By order of the TEC, Advent, and Vasari ambassadors, we've been asked politely to open a dialog to the Pirates about their recent strength and incursions.
They, quite undiplomatically, told us what we could do with our demands.
Obviously, such disregard for the peace of the local cluster can't be allowed, so a task force has been formed to extend a more reasonable diplomatic effort to the Pirates. One which our Vasari colleague called, "Forceful" and "Prudent."
The task forc...err, peace envoys, are due to arrive next week to creatively express our feelings to the Pirates. Rest assured, a diplomatic solution is forthcoming.
I guess this is your way of saying you are going to nerf the pirates somewhat
just dont go overboard please, we do want some power to them
AKA, Yarlen lost to the pirates.
Sounds like we get a pirate "agressive negotiations" tech...
Description: Sends several "ambassadors" armed with lightsabers to the pirate base to express our factions "displeasure" with resent pirate "visits" into our terrirtory. Reduces pirate raid severity.
agreed
Lol Yarlen.
Well make sure the task force lets them know that their continued armament past the strength of our mightiest ships will not be tolerated, and must be limited. If they wish to continue to arm their ships past a reasonable strength, the factions will respond by banishing their kind from our systems!
Perhaps offering them more ships in exchange for a cap to the arming of those ships would be a fair and diplomatic trade.
Give them stronger abilities that affect economic strength of the planet they are invading. Mostly increase the pillage ability, add in a ship with embargo, and have ships with timed explosives. The higher the bounty the more of these ability ships attack a planet. This way they don't become too much of a military threat, but they do what they are intended to do, harass enemy economic processes.
Reduce the current military buffs by ... half?
The only problem with adding too many pirates is that it will slow the game on less powerful machines .
lol, well said,
lets hope the armad... peace envoys will be victorious...
btw, thank you, thank you, thank you, the simple fact that you listened to us is the reason you are the best company on this planet! (well, mine anyway!) Been playing sins for 2 years now and no end in sight...
Don't forget that you could allow a game setting option for the pirate power level. One could be off, origional, new style, maybe a middle one.
I agree with the poster who said increase economic disruption, not military.
sounds good to me, so long as they arent running around with ships doing 100+ damage, 4k+hp and 40+ armor.
In my opinion the pirates should be more sneaky and agile. Small agile ships that doesn't do much damage or can take much damage but can evade many shots. They could use abilities to sabotage spacestations and steal ships, money and technologies to become more powerful. Not until late game they could use more bigger and powerful ships.
They could also use an ability that camouflages them so you can't detect them easily as long as they don't attack.
PS. Sorry for my bad english.
I like the power of the mighty pirates as is. That said, I think they are OP as I feel I could just spend a little bit of money on a few pirate raids on a short succession and obliterate an enemy by proxy. I just have refrained from that abuse.
Settable levels for pirate strength would be nice to have.
In terms of deeper game changes, I think the pirates could have a relationship level much like any other faction. This would affect the pirate strength in case the player is attacked, and also how much the bounty costs. A player with good relationship could have the bounty slashed by up to 50%, meaning that for every 250 spent on bounty, only 125 counts. If the player in good relations with the pirates places a bounty, then it would be more effective.
Having culture spreading there would also boost relations. Since in most games the pirates have a single gravwell, the position of being close to the pirates would also have advantages because of the ease to spread culture to them.
Funny indeed. Take care that the pirates don't consume too much additional memory so that game crashes occur more often.
In my game, if you've been in #sins had pirates with a fleet strength of over 500 ships. Each one had 2-4k hp and the average weapon damage power was something like 181.
Not even a maxed researched fleet of an EMPIRE can take on that. Even with a starbase as support!
What technology are these pirates investing in and why don't the TEC, Advent and Vasari have access to such power?
Seems the Pirates are capable of having the financial clout and influence to be an empire themselves...amazing so many pirates can live on that tiny asteroid base.
Agressive Negotiations Level 2
Sends a second wave of "ambassadors" requistioned from the UNSC to the pirate base armed with dual M4 Caseless Submachine guns and Spartan Lasers. Said team futhers diplomatic procedings my renforcing the factions "displeasure" over pirate "visits" in a calm and efficent way. Pirate Raid strenght -60%
How about three (well four) settings for pirates, leaving the choice to the player? pirates off, easy, normal and hard. could also call them "wimpy, realistic and overpowered". Hint: overpowered refers to current settings. I'm glad this is being reviewed though!
I think that they're fine for the early-to-mid game. From what I've seen, it seems to be the general opinion on the forums that they get way too powerful in late-game situations. Maybe a simple fix like having them scale logarithmically would be sufficient? At least the armor.
I do prefer the idea of their fleets getting bigger and/or having some different (capital?) ships added rather than scaling their technology level indefinitely.
Cap their upper armor and HP and give them a KOL battleship in exchange.
Well, part of the problem is that they don't scale up evenly at the moment. They tend to go all out weapon upgrades, or hp upgrades, armor upgrades, etc. The new system will keep their upgrades more even so that overall they grow in ability as time passes and not just go insane with power.
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Leave them ALONE! there too hard, and thats a good thing , or that needs chaning is the range of the seige frigs that is all
Wheres Captain Jack Sparrow when you need him?
sigh, pirates
yeah, and fix the little skill they have to magically regenerate their hull. I have seen this 3 times now.
!!!!
Couple ideas that may or may not have already been mentioned:
yarlen u mind making those pirates attacking the target's CAPITAL PLANET directly instead attacking a HEAVY DEFENDED frontier planets?
And have pirates stance be 'cease fire' to all factions but the one being attacked. Likewise, any faction without a 'cutlass icon' would be as on a cease fire with the pirates. To attack them you'd have to 'declare war' by clicking on a 'fight the pirates' icon at the pirate screen. So, if ou are not the target, leave them alone, unless you are helping an ally.
Explicitly attacking the pirates would also have 2 side effects: They would hold a grudge against you, so the next bounty round will have 20% more effectiveness against you, and the one after that 10%. Second, a pirate fleet always has a specific target. By helping that target shrug off the pirates, even if he didn't ask for it, would give a positive relationship bonus.
If each pirate fleet can be considered 'independent', so as to not fight all pirate fleets at once, the 'fight the pirates' button could be at the right side of each empire on the bounty screen (the cutlass icon itself perhaps), so you can pick your fights.
And your ships get the experience.
i dun find attacking HEAVILY DEFENDED frontier planets with little or no eco makes sense with the pirates favourite quote :
there is no more bigger profits to be made than attacking an empire; unless they pass that frontier planets and JUMP DEEPER into any planet with 3-4 trade ports or the targets capital planet then it MAKES SENSE
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