Civilian Defense Force Mission

Mastersan

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Aug 14, 2017
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Mastersan
Hi All,

Just TESTed Civilian Defense Force Mission and wanted to let know those TESTies who were unaware of what it does or didn't care about it, since the pay appears to be low.

Basically, this is the mission that has no end and offers to pay per criminal destroyed.

At first the pay seems way too low: 500 aUEC for CrimeStat 1-3, 700 aUEC for CrimeStat 4, and 1000 aUEC per CrimeStat 5. That seems like too much risk for nothing.

However, what I've found is that this mission provides a great bonus to any bounty hunting or mercenary missions, where you destroy ships with their crews and you are paid for every crew member on board. I believe this also pays for on foot missions like Evict Illegal Occupantc, 890 Jump Boarding, etc., but this is yet to be TESTed.

The pay is especially good for ECN Alert missions, where you encounter many multi-crew ships. E.g. a Constellation class ship would typically have 3-4 crew members, which is 2000 aUEC at CrimeStat 1-3. There could be 4-5 Connies in an ECN Alert, which is 12 - 20 criminals, and 8000 - 10000 aUEC minimum bonus, because if they are 4-5 CrimeStat, the bonus can double . Plus there are single-seaters etc. A couple of ECN Alert missions can easily get you 20k - 30k aUEC mission payout, and the same in Civilian Defense Force payouts.

Once you progress with bounty hunting certifications and start getting higher threat targets, the Civilian Defense Force pay also goes up, as these bounties would be of higher CrimeStat.

Today I did 3 ECN Alert missions, some bounty hunting, and here is what I've made in Civilian Defense Force pays:

CrimestatCountPay per criminalPay Total
Crimestat 1
21​
500​
10,500
Crimestat 2
15​
500​
7,500
Crimestat 3
21​
500​
10,500
Crimestat 4
11​
700​
7,700
Crimestat 5
9​
1000​
9,000
Grand Total
77​
45,200



ScreenShot8413.jpg




P.S. Just in case you were wondering which ship did I use. F7C-M Super Hornet with full ballistic loadout (Scorpions + YellowJackets). Very costly to service: about 5k aUEC per rearm (missiles seem to be cheaper to use than ammo!) as there are 46,400 rounds to rearm (at 0.10 aUEC per round). Lasts a couple of good ECN Alert Missions (where you make about 50k). However, this loadout shreds targets. A full Attrition loadout works well, costs about 750 aUEC to service (just Quantum and Hydrogen fuel), but takes a long time to go through the shields of large enough ships, like Connie or Valkyrie or Vanguard. Scatterguns are great damage, especially for large ships, but not much practical use in my opinion, as even having them gimbaled it takes too long to take down a small target, plus they use a lot of hydrogen fuel if they are laser, like Dominator from Hurston Dynamics, and don't give you the flexibility of distance like other guns.

Cheers! 🍻
 
Last edited:

Thalstan

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Thalstan
This mission has been in the game for a while, but you are right, some may not be aware of it.

This is a good mission to have while doing bounties or even if you are just running around in doing delivery missions in a ship like the warden or the freelancer (especially the MIS). If you get jumped and need to kill that pirate (NPC or PC with crime stats), then at least you get paid for your troubles
 

Cugino83

Space Marshal
Apr 25, 2019
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Cugino
A good review of the payout of the mission, it miss a foundamental note.

The "Call to arms" mission only pay for EXTRA MISSION targets that means that, for example, during the 890j mission where you are required by the mission itself to take down the two Cutlass that patrol the 890j those ship does not pay under the "call to arms" contract.
Same thing for the escort ofthe BH missions: if you kill them BEFORE the acctual target those will be counted as part of the BH mission and doesn't count.

That is at least the normal behavior that this mission has since it was introduced, it could be changed but I honestly didn't notice any difference.
 

Mastersan

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Aug 14, 2017
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Mastersan
A good review of the payout of the mission, it miss a foundamental note.

The "Call to arms" mission only pay for EXTRA MISSION targets that means that, for example, during the 890j mission where you are required by the mission itself to take down the two Cutlass that patrol the 890j those ship does not pay under the "call to arms" contract.
Same thing for the escort ofthe BH missions: if you kill them BEFORE the acctual target those will be counted as part of the BH mission and doesn't count.

