After bringing the Titans to each race the Pirates are less powerfull/usefull then before. Ok they were not strong at all but now everyone can rush the pirate base straight few minutes after map launch.
What about giving them some cap ships for the Priate-HQ. And if they start their raids on higher aggression levels it would be cool when they attack with some strong cap ships
Also i would prefer different shiptypes in their fleet. Not only TEC design, maybe some Pirate Vasari/Advent ships.
Because i think after years of war they could "steal" Vasari and Advent ships too and rebuilt/redesign them for their usage.
best regards and thx for the good work btw!
They tried buffing pirates in v1.0 of Diplomacy. Didn't work out too well. Really turned off a lot of newer players who didn't know to turn them off and couldn't compete with pirates designed for experienced players (who still don't use them because its an element mostly driven by luck). The way the system is set up there is no way to make everyone happy, so I don't think they should waste time and players who want different pirates can get mods.
I'm absolutely in favor of more diverse pirate fleets. And a pirate capital ship would be great!
Goa has a valid point there though, the Pirates should not become overpowered.
A pirate capital holding the fort would be 100% A-OK in my book, give it antimatter destroying abilities or something to stop the base being an exp farm for Titans.
Maybe they could send them out on those Overwhelming missions you can give to them or something.
I normally have them inactive.
They extend the game when turned on so I use them as a fine tuning for game time adjustment. I'm a 1,2 maybe 3 hour start to finish FFA type player. Rebellion has now brought me online and am trying to help with this beta release if i can.
Plus, the position of their planet effects strategy. Sort of a Berlin wall to be scaled when desired.
I say keep'm. But no capitals for'm.
Having a pirate base with 2-3 capitals will be enough to deter most from pushing through them unless they have a large fleet. Pirate Corvettes will eventually be needed to prevent easy stomping by solopwnmobiles. The pirates sent on raids, controlled by constants file don't have to have capitals at all and probably best.
i think it would be cool for the pirates to have their own cap and maybe some more ships and such as long as they dont become to powerful
Jut make the pirate base a combination of a phase jammer, magnetic field, plasma storm and asteroid belt--that doesn't affect pirate forces. Problem solved.
I know I've mentioned this before but Pirates should be a separate AI player and should have a toggle-able difficulty setting with the lowest being "Inactive" and a few more on top of that. Personally, I would like pirates to start out somewhat annoying (a step down from where they are now, even though they are manageable) as opposed to becoming giant fleets of intermittent death when leveled up.
However, some people like unreasonable corsair hordes so they should be able to have their cake too.
I know this would be a big change, but perhaps if the pirates split up and attacked everyone with bounty (proportionally based on the bounty each player has) at the same time, that would take the cheese out of being the last person to bid b/c you weren't babysitting the auction.
TEC Rebels would still have an advantage in a 1v1, though. If pirates were not considered "neutral" but a distinct "player", then "Honor Amongst Rogues" or whatever could be moved up in the tech tree and apply only to pirates. A new tech like "Colonial Friendship" or something could remain at tier 3(?) and apply only to militia.
Another option would be to throw in the target's credit income into the calculation so the pirates send fewer ships to attack a poor person.
I'm just throwing out ideas that might make the pirate idea more appealing to a broader base of people.
Well, i have not play without mod for long time... so, i have always see pirate base with capitalships and a starbase... difficulty was not the capitalship/starbase in the base itself but capitalship included in the raid...
With diplomacy, i play a 10 star random map, with 4 pirates base by star, and pirates having capital/starbase, and it is maybe difficult but not impossible to play... if you wish a easy game, don't play a strategy game... in fact, Stardock can add a Titan for pirates too... maybe make it mobile in his own base gravity wheel but not allow him to jump to other planet... it will obligate player to have a titan with some experience for destroy the pirate world in place of simply use them as training ground...
If they got a cap... it should be/like the new TEC cap. Then they're stealing ships like good pirates and not just razing worlds for kicks.
I like the idea of a Pirate Capital Ship at thier base would be kind of cool.
Maybe go out on a mission if the $ was high enough to make him/her leave her base.
ps A few Random Alien ships in the mix would be very cool to see.
Anyone can make a map with Galaxy Forge and beef up the pirates with enough capital ships to make them happy.
I was able to give them one of each ship from each of the races having 15 cap ships in their pirate base as a test.
Now as I had the pirates on the other side of a wormhole cluster with link to all player starting locations I was disappointed to find that pirates can't (or won't) use wormholes even when provided the artefact that allows wormhole travel.
you can even add structure from races as well.
This is simply a mapping option and not a mod, which I thought was quite cool to play with.
Pirates capitals are against the lore of the game, so those won't be appearing. I do hope to make some other Pirate tweaks before release, however.
I'd like an explanation of that.
These are pirates in a 25 year long war. Crippiled capitals will have been left behind countless times in places the pirates could have grabbed them. Not to mention it would be fairly sensible for one or more factions to provide a capital direct to help turn the pirates on their enemies. In the old days of sail, providing freebooters with equipments and sutioble documents was pretty much par for the course, (though of course they mostly got bigger ships by capturing enemy ones). The only way pirates would never get a capital is if they delibretly destroyed them on sight, even when they could freely salvage them.
Pics or it doesn't happen!
(Make pirates more logically and effectively moddable.)
A lot of other settings are granular- why not make pirates as well? No pirates/low/normal/high/extreme? With high having caps, and extreme starbases?
That would be nice.
I'm inclined to agree, Pirates having capitals being against the lore made sense in Entrenchment, and even Diplomacy, but in the age of Titans, they need to adapt or die, and they've had more than enough time to salvage capital ships for parts, or even a husk from which to model new ships.
If we also take them apparently being an active part of the TEC Rebellion into account, they have even more reason to be fielding something heavier.
I agree, the pirates need something a bit more impressive. A unique capital ship would be great. A pirate starbase would also be an interesting challenge.
The idea of a scaled pirate system rather than simply "on/off" for active would be interesting if it didn't add too much complexity for the devs.
How about die possibility to select a difficulty for the pirates during the player setup? Or an expansion rate, oder upgrade rate in the game options. The option to make them mercenaries only, passive, completely random raiders or even standard sins pirate behavior ( ). I would probably add a whole "Customize your own pirate faction" chart to the game setup.
I see lots of potential fun here. And nobody can complain about pirates anymore.
1.
Have the map generate one pirate base for each faction on the map.
The attack auction would cycle between the pirate factions and for example a TEC pirate would demand more credits/bounty to attack a TEC player.
2.
Give the pirates a capital ship and no base. Have them roam around randomly and if the pirate fleet defeat a player planet their fleet stop for a while and grows larger before moving on.
http://pastebin.com/xuzB4mkt
Major Yar! Even more Yar for the GSDEF would be:
"PlanetOwnerIsPirate""PlanetOwnerIsPirateWithChance"
This would make it possible to give pirates a set group that would spawn and groups that might spawn based on the param percent chance. It just changes the fleet composition up a bit. Would give the option that a group with a capitalship might spawn, even if chance is set to 5 to 10%.
wait... have you seen the pirate fleet sizes?! They could hold a planet ransom if they wanted to, let alone a capital ship (incidently, planet ransoms would be a welcome new pirate feature).
Well there is a difficulty setting for npc's you play against... Why not integrate multiple pirate difficulty settings too? That way newcomers can still have weak pirates, while experienced players can choose to have harder pirates a titan can't just kill solo.
Also there is the possibility of just strengthening the pirate base itself to defend against an early titan, though no idea what you could really put there that could withstand a titan .
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