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.
um yeah. pirates = broken.
Seriously IC, you should kick yourselves for this goof-up as you should have seen this coming. Pirates are like gods now. I can't play the game until the next patch comes out.
You know, there's that "Disable Pirates" button...
I like the new pirates. Don't nerf them back to what they were!
Shout out for IC, for addressing the pirates. Good or bad? That's an opinion... but they definitely have game-changing potency as is. Although I'd love to see a "nerf pirates" option, acknowledgement to those dig them... and I do have to admit I've taken some pleasure in using them as a monetary wand-of-death +5...
Only gravity gets it all perfect. I'm new to Sins but am thoroughly impressed by, the complexity it tackles, and the intuitive + sophistocated interface. As a dev, I imagine that takes guts, because you know there are going to be game-changing imbalances you missed with testing, if nothing else do to the skill level of the test group. Thanks for a beautiful game and your responsiveness.
1. Put a cap on their maximum strength. Put a cap on raid size.
2. Once this cap is reached, you can have multiple raids without increasing the raid fleet number to avoid slowdowns. IE, you get pirated, but they hit two or three planets simultaneously with medium fleets. Hurts even more to defend on multiple fronts.
I think that as another late-game option for more pirate power, instead of ridiculously powerful ships, is letting them launch initially one , then more stealth raids without a bid. They would just pick one player - usually the most powerful - and attack it. if the game goes on longer, pirates will attack the 2 most powerful, then the 3 most powerful etc.
I've said so before, but I still really like the idea of the pirate timer either being unknown or at the very least randomized. What pirates stick so well to a timetable?
Regarding possible solutions to their current ridiculous overpowered state late-game, I was going to write something like FlyingNinja but he put it much more succinctly and so I'll just agree. Pirates really should be about hitting weak points and even if the AI can't determine that, it must be smarter to hit a few different worlds at once than to send everything to that border world that has a starbase and the entire player's fleet sitting at it.
Would it be more annoying? Yes, but it would do so without having to have the pirates possess godly strength.
It would be nice if pirates could return home after a successful attack. Success could be defined as X number of credits stolen and/or destruction of a colony. This could match up with the timer idea as a returning pirate fleet with spoils could stay at the base for a while upgrading ships or if enough ships were combat-ready, soon after launch another attack. I'm not sure the code allows it, but I'd still like to see the pirates after gathering enough credits research shield generators and equip at least their heavier ships with them.
A lot of those suggestions are not probable to make it in or not even possible I'd imagine, so below is what I think should be done minimally:
For the strength of the units itself, I'd like to see what others have proposed and give them either copied abilities, or even better, unique ones instead of raw numeric stat increases. In regard to the DPS numbers, I could actually buy their ships being slightly above whatever max the races can reach at end-game as I'd imagine they care much less about crew safety and are willing to install dangerous upgrades that regular fleet captains would scorn. Reasonable limits again though as in 5-15% stronger, not mobile starbases.
Bid timer unknown? In a normal auction it makes no sense for the pirates to have an unknown cut-off.
I haven't gotten to the point of ridiculous pirates, but super frigates certainly does not seem the way to go.
I knew that I could not tolerate their incursions into Trader space any longer, so I did the unthinkable. I ordered that 2 novalith cannons be used to eradicate the menace once and for all. We nuke their base.
I then decided to send in a clean up force to rid the last of them and take the base for my own. I sent a small advance scout force to assess the remaining threat and they were greeted with defense canons that could do 57 points of damage per shot and had 11500 armor points. Keep in mind that is about half of a fully upgraded starbase and then note that they had like 20 of these. They also had about 200 overpowered ships in the grav well.
I knew that today would be one of the bloodiest and told my men to be brave and fight well, we had to remove them before they attempted to flee and rebuild some where else. so I committed my entire fleet (fully upgraded and with 6 pacts from the advant)
Needless to say we lost many men that day. Good soldiers all willing to fight and preserve the TEC. In the end we were lucky enough to get an assist from our Advant allies. The battle to rid us of the pirate menace, but wow such power should not be in the hands of men who serve to home world.
I like the pirates as they are. IMPO they are still quite weak but more anoying now for sure.