That is at least the normal behavior that this mission has since it was introduced, it could be changed but I honestly didn't notice any difference.
But has this been TESTed?

E.g. by conditions of ECN Alerts you are required to take down all attacker ships, but they all count. Also, by conditions of a bounty hunting mission, as well as group warrant missions all targets that I've taken down count, regardless if I took them down before or after the bounty itself. Even the bounty counts. This has been TESTed in the current release. 🍻
 
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NaffNaffBobFace

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Thanks for the heads up, I 'aint working for those Civ Defence dweebs though - I helped them out during that XenoThreat bru-ha-ha over at Jereco station and they blew my ship up and sent me to prison.
 

Lorddarthvik

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But has this been TESTed?

E.g. by conditions of ECN Alerts you are required to take down all attacker ships, but they all count. Also, by conditions of a bounty hunting mission, as well as group warrant missions all targets that I've taken down count, regardless if I took them down before or after the bounty itself. Even the bounty counts. This has been TESTed in the current release. 🍻
That's weird, cos I've been doin bounty missions, and only gotten the extra pay (Call to Arms) for the adds, not the target. I have been paying attention. The order in which they were destroyed didn't matter though.

Anyways, nice summary! Picking up this mission after spawning in the first time on a server is a good way to earn extra cash, even when one is just going around transporting stuff.

I managed to make about a 100-120K auec in roughly 2 hours doing Medium to VH targets in my 300i with 3 fixed energy repeaters. That is a very decent rate for such a lowly little ship imo.
I only stopped cos the server crashed so didn't get to do repairs and refuel, but would have been like 1-3K I guess. Fuel is still kinda cheap, missiles and repairs even more so.
 

Mastersan

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Mastersan
That's weird, cos I've been doin bounty missions, and only gotten the extra pay (Call to Arms) for the adds, not the target. I have been paying attention. The order in which they were destroyed didn't matter though.

Anyways, nice summary! Picking up this mission after spawning in the first time on a server is a good way to earn extra cash, even when one is just going around transporting stuff.

I managed to make about a 100-120K auec in roughly 2 hours doing Medium to VH targets in my 300i with 3 fixed energy repeaters. That is a very decent rate for such a lowly little ship imo.
I only stopped cos the server crashed so didn't get to do repairs and refuel, but would have been like 1-3K I guess. Fuel is still kinda cheap, missiles and repairs even more so.
Thanks. I think it's OK to do Medium targets with 300i and full energy loadout, as you don't seem face medium ships, like a Connie or Valkyrie. I've got a permit to do Medium, so haven't yet reached VH, so can't tell. I mainly face Sabers, F7C Hrnets, and rarely Freelancer MIS in the Medium missions. The difficulty of ECN Alerts is that you face many medium ships (not always though) at the same time. For example, yesterday I was up against 2 Valkyries, 4 Connies, 3 Buccaneers, and 4 Hurricanes, - all at the same time during an ECN Alert. And in these circumstances it's best to take out targets as quickly as possible. I've found that energy loadout is great against smaller targets, but when you have to melt down shields of a medium ship, while facing so many enemies, energy weapons take too much time to do it.

Re the Call to Arms, it could be a bug or a feature, but, for example, if I do a Very Low Threat bounty, which is only one ship and pays 4000, I'm getting a 4500 payout with Call to Arms.

🍻
 

Lorddarthvik

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Thanks. I think it's OK to do Medium targets with 300i and full energy loadout, as you don't seem face medium ships, like a Connie or Valkyrie. I've got a permit to do Medium, so haven't yet reached VH, so can't tell. I mainly face Sabers, F7C Hrnets, and rarely Freelancer MIS in the Medium missions. The difficulty of ECN Alerts is that you face many medium ships (not always though) at the same time. For example, yesterday I was up against 2 Valkyries, 4 Connies, 3 Buccaneers, and 4 Hurricanes, - all at the same time during an ECN Alert. And in these circumstances it's best to take out targets as quickly as possible. I've found that energy loadout is great against smaller targets, but when you have to melt down shields of a medium ship, while facing so many enemies, energy weapons take too much time to do it.

Re the Call to Arms, it could be a bug or a feature, but, for example, if I do a Very Low Threat bounty, which is only one ship and pays 4000, I'm getting a 4500 payout with Call to Arms.

