Re: Miriani: Once Again

Further research and a slight encounter with a four person ship manned by one person who seems fairly intent on gunning me down has yielded further information I wish to share.  Upon finally having my apparent grace period come to an end, I realize that every single ship kind of sort of somewhat sends a message and has a bit of psychology tied to it at least now.  Industrial ships such as cargo haulers, freighters and roid haulers are ships that most destroyers, gunships and BC's will not shoot provided that you don't shoot them first, since doing so automatically provides you with protection of sorts as you can place a bounty on their ships for simply shooting at you in one of the three industrial spacecrafts.  There is a catch though, in order for this to work, a cargo hauler or freighter must have salvaged debris or made purchases for trading purposes within ten minutes before being attacked.  For roid haulers, it's actually even more simple; provided that your roid hauler is in uncharted space or within the same sector as a roid hauling station, you're automatically covered.



Obviously this isn't fullproof, and someone's bound to not care when it comes to the rules set by this bounty method, which is where things get interesting for you.  Assuming you've already been fired upon and you didn't fire back, you can print out a service record as you attempt to navigate away from the craft that fired on you.  Go to your nearest security office and submit your service record.  congratulations, you've just bountied a ship by a slight percentage of its worth and, should that ship continued to get bountied, it'll more than likely be destroyed by bounty hunters or at the very least, be fired on by long range lasers in sector 12 at some point.


Seeing a bunch of battlecruisers near by while you're in your freighter mindlessly salvaging?  Let not your heart beat troubled; if they want to play by the ropes, they can slipdrive to you, subwarp at you, but they can't fire upon you if they don't want to be bountied.  Just remember though, if you fire on them first, you cannot bounty them, since it is assumed that you, a less capable combat pilot decided to take on the risks for whatever reason came to your head.

So, to quickly recap, stay in a roid hauler that is hauling roids or in a cargo hauler or freighter that is actively salvaging and trading and you'll be moderately safe from most combat pilots.  Keep service records on hand for the just-in-case exceptions; you just never know.  Another good idea is to get your hands on an Expediter as soon as you can, since this ship is probably the fastest and my favorite by far, allowing anyone to travel great distances in seconds.  A ship that seems like it might antagonize you would have to be able to predict where you're going to ftl to next, but assuming you actually don't want to leave the sector, you can also subwarp next to a planet and land quickly.  Staying safe is merely a matter of flexibility and some creativity on the side, and having friends can help too, which is how I got out of a potential stun and strand situation today, not related to the previously mentioned ship chase above.  This is starting to get fun!

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