While I'm no fan of pirates or superweapons I plan against both. However, I think it's a cheap shot to use superweapons to kill off the pirates. If I didn't want to fight or worry about the pirates, I would have turned them off. If you want to kill them, you should have to invade their system the hard way. I used to have fun buying missions against my oppenents and if they're dead; they can't do a mission.
Also, I put a starbase in every system and use the protecting against bombardment slot to protect my planets. It's a pain and expensive but necessary. Why doesn't the AI? Was playing a Large map and got tired of playing so I superweaponed his captial and it was game over. No starbase!?
I hate this idea. Pirate bases are already loaded with enough obstacles. Giving them a starbase would just further delay the inevitable.
I will agree with you on the AI not using starbases to prevent bombardment from taking over planetary governments. I have not seen the AI do that yet. It's possible we have not played long enough games to come across the AI using such a strategy. It does tend to handicap itself by splurging too much on fleet supply therefore making the necessary upgrades for auxiliary government harder to get.
it would be very easy to take the starbase ability to keep a planet from capture and modify it so it can be added it to any of the pirate planet modules.
Suppose a starbase is a bit much but at least make the planet none superweapon bombardable. Just think it's a cheat that you can kill the pirates w/o any pain.
On the last huge game I was playing deep towards the end I finally found some of the AI planets being protected against bombardment but still not the capital and that's with the Captial victory option active.
Instead of a starbase to make a pirate planet even harder to attack, why not just give them a shield generator or two.
I actually like this idea. Though I'm no fan of the Mass Effect universe, I did like Omega Station and i do find the idea of a criminal starbase appealing. Just give them the starbase, take away most of the ridiculous turrets, get rid of the random-as-hell titan (seriously why would pirates have a super-ship?), and it'd be petty good.
Yes, I think piarte star base should be there, actiony, that pirate do had a base right now, though it's not same as starbase.
Maybe starbase replace piratebase to be stronger? but can't be destory but can taken control of it?
1. I've seen the AI many times on unfair build starbases with Aux gov. It's just not every time or in short games.
2. Pirates with a starbase isn't really neccessary, they just need higher planet health and quicker recovery.
3. It's already mentioned that they won't be given planetary shields since they don't have any shield technology.
1.) Higher health really doesn't solve the problem. It'll just take a few more shots but the result is the same.
2.) A titan isn't necessary either. They could just make the planet invulnerable to such weapons with a few lines of code. I think it's more about the "coolness" factor of a pirate starbase.
3.) Pirate star bases are cool. 8)
Pirate starbases would be cool.
Also a pirate starbase that started out with no upgrades, and then upgraded along with the rest of the pirate stuff would be an interesting addition to the game.
By the sounds of it you're more for if pirates are enabled they shouldn't be gotten rid of then. Even if pirates only take a few novalith hits, those are all novalith shots not focused on you.
I dont see a problem with it guys. It would let them Aux Govt there planets so AI's wont Novalith spam them. It would also make the game more interesting as well. A new starbase model would be awesome.
It ain't hard to do and is fun to go up against. Even if you disable pirates, the base is still there and upgraded fully the second the game starts. I'm looking forward to pirates that actually research their stuff...
Pirates are researching their research items, right and getting more armor, hull, damage, etc... ?
I don't like the idea of One Piece style pirate strongholds. Realistically speaking pirates would try to keep a low profile and stay undetected close to their homebase, as to not draw attention to them.
I would prefer if the pirates would attempt to occupy neutral gravitywells to establish raiding spots and harrass enemy fleets while somehow actively hiding their actual base from all players. I made a sugestion about that, but it wasn't very refined I guess or people deemed it too complicated or something.
As for protecting the pirate base from bombing damage: It seems Yarlen doesn't like the idea of giving them shields since the don't have shield technology. I suggested they'd build some sort of artificial fortification using destroyed Ankylon armor bulks, with the bulks having weaker protection than a full blown planet shield (since the plating wouldn't completely surround the asteroid). That armor could be hard to take out with a fleet. Combine it with respawning pirate forces and defense turrets and pirates actually put up a fight. I would deem that a better alternative than just putting a starbase there.
To keep it simple, give the pirate faction it's own tech to mitigate bombardment and increase planet recovery rate. a mixture of advent's hardened cities and TEC disaster recovery. Either make the mitigation quite high such as 80-90% or give it a planet health similar to the occupation planet when upgraded as well.
Sins pirates are anything but low profile. They own a planet, build big fleets, attack big faction fleets, and man defensive turrets. Why not a Starbase? Never seen One Piece. It looked silly. But there are plenty of Scifi works where pirates own bases or even major starbases and cities due to politics and nations being more concerned about other things to care. And if you want to get rid of them, you should have to attack directly rather than cheaply resorting to Novaliths. Really, it'd be easy too. Just palette swap a TEC starbase and voila.