🍻
Interesting about the Call to arms. My sample size is rather small as I have only done this proper grind on 2-3 days so far.
As for the energy weapons, you are correct, my worst nightmare is the valkyre. Takes ages to take down, unless I get lucky with my hits. But to balance it out, sometimes I got 2-3 missions in a row with a retaliator as target, which blows up in 2 seconds flat and can't really fight back anyways. I'm guessing that's a bug with its shields, not a feature.
 

Mastersan

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Interesting about the Call to arms. My sample size is rather small as I have only done this proper grind on 2-3 days so far.
As for the energy weapons, you are correct, my worst nightmare is the valkyre. Takes ages to take down, unless I get lucky with my hits. But to balance it out, sometimes I got 2-3 missions in a row with a retaliator as target, which blows up in 2 seconds flat and can't really fight back anyways. I'm guessing that's a bug with its shields, not a feature.
Could be. I don't think I've faced Retaliator in these missions. I've got Eclipse and Hurricane, where shields seemed to be insanely strong, like of the Valkyrie. Must be a shield bug.
 

Lorddarthvik

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Could be. I don't think I've faced Retaliator in these missions. I've got Eclipse and Hurricane, where shields seemed to be insanely strong, like of the Valkyrie. Must be a shield bug.
To clarify I meant the retaliator bomber and valkyre I faced both came as the target in high/veryhigh threat bounty hunter missions, usually with 1 to zero escorts for the bomber, 2 for the valkyre.
I have not tried doing ECN alert missions for multiple patches now, as it was nothing but suicide in most cases.
 

Mastersan

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Mastersan
To clarify I meant the retaliator bomber and valkyre I faced both came as the target in high/veryhigh threat bounty hunter missions, usually with 1 to zero escorts for the bomber, 2 for the valkyre.
I have not tried doing ECN alert missions for multiple patches now, as it was nothing but suicide in most cases.
It may be a suicide mission indeed. I've upgraded my ship with full military A-grade components (except I've later swapped the coolers for A-grade industrial, as there is almost no different in stats, but more cooling). In this case the missions can be done well, at least in Super Hornet.

Also, I've done some more TESTing.

I've done 5 missions (4 actually, and 1 High Risk targets certification) today. My total profit (after all servicing costs) was 116,337 aUEC, where 27,100 aUEC were bonuses from Call to Arms, which is around 25% of the total profit.

What I've found though, is that when I've been doing Bounty Assignment: Group Warrant (HRT) I felt as if Super Hornet is pushed close to its limits, when I've faced 2 wanted criminals with escorts in one place: 3 Valkyries, 5 Wardens, 2 Hurricanes, 4 Cutties Black. I've almost run out of ammo by the time I took all 3 targets with escorts, got about 1k rounds per gun left. My ship got a bit damaged as well, as these guys run full ballistic loadouts, and Hurricanes and Cutties use ballistic scatterguns. So, I'm wondering is there a better approach to HR and VHR missions, e.g. switch from gimbaled to a size-up fixed? Then the issue is with keeping the fire on the target, as they maneuver and evade a lot, so gimbals are better. Or do I need a more powerful ship if I want to run these missions all in one go. Taking down one wanted and then refuel-repair-rearm is one approach, and it makes missions a lot easier. The other approach is to take down the wanted only, and disengage, don't worry about the escort. However, I'm more concerned about doing the mission all at once, including taking down the escorts.

How did you do this in 300i with energy loadout? Must have been tough? Or did you run single HRT missions?


Screenshots to prove the profits.

Starting point:

ScreenShot8415.jpg



End point:

ScreenShot8416.jpg



Call to Arms:

CrimestatCountPayTotal
Crimestat 1
10​
500​
5000​
Crimestat 2
6​
500​
3000​
Crimestat 3
15​
500​
7500​
Crimestat 4
8​
700​
5600​
Crimestat 5
6​
1000​
6000​
Grand Total
45​
27100​


ScreenShot8417.jpg



Missions done:

ScreenShot8418.jpg




Ammo left when doing Group Warrant (HRT) all in one go (note YellowJackets got damaged, so ammo was left unused):

ScreenShot8419.jpg




Service costs when doing Group Warrant (HRT) all in one go:

ScreenShot8420.jpg
 
Last edited:

Lorddarthvik

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It may be a suicide mission indeed. I've upgraded my ship with full military A-grade components (except I've later swapped the coolers for A-grade industrial, as there is almost no different in stats, but more cooling). In this case the missions can be done well, at least in Super Hornet.

