
In a nutshell, I really like the trading, spaceflight, graphics and expandability of this game.

Until the scanner turns red and seven pirates attack. Sometimes have enough time to target one and hose off a missile, but usually blown apart in two seconds.

I suppose that after playing for 7 or 8 years it's no problem to handle those odds, but for a new player it kills the immersion if you die and respawn constantly at your last 'save' or the only option is to run away. Kind of boring for a space combat game. And doesn't exactly build your combat skills.

Is there any .oxp, mod, cheat, or anything that would limit pirates to maybe 2 or 3? Not the number of encounters, just the number of pirates that hang out at the jump point to attack so you'd have at least a 50-50 chance.

Re: New Player question- less pirate oxp?

Posted: Sat Apr 12, 2025 12:57 am
by phkb
I put a mod together that limits the pirate numbers in safer systems. You can download it here: PopulationControl.oxz

[EliteWiki] Paddling Pool makes the milkrun between Leesti to Diso much safer, allowing you to more easily accumulate credits to kit out your ship. Some others will be along shortly who will no doubt have other options.

Make sure you check out the [EliteWiki] Oolite Tactics page which has a lot of info on how to approach combat and survive.

Re: New Player question- less pirate oxp?

Posted: Sat Apr 12, 2025 2:43 am
by Thunder2014
Many thanks- I am more of a 'trader' than a 'bounty hunter', enjoyed games like Privateer and VegaStrike, but know that there are times when you're cornered and out of fuel.

Re: New Player question- less pirate oxp?

Posted: Sat Apr 12, 2025 5:46 pm
by Redspear
The most recent version of [EliteWiki] Traffic Redistributer won't reduce pirates but it will (or at least should...) greatly increase your chance of escaping them.

It restricts most of the faster ships to the more dangerously governed systems.

Re: New Player question- less pirate oxp?

Posted: Mon Apr 14, 2025 10:05 pm
by Cholmondely
Thunder2014 wrote: Sat Apr 12, 2025 2:43 am
Many thanks- I am more of a 'trader' than a 'bounty hunter', enjoyed games like Privateer and VegaStrike, but know that there are times when you're cornered and out of fuel.
Welcome to our community!

I, too, go for trading rather than combat.



1) While my ship is still in "wimp mode", I avoid dangerous systems like the plague. Anarchies, Feudals, etc.

Ditto for systems which are close to dangerous systems. Ensoreus, for example does not have a single safe close neighbour. So, despite lots of police, there are also lots of visiting pirates from the local dangerous systems.

Lave, Diso & Leesti are too close to Reidquat et al. I usually go for Zaonce and then bounce around happily between Tionisla and Isinor. I play with System Features: Rings. I also have Stranger's World running, and always find a Rock Hermit situated just outside the ring between the planet and the sun (small profits for small quantities of alcohol, but dirt cheap radioactives/minerals and gold/platinum/gems).

Once my ship is de-wimped (better lasers, shields, extra fuel tanks, etc.), I then move to the Ensoreus<>Ararus route which has good profits (especially with Risky Business running), but is bristling with McNasties.



2) Turn at 90° to the main orbital station and whizz along at that angle for a bit. Only then turn to face the station and pootle along towards it. This should ideally avoid the main space lane which is garnished with McNasties and allow for a placid and peaceful journey to the m.o.s. where one can then trade at leisure.

I do remember that the very first time I played Oolite using this magnificent technique, that I was jumped at Isinor and utterly scragged by the unmentionables. But it was only the once.