Do you play modded or something? I'm getting pirate cruisers with more hp/armor/dps than any of my level 10 cap ships. If you consider that weak, you're either cheating or playing a mod, or just trying to talk up your ePeen. I mean ffs, these things can rickroll a fully defended system in less than 4 minutes.
Here's my take on it: https://forums.sinsofasolarempire.com/371464/get;2531299
-Itharus
definitely agree on being able to set levels. right now the pirates are broken
currently an early game raid of the pirate's mobile "defense platforms" (how do they move so much mass so easily?)
pirate corsair 14 armor 2464 hp
beam def pltfm 12 armor 3600 hp
Pirates have far too much military muscle right now.
I think perhaps they should be... well, more piratical and a bit less like a massive military power. I think the high-power raids should still happen, but only through suitably lucartive mission offers (the idea being that such offers would draw mercenaries from across the galaxy, or some suitably fluffy explanation ).
Raiding on multiple fronts, focusing more on economic damage (maybe give pirate ships a few econ-hurting abilities, similar to embargo?) both seem like good ideas to me. Sabotage also seems like something pirates would be well suited to. I think pirates should be in it for the money. Craftier pirates, pirates that make you pull your hair out because they did something clever, as opposed to the flying-tanks-from-hell that they are now, would be much cooler.
For example: Right now there is nothing you can do, short of taking over the planet, when someone discoveres an artifact. Giving pirates an ability to roll back planet exploration would be an interseting twist.
That said, I do like the the fact that in Diplomacy it is usually more cost effective to keep the pirates alive and bid them up to damage your opponents. I'd really prefer that this not change, because I like the idea that pirates are difficult to exterminate (even if I did grumble when I discovered the flak defenses on those turrets... oww my bombers ).
In my opinion, there is two major problems :
1. Pirates are (obviously) overpowered.
2. Pirates doesn't fit properly in the Sin's background. How it's possible to have a small ship more armored than a space station ? How pirates living on an asteroid can be more evolved than a space empire with billion of people, research centers, universities... ? TEC have surely a strong industrial capacity, after all they are an economic power, but their ships seems to be build in pulpboard when they fight against pirates.
My ideas :Dramaticly reduce the buffs (or simply remove it, that sucks).Pirates uses a new type of weapon (some kind of radioactive ammunitions, not sure) that can bypass shields and armor. The purpose is to have pirates who kill less, but can seriously damage a fleet.Other civilizations don't use that kind of weapon because it's extremely dangerous and instable. Pirates are nuts, or they uses slaves, or they don't really care about their health... anyway a good pirate is a dead pirate so TEC&co scientists never really got the chance to study it.
And I read some very good ideas :Give pirates some economic "damages". A planet attacked by the pirates have debuff on metal/crystal extraction, very high debuff on trade, and no impact on taxes (we all know that tax collectors don't have feelings) due to the fear they inspire amongst the population (like when wisigoths/mongols/babarians attacked the roman empire).On middle/late game, pirates can attack one or many planets. We never know if we will encounter 1 strong fleet or many weaker, and with economic debuff it can be devastating.
I hope that most of what I have written is understandable :/.
The problem is with the 4000 hit points they get. Kodiaks with capital-level health and shields baby yeah!
one thing i would like to see if it is possible is the ability for a single player to secretly pay the pirates and publically pay the pirates at the same time. potentially winning in both auctions. right now it seems that it is all just one big auction with two different venues from which to pay. this is really too bad because there is much potential strategy thwarted by merely having the one end result.
question: in the game as is right now - can a team of 3 (locked or unlocked) participate in the auction such that one team members public auction activity does not negate another team members private auction activity?
edit: i mean of course the end result presupposes negation in terms of who wins but what if the team wanted to give the appearance that they were buying publically but were actually buying privately by funnelling money to one player to use as auction money?
oh yeah well also....maybe just up the experience points that the pirates give and not even change how tough they are or how they level up....at least thatll make someone think twice about paying for the services of pirates if they are potentially paying for your caps to level up
Well, I managed to invade a pirate baseafter a few hours of gameplay. It's no walk in the park, you have to really devote yourself. 9600+ hull gauss guns, 4000+ hull ships... but I wanted the achievement!