Also, I've done some more TESTing.

I've done 5 missions (4 actually, and 1 High Risk targets certification) today. My total profit (after all servicing costs) was 116,337 aUEC, where 27,100 aUEC were bonuses from Call to Arms, which is around 25% of the total profit.

What I've found though, is that when I've been doing Bounty Assignment: Group Warrant (HRT) I felt as if Super Hornet is pushed close to its limits, when I've faced 2 wanted criminals with escorts in one place: 3 Valkyries, 5 Wardens, 2 Hurricanes, 4 Cutties Black. I've almost run out of ammo by the time I took all 3 targets with escorts, got about 1k rounds per gun left. My ship got a bit damaged as well, as these guys run full ballistic loadouts, and Hurricanes and Cutties use ballistic scatterguns. So, I'm wondering is there a better approach to HR and VHR missions, e.g. switch from gimbaled to a size-up fixed? Then the issue is with keeping the fire on the target, as they maneuver and evade a lot, so gimbals are better. Or do I need a more powerful ship if I want to run these missions all in one go. Taking down one wanted and then refuel-repair-rearm is one approach, and it makes missions a lot easier. The other approach is to take down the wanted only, and disengage, don't worry about the escort. However, I'm more concerned about doing the mission all at once, including taking down the escorts.

How did you do this in 300i with energy loadout? Must have been tough? Or did you run single HRT missions?


Screenshots to prove the profits.

Starting point:

View attachment 20371


End point:

View attachment 20372


Call to Arms:

CrimestatCountPayTotal
Crimestat 1
10​
500​
5000​
Crimestat 2
6​
500​
3000​
Crimestat 3
15​
500​
7500​
Crimestat 4
8​
700​
5600​
Crimestat 5
6​
1000​
6000​
Grand Total
45​
27100​


View attachment 20373


Missions done:

View attachment 20374



Ammo left when doing Group Warrant (HRT) all in one go (note YellowJackets got damaged, so ammo was left unused):

View attachment 20375



Service costs when doing Group Warrant (HRT) all in one go:

View attachment 20376
Group threat in a 300i? Oh hell no! Lol
It .ight be possible with the right loadout, but I'm not that good of a pilot.
Just single target high threat missions, with a 0-2 escorts.
It's the best ship I got, so that's what I grind to afford a cutty so I can finally take my ROC mining properly.

Nice research there!
Btw, what I found with these missions is that a lot of times after or during the fight if it takes long due to hits not registering properly, random small pirate targets spawn, like sabers, cutty blacks, auroras and such, giving me more stuff to shoot down for some little extra profit. One time I left to get a drink, flying away from the bounty zone after the kill, and came back to see two pirates on my tail happily shooting my ass off lol so, pay attention ppl, the fights not over after the target goes down.
 

Mastersan

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Mastersan
Group threat in a 300i? Oh hell no! Lol
It .ight be possible with the right loadout, but I'm not that good of a pilot.
Just single target high threat missions, with a 0-2 escorts.
It's the best ship I got, so that's what I grind to afford a cutty so I can finally take my ROC mining properly.

Nice research there!
Btw, what I found with these missions is that a lot of times after or during the fight if it takes long due to hits not registering properly, random small pirate targets spawn, like sabers, cutty blacks, auroras and such, giving me more stuff to shoot down for some little extra profit. One time I left to get a drink, flying away from the bounty zone after the kill, and came back to see two pirates on my tail happily shooting my ass off lol so, pay attention ppl, the fights not over after the target goes down.
I see, makes sense to go for a single target. Thanks for your input as well. You are right, more targets spawn after a while, so you need to stay alert.