Probably won't happen at this stage of development but hey, one can dream.
They don't own a planet, they have a small asteroid that they remodeled using junk from whereever. The "massive fleets" are actually quite puny compared to what regular factions can put up, given you don't play an AI game where pirates raid undefended AI planets until they become unstoppable. The normal pirate fleets cannot even keep up with regular defenses until later stages of the game, where raid strenghts increase to maximum.
I personally find the way pirates act in Sins to be a little unrefined and ineffective. This starts with the way bidding works, over to how pirate raids work and how you offer missions to them and ends with the way their base is set up.
Bombing mitigation for the Pirates might work, but I'd prefer a way that still permits you to take them out using caps and siege frigates without having to bomb the asteroid for hours.
I was only taking up one piece as an example since it shows pirates being equal (sometimes superior) in strenght with the local governments and authorities. It had nothing to do with how good or bad that story is .
What if the pirates sorta took a leaf out of the Vasari Loyalist's book?
If the pirate homeworld is destroyed, all remaining pirate forces form up in as big a fleet as they can manage, and move against a randomly chosen planet. If they bombard it to death, it turns into the new pirate homeworld. If they're wiped out, they're gone as normal.
So if you take out the pirate homeworld with a novalith, you now have a gigantic fleet to worry about. If you do it the conventional way, it's just business as usual.
It probably won't happen (it'd take quite a bit of new code to implement), but I think it would add an interesting twist...
Pirates need a rework to be honest, but a starbase is almost necessary to stop super weapon spam against them.
Personally I'd like to see something akin to that myself. Maybe even ditch the whole pirate base planet entirely in favor of a piecemeal titan, starbase, or flagship capital (just to withstand some punishment from incoming fleets) that acts as a mobile home like the Vasari will be getting. Without the whole planet destroying part, of course. Even if they don't actually ever move.
But, I suspect that even if nothing is actually done to help the pirates survive novalith spam from wiping them out, modders will take care of it in both as simple, and as entertaining fashions as they can manage.
Pirate Starbase if fine by me, give 'em some capital ships to spice it up further! I believe it's the Distant Stars MOD that already has the spiny bits one them!
So why not a starbase? That asteroid has health, probably personnel, and acts as a base anyway. I really don't see your argument in them not being allowed to have a starbase because pirates shouldn't have a static base-- when they already have a static base.
The "massive fleets" are actually quite puny compared to what regular factions can put up, given you don't play an AI game where pirates raid undefended AI planets until they become unstoppable. The normal pirate fleets cannot even keep up with regular defenses until later stages of the game, where raid strenghts increase to maximum.
So its a big inefficient fleet. Doesn't change the fact that its a big fleet with lots of people piloting ships. Still, what pirates do you ever know that form fleets and attack whole nation armies? I'm just saying the way pirates are is already unrealistic and "abnormal" compared to most pirates, so why sweat the details?
Thus a starbase. You can keep the planet weak if needed. Or not. Doesn't really matter. And really, if they wanted to, it'd take a few lines of code to make the pirate planet untargetable by super weapons. You don't even have to mess with the health or anything.
And in Sins I've seen pirates wipe out factions, bomb and wipe out planets with supposedly billions of people, and trash smaller faction military fleets. All I'm saying is, its already that way. Sure they're not indomitable by any means but they're pretty tough when you consider what they do regularly and when you consider that factions actually pay massive bounties to get them on their side. So why not a star base? It seems less unrealistic than pirates have a buttload of super-uber-gauss turrets at their base. It can even be a crappy little corner with auto-guns and lasers. No beams or missles even. And of course, no shields but a lot of tacked on plates.
Heh, I've liked that idea for a while though it probably won't happen. If it did though, I say the new TEC Transport Capital makes most sense. It is a ship that sends a boarding crews to sabotage, pillage, and take over ships and structures.
The Pirates as they exist in the game are hardly "pirates" in the true sense of the name. What pirate fights to elimination? Literally suicide pirates. Real pirates look for easy pickings. Real pirates will avoid the lost of their own ships, i.e. avoid serious military opposition. Real pirates plunder and leave... before help arrives.
If players wanted more realistic pirates, they would be hiding in star or empty gravity wells, preying on freighters as they passed through or small hit and run raids on weak outposts. They would be emptying your credits and resources to make themselves stronger.
As it is now, we might as well have them be another AI player. Give them a full tech tree if your going to give them a star base.
In case you are interested...this happened to me when pirate raids built up at pirate base way too much
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