I think it is a bit ludricrous that the devs refused giving capital ships to the pirates because they are supposed to be low tech, yet they have super-duper infinitely growing powerful friggin FRIGATES stronger than capital ships. Ludicrous.
I think on a futuristic setting like this, education would be pervasive, thus it would NOT be uncommon to find all kinds of Ph.D. scientists willing to wage war on civilization and 10-star generals disgruntled with their governors, willing to defect to piracy. I say get rid of the notion of the pirates being low-tech. Give them star bases and hangars for their defense, give them ships from all 3 factions, and give them capital ships.
If you are willing to make changes a bit deeper to the game, let the players pay bounty with ships as well as money. Giving a capital ship is a pretty convincing way of telling the pirates to attack the target I want. You could put in an incentive for players to give them ships, like being safe from raids for X raids, depending on the amount of ships given to them. Erm, scout and colony ships should have no value to pirates.
Ugly: you can research a Diplomacy tech that allows missions to pirates... which is essentially private bounty - on anyone, including allies.
yes but it seems like the way it is working right now, and i could be wrong on this as my last couple Dip games have been 1v1....but if you try and buy into the public auction it cancels out the private auction....you know what i mean?
go into the private auction and bid there. wait for the timer to start.....now go into the public auction and bid there....now go back into the private auction....the timer disappears (and if you wait until the end of the auction time the no-longer-timed private money wont count)...now pay some more money into the private auction....timer starts back up from the beginning and only one of the auction prices count towards the piracy auction result....i have never seen it occur that the private auction timer ends and the pirates just go do that right then....which brings me to ask the question: why does the private auction timer exist in the first place? what is its function other than potentially evening out the bidding war playing field?
seems almost like a contradiction in terms thats all. its not that its horrible right now its just that its falling short of its potential
right now there are 2 auctions ending up in one result. it seems there should be 2 auctions ending in 2 results, one of which is publically transparent, one of which is not. that seems like a better and more consistent/meaningful way of doing it.
im also wondering whether or not the computer recognizes the targets/missions chosen in the private auction and compiles money for bids that are similar and acts according to the compiled result or whether the result is decided by the single highest bidder. it seems like if 3 people are paying 2000 dollars for a hit on one planet that that mission should win over 1 person paying 4000 dollars for something else....but then again....perhaps this is not a good idea as it makes ganging up too easy and narrows the scope for strategies allowed
Uhg, dunno then man. Until the next patch, I just turn the pirates off, which is a shame.
Wow.
I hadn't realized that they had beefed up the Pirates so much - I now realize what you all are saying.
I guess, with respect to the Pirates, is what should their role in Diplomacy be? What was wrong with their roles in original Sins and Entrenchment?
Simply making them gain power throughout the game seems like a good idea at first, but the problem is that there is a point where they are more powerful than any planet in the game. This has been said throughout this topic. The way it is now, you really need to focus on eliminating them, but you cannot divert resources unless you have a bunch of allies.
Case in point, I just played a 3-player game with 2 computer players and me. I tried to attack the Pirates after I had eliminated 1 player and I couldn't believe my eyes how powerful they were. I had a fleet of 2x every Vasari Capital Ship (all at least level 5); 12x Jikara Navigator, Ravastra Skrimisher, Kanrak Assailant, Karrastra Destructor, and Junsurak Sentinel; and 6x Lasurak Transporter, Stilakus Subverter, Serevun Overseer, and Skarovas Enforcer - that's 96 ships! All fully upgraded and I ended up losing a significant number of ships without even starting on any of their defenses. I decided to simply reload and take care of my other computer oppenent and then went after the Pirates after the last computer was defeated by selecting "Keep Playing".
So if the developers don't want the Pirates being destroyed easily by a single player, then I think they succeeded. However, is this what we want the Pirates doing in Diplomacy?
I'm partial to a setting letting you select the Pirates strength, but as other people have alluded to it seems like there should be a different way to make the Pirates more interesting than simply overpowering their ships and defenses.
Here are some things to think about:
These are just some ideas to help spur the discussion and give the developers a bit more to chew on - I do agree, though, that it seems like Pirates should not be the Dread Lords of Sins.