ROC mining is great. Relaxing in a way. You slowly cruise around to find a rock, and then mine it. Profitable too. 🍻
 

Mastersan

Space Marshal
Aug 14, 2017
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Mastersan
Did some more TESTing on weapons loadout. This time I've also went full ballistics, but a size up fixed loadout with C-788 "Combine" Ballistic Cannon (size 4), and 3 Tarantula GT-870 Mark 3 Ballistic Cannons (size 3). Also changed missles to size 2 (Rattler) and 3 (Arrester). This loadout seems to work much better on larger targets in High Risk missions. It almost never overheats, destroys larger targets very well. The downside is that it is more difficult to hit with fixed, especially small targets. It also feels like the C-788 delivers the most damage and being very effective. It's difficult to hit small targets, but often it only takes one hit to take them down. And another great thing about this loadout is service cost. A rearm/restock only cost about 200 aUEC, - compare it to 5k aUEC when rearming gatlings.
🍻
 

Cugino83

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@Mastersan if yoou are experimenting with the Hornet loadout I can suggest to look also at lazers loadout.
I've tested recently the ghost with a full S2 ballistik repeater loadout and even if is not bad the 400round capacity is a severe limitation so at least for now is a no go.
Another alternative that I'm thinking about is a full lazer loadout with 3x FL-33 (s3 so fixed) and a M5A laser cannon on top.
I'm using the FL-33 on my Cuttlass for awail noow and the combination of extra range and hight damage pay off: for the small target you can egnage them at longer distante and deal with them in a couple of selvo, while for bigger target the extra puch can do the job even and hitting them at close range is usually not a problem.

Of course being energy weapon you have to trade off stealth for the unlimited ammo capacity, but if you manage to fly closed to the target with your weapons turned off that is even less signature then a ballistic loadout (and unlike shields they don't need to recharge back... at lesat for now.)
 

Mastersan

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Mastersan
Greetings, all!

@Cugino83 - thanks for the note on Laser loadout.

I did some more TESTing after I've progressed in security ranks:
- Bounty Hunter Guild: Advanced Tracker, license to pursue and apprehend Very High-Risk Targets (VHRT).
- Hurston Dynamics: Operative rank and 10% payment bonus.
- Northrock: Senior Security Agent rank and 10% payment bonus.
- Crusader Security: Verified Freelancer rank and no info on bonus.

Super Hornet is great, especially at close ranges, but I thought about a smarter way to earn credits in the current release.

So, I've TESTed a Constellation Aquila, which comes stock with 4 x s4 gimbaled laser cannons. I have later changed this to 2x s5 fixed laser cannons and 2x s4 gimbaled laser cannons. All cannons are Behring M7A and M6A. I have also upgraded the coolers to Snowpack (Industrial, Grade A), and I haven't changed any other component, as more performing components also increase signatures, while the cannons and coolers don't increase signatures much.

This seems to work very well. I only have 12k idle EM signatures and 15k when firing, which is the same as Super Hornet with military grade A components idle, and less signatures than Super Hornet Firing. The range of 6km almost always allows to blow enemy up before they can open fire, including enemies flying Valkyrie. Gimbaled s4 work well at closer ranges and on moving targets.

I did 10 missions with fresh Call to Arms active (starting with 0 count and doing nothing else than the below missions), and below are the stats.


MissionPayBonusTotal
Bounty Assignment: Group Warrant (VHRT) 61,250
10%​
67,375
Wanted (HRT) 11,250
10%​
12,375
Wanted (HRT) 11,250
10%​
12,375
Bounty Assignment: Group Warrant (HRT) 39,375
10%​
43,313
Wanted (HRT) 11,250
10%​
12,375
Wanted (HRT) 11,250
10%​
12,375
Bounty Assignment: Group Warrant (HRT) 39,375
10%​
43,313
Wanted (HRT) 11,250
10%​
12,375
Wanted (HRT) 11,250
10%​
12,375
Bounty Assignment: Group Warrant (VHRT) 61,250
10%​
67,375
Grand Total 268,750 295,625


CrimestatCountPer NeutralisedTotal
Crimestat 1
24​
500​
12,000
Crimestat 2
15​
500​
7,500
Crimestat 3
17​
500​
8,500
Crimestat 4
9​
700​
6,300
Crimestat 5
7​
1000​
7,000
Grand Total
72​
41,300


The call to Arms is:
- 15% on base total pay (if I had no bonus)
- 14% as Grand Total (with bonus)

So, Call to Arms still pays more than the bonus after a significant career progression. So, I would say in conclusion, always have this mission on when you do any combat missions, as the pay is significant.


Screenshots to support my findings below.