I don't mind having strong pirates. But at the moment I see 2 main issues:
_ Pirate ships are way too strong compared to faction ships. You can't guess the balance of powers until it's too late. I outnumbered them by 2 in a system they attacked and my forces justed melted like snow under the sun. I saw them coming and I had reinforcements but I never thought that so few of them could steamroll my defenses in a few minutes. You can't manage multiple fronts if you can't get an idea of how strong they are in a matter of seconds. Give them as many ships as you see fit but please, lower their strength so that we can assess their strength more quickly. The ideal solution would be to have their number vary more and their ship strength vary less.
_ Faction AIs don't know what to do with them. They rarely spend money into the bounty system (in hard, at least). The result is that you can double your fleet with a thousand credits worth of bounties and then throw your fleet into the huge breach they carved. An AI in normal difficulty gave up in one of my games a few minutes after a pirate raid. They had several planets remaining. I suspect that they got overwhelmed by pirates and gave up like they would do against a faction player. It looked a lot like a ragequit to me.
Since some people gave suggestions, here is mine. I want pirates to last long, and I want them to be a threat for any faction. Here is my scenario:Pirates' homeworld is an asteroid and can be conquered. But, being an asteroid, it has little value for any other faction. The cost involved in its taking would not be worth the reward.Pirates have the whole map revealed. (They have people infiltred in every faction). When they strike, they strike where a faction is the weakest.Pirates goal is not to kill people. They need those people to produce goods, so they they can rob them again and again. When they attack, they target civilian structures and destroy them quickly, they bomb the planet up to half its health for the fun of it and jump to another planet if they didn't face any resistance. When they get their ass kicked, they retreat to their base.Their bombing could have an impact on planet allegiance, it would reflect the feeling of insecurity left in their wake.Pirates remember who encouraged piracy by gaving them money. After their base has been crushed (and some time has elapsed), they spawn again on the nearest asteroid/planet belonging to the player who gave them the most money (pirates are more likely to hide where they are welcomed).Results: _ There will always be pirates._ Pirates are a real hindrance but don't put a whole faction into jeopardy. (They raid planets, they are not world eaters)._ Abusing of the bounty system and of the strength of the pirates can be risky: if two players got tired and gather their fleet to wipe them out, you lose a planet/asteroid._ Players won't try to crush pirates as fast as possible because there will always be pirates anyway. It's better to know where to point the guns than having uglies spawn on the other side of them. Besides there is no need for their base to be better defended than the death star._ It's funny to see the richest guy have a pirate base pop in his empire.
Just decided to try taking the pirate base, at the end of a 9+ hr game. took a maxed out fleet of 6 lvl 10 caps and about 260 frigates, 150 of them LRFs, with all military research completed. I managed to take out about 1/3 of their ships, and didn't even touch the 20 or so turrets.
Pirate stats at this point:
Corsair - 7392 hull, 42 armor, 167 ac damage (50 exp)
Cutthroat - 5616 hull, 40 armor, 130+43 laser damage (35 exp)
Rogue - 4608 hull, 38 armor, 103 ac damage (15 exp)
Pillager - 4176 hull, 37 armor, 136 laser damage (30 exp)
Reaper - 6360 hull, 40 armor, 214 ac damage (25 exp)
Defense Platform - 16800 hull, 50 armor, 134 gauss damage (50 exp)
Numbers: 23 Corsairs, 7 Rogues, 8 Pillagers, 16 Reapers, 13 Cutthroats
There were also about 35 more ships out raiding one of my planets at the time I attacked.
Just counting what was actually at the base when I attacked, they had a total of 729658 hull points. My orkys had about 21000, so that's the equivalent of about 35 fully upgraded starbases in one gravwell, in terms of defense. Possibly more, actually, because the ships have more armour than my starbases seem to get. If I could be bothered to calculate the damage I'm sure it would be in a similar area.
Just in case anyone was curious but didn't want to play a massive long game to find out!
maybe another good idea (or maybe not)...but what if the more research the pirates do, the more expensive they become, the more experience they are worth and the longer the bidding period lasts....something like that....
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