Please note, I've only posted 3 mission payments screenshots to confirm the pay per mission type. I didn't post a screenshot per each mission (but I have them if you need them).

ScreenShot8477.jpg


ScreenShot8475.jpg



ScreenShot8476.jpg


ScreenShot8478.jpg


ScreenShot8479.jpg


ScreenShot8481.jpg


ScreenShot8482.jpg


ScreenShot8484.jpg



Cheers! 🍻
 

Richard Bong

Space Marshal
Jul 29, 2017
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McHale
Hi All,

Just TESTed Civilian Defense Force Mission and wanted to let know those TESTies who were unaware of what it does or didn't care about it, since the pay appears to be low.

Basically, this is the mission that has no end and offers to pay per criminal destroyed.

At first the pay seems way too low: 500 aUEC for CrimeStat 1-3, 700 aUEC for CrimeStat 4, and 1000 aUEC per CrimeStat 5. That seems like too much risk for nothing.

However, what I've found is that this mission provides a great bonus to any bounty hunting or mercenary missions, where you destroy ships with their crews and you are paid for every crew member on board. I believe this also pays for on foot missions like Evict Illegal Occupantc, 890 Jump Boarding, etc., but this is yet to be TESTed.

The pay is especially good for ECN Alert missions, where you encounter many multi-crew ships. E.g. a Constellation class ship would typically have 3-4 crew members, which is 2000 aUEC at CrimeStat 1-3. There could be 4-5 Connies in an ECN Alert, which is 12 - 20 criminals, and 8000 - 10000 aUEC minimum bonus, because if they are 4-5 CrimeStat, the bonus can double . Plus there are single-seaters etc. A couple of ECN Alert missions can easily get you 20k - 30k aUEC mission payout, and the same in Civilian Defense Force payouts.

Once you progress with bounty hunting certifications and start getting higher threat targets, the Civilian Defense Force pay also goes up, as these bounties would be of higher CrimeStat.

Today I did 3 ECN Alert missions, some bounty hunting, and here is what I've made in Civilian Defense Force pays:

CrimestatCountPay per criminalPay Total
Crimestat 1
21​
500​
10,500
Crimestat 2
15​
500​
7,500
Crimestat 3
21​
500​
10,500
Crimestat 4
11​
700​
7,700
Crimestat 5
9​
1000​
9,000
Grand Total
77​
45,200



View attachment 20369



P.S. Just in case you were wondering which ship did I use. F7C-M Super Hornet with full ballistic loadout (Scorpions + YellowJackets). Very costly to service: about 5k aUEC per rearm (missiles seem to be cheaper to use than ammo!) as there are 46,400 rounds to rearm (at 0.10 aUEC per round). Lasts a couple of good ECN Alert Missions (where you make about 50k). However, this loadout shreds targets. A full Attrition loadout works well, costs about 750 aUEC to service (just Quantum and Hydrogen fuel), but takes a long time to go through the shields of large enough ships, like Connie or Valkyrie or Vanguard. Scatterguns are great damage, especially for large ships, but not much practical use in my opinion, as even having them gimbaled it takes too long to take down a small target, plus they use a lot of hydrogen fuel if they are laser, like Dominator from Hurston Dynamics, and don't give you the flexibility of distance like other guns.

Cheers! 🍻
I have found it earns money faster if you just kill the bounty then move on to the next bounty instead of bothering with the additional targets.
 
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Lorddarthvik

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Greetings, all!

@Cugino83 - thanks for the note on Laser loadout.

I did some more TESTing after I've progressed in security ranks:
- Bounty Hunter Guild: Advanced Tracker, license to pursue and apprehend Very High-Risk Targets (VHRT).
- Hurston Dynamics: Operative rank and 10% payment bonus.
- Northrock: Senior Security Agent rank and 10% payment bonus.
- Crusader Security: Verified Freelancer rank and no info on bonus.

Super Hornet is great, especially at close ranges, but I thought about a smarter way to earn credits in the current release.

So, I've TESTed a Constellation Aquila, which comes stock with 4 x s4 gimbaled laser cannons. I have later changed this to 2x s5 fixed laser cannons and 2x s4 gimbaled laser cannons. All cannons are Behring M7A and M6A. I have also upgraded the coolers to Snowpack (Industrial, Grade A), and I haven't changed any other component, as more performing components also increase signatures, while the cannons and coolers don't increase signatures much.

This seems to work very well. I only have 12k idle EM signatures and 15k when firing, which is the same as Super Hornet with military grade A components idle, and less signatures than Super Hornet Firing. The range of 6km almost always allows to blow enemy up before they can open fire, including enemies flying Valkyrie. Gimbaled s4 work well at closer ranges and on moving targets.

I did 10 missions with fresh Call to Arms active (starting with 0 count and doing nothing else than the below missions), and below are the stats.


MissionPayBonusTotal
Bounty Assignment: Group Warrant (VHRT) 61,250
10%​
67,375
Wanted (HRT) 11,250
10%​
12,375
Wanted (HRT) 11,250
10%​
12,375
Bounty Assignment: Group Warrant (HRT) 39,375
10%​
43,313
Wanted (HRT) 11,250
10%​
12,375
Wanted (HRT) 11,250
10%​
12,375
Bounty Assignment: Group Warrant (HRT) 39,375
10%​
43,313
Wanted (HRT) 11,250
10%​
12,375
Wanted (HRT) 11,250
10%​
12,375
Bounty Assignment: Group Warrant (VHRT) 61,250
10%​
67,375
Grand Total 268,750 295,625


CrimestatCountPer NeutralisedTotal
Crimestat 1
24​
500​
12,000
Crimestat 2
15​
500​
7,500
Crimestat 3
17​
500​
8,500
Crimestat 4
9​
700​
6,300
Crimestat 5
7​
1000​
7,000
Grand Total
72​
41,300


The call to Arms is:
- 15% on base total pay (if I had no bonus)
- 14% as Grand Total (with bonus)

So, Call to Arms still pays more than the bonus after a significant career progression. So, I would say in conclusion, always have this mission on when you do any combat missions, as the pay is significant.


Screenshots to support my findings below.

Please note, I've only posted 3 mission payments screenshots to confirm the pay per mission type. I didn't post a screenshot per each mission (but I have them if you need them).

View attachment 20433

View attachment 20434


View attachment 20435

View attachment 20436

View attachment 20437

View attachment 20438

View attachment 20439

View attachment 20440


Cheers! 🍻
Thank you, this is indeed very informative!




I have found it earns money faster if you just kill the bounty then move on to the next bounty instead of bothering with the additional targets.
That depends on your TTK.
If it's 10 seconds to splash like 2 extra targets worth a 1000 each, because you got a big ship and they pop easy, it's probably well worth it.
Spending minutes chasing downs sabers with their bugged shields or taking apart a mustang piece by piece cos the damn autogimbals keep hitting anything but the main hull, then yeah, that usually isn't worth the effort, you could be halfway to your next target by the time they pop for a measly 500creds.


I recently got into doing group threats in my 300i and medium group threats might be worth the time/risk, but I think the high group threats (usually at least 1 or even 2 Valkyries + adds) are not worth the trouble. By the time they pop, I could have easily finished off 2-3 solo medium threats, with almost zero risk to my ship. Although I gotta say, I'm yet to die from someone hitting my double palisades with guns, my only deaths came from them crashing into me (or rather me into them by mistake).

Anyways, combat is getting stale really fast, but it's the only viable method of making sensible amounts of money without having a prospector or hauler, so I guess I'll keep grinding for my 2 mill.
 
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BUTUZ

Space Marshal
Donor
Apr 8, 2016
3,601
12,196
2,850
RSI Handle
BUTUZ
Hmm I have not tried this mission yet will give it a go!
 

Cugino83

Space Marshal
Apr 25, 2019
1,588
5,115
2,250
RSI Handle
Cugino
Anyways, combat is getting stale really fast, but it's the only viable method of making sensible amounts of money without having a prospector or hauler, so I guess I'll keep grinding for my 2 mill.
Ehm....
- 172k aUAC, get a ROC,
- load it into a Cutlass Black/Freelancer Max/MSR/Carrack
- go mine for Aphorite and Hedanite

about 200-250k in about 30', no risk involved, fuel expense negletable

And even with a Cutlass that is the smaller ship to fit a ROC you are not really time limited by the cargo space since you can unload the ROC into standard carryable box and resume mining.
Actually ROC minig is far more profitable then mining Quantanium with a ship considering how easy it is and the income/time ratio
 
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