New game, got a ~600 credits bounty on my head, figured I could take them on, no problem.
Yeah, no. A hundred ships came. A hundred. Against my flagship, two caps and a smattering of corvettes.
The pirate siccing mechanics are STILL incredibly toxic, and the pirate screen is STILL ignored all the time except for the last half of second where you just pump up the bounty.
Got mad afterwards, placed a 15000 bounty on one AI. 0.1 seconds before the pirates launched, I had a 15250 bounty on my head.
IT HAS BEEN YEARS, AND THE PIRATES ARE STILL THE MOST TOXIC THING THIS GAME HAS TO OFFER!What's worse, I can't even turn them off, game crashes on startup.
I do too. However starbases would completely stop weaker raids more so than now. if there were a chance for pirates to show up on any planet like tec's insurgency tech, it would force people to maintain rear defensive groups or build defenses (or use the money to bribe pirates). I am of the opinion that turrets and repair bays should be enough to stop most raids.
I've been trying to play with pirates more because it seems some of the factions are balanced around them but I think I'm just going to turn them off again.
How do you consider a single starbase countering raids a problem but think that repair bays and turrets should be enough?
An upgraded starbase is more powerful than a few turrets......
And a few orders of magnitude more expensive.
The bidding should be "secret".
I've played many games since the original SoaSE and when I bid the person "KNOWS" that "I" am the bidder (in ALL games)...wt...
Plus having a "secret" bidding process would add more mystery!
In my opinion, Pirates already have a advantages (more powerful ship es. in early game, at their base have fought against 200-ish ships and had to retreat).
I would not turn the pirate option off but there needs to be a little tweaking...
I'm guessing because the turrets still take some time to die, and you can just keep queuing more in construction?
Takes a hell of a long time for the pirate raiders to die though
As I said, they're WAY too tanky. Pirates should be opportunistic glass cannons. If you can field more ships that are better than anything else in the universe, why are you bothering with the pillage. Grab the planet and expand like wildfire!
I agree. This is where i was going when I said turrets should be able to defend against small raids. As it stands now, early game defenses cannot stand up to early game pirate raids (pirates destroy constructors and it take a while for them to come back). Whomever gets attacked first is way behind everyone else in terms of expansion.
I also retract my starbase "problem" in response your proposed mechanic change because if someone sacrifices fleet to tech up to starbases, they should be able to fend off early raids.
The thing is though, wouldn't it make sense for pirates to eventually develop tanky ships as they get more money? They aren't spending it on planet upgrades, and I'd rather have a fleet of tanks than a fleet of glass cannons, if I was a pirate.
Short answer: No.
Long answer: It would make no gameplay or logical sense. For starters, pirates aren't the vanguard of an army, they are not front line troops, if they end up taking fire, something has gone wrong. And the thing that's most annoying about pirates is their ability to tie up a fleet because they're so damn tanky, and can really disrupt your economy by killing planets and trade/refinery ships, but can't really put up much hurt otherwise, not unless the game goes derp and spawns a million accidentally.
Personally ive never had an issue with pirates.
Sure they can sometimes come with huge numbers but if they do I tend to just focus on colonising everything else around the target planet and just rebuild it all once they leave. Sure its not ideal but then they are there for that reason, to hinder and generally cause problems.
I do however agree that they are a bit bland in the sense that its an 'ebay' like auction at the end of the timer for everyone. I also agree with the comment about not using the panel for anything other than that.
In fact if ill be honest I NEVER use the panel. When it gets to the ebay bid war I just spam the button at the top to ensure its not me.
This for me states that pirates need to be fleshed out a little more. They are serving their purpose nicely at the moment but more function would nice. A reason to actually go onto that panel and take note of whats going on. Perhaps there could be more pirate 'factions'? For example currently we have just TEC pirates (or at least TEC ships). Why not use some of the other racial variants? Especially now the faction wars have broken out amongst the factions it makes it more feasable for other smaller factions to splinter out of it.
Also I think a good idea regarding the pirate attacks would be to scale the type of attack with how much money someone has pumped into them. For example if I have given 200 credits then I should expect an attack of say 5-10 ships. But if I have pumped 1000 credits then that number would increase and potentially have more powerful ships among it.
Of course to combat strong oponents taking advantage on this there should be a money cap to which how much 1 single player can invest into the raids. This basically means that dominant players can still try and send a pirate attack like before but if smaller, weaker players banded together they could achieve a winning bid. Of course there would still be the argument that the strong player can only invest say 5000 credits while the other 3 each invest 5000 to make 15000 and if that scaled the power then there would be one serious force to reckon with. Perhaps if that was an issue then an overall limit to what all players overall can put in.
Perhaps other options could be requesting specific types of ships the pirates use. Or perhaps you could even ask them to help defend a planet. Perhaps you could even give them a wad of cash in return for a couple of their ships. Of course being pirates they would want over normal asking price for those ships but it could still be a handy tool if you have a large enemy coming for you and not enough time to build ships...
Just 2 cents!
If you were a SMART pirate you would probably want to install some armor in case something went wrong....just saying....
The only concern with that though is the pirates becoming too powerful...
I guess in that sense that is the sole reason as to why they are there though... Its a contraversial decision if its ever made and I can see people going crazy over it. That being said it does make more sense.
It would be nice if they were at least able to get something dangerous for example something on the lines of a novalith platform. I only suggest this as ive never figured it worth my while to actually take their base out. I just starbase the systems connecting to it and ignore them. If they had a novalith (a baby one!) though it would make me want to at least acknowledge they are there and are a threat.
They already have "some" armor, that is the problem. Their armor is better than anything the three greatest cultures of the universe can produce!
Wait, you want to give Pirates a... Novalith? What the hell?
It is ironic that people with no labs for research can produce greater armor than galaxy spanning empires with legions of labs and resources. If a player controlled fleet had the same level of armor one finds installed on a pirate ship, than the game would be a lot harder. And it would be nice to nerf the pirates slightly. I dislike having to spam lots of static defenses for the sole purpose of dealing with pirates sent after me due to a last second clickfest on the bounty button. And a Novalith cannon would just make the pirates even more ridiculous. They're already overpowered. They don't need an interstellar nuke launcher.
Why not make pirates attack not a single player, but split the fleet proportional to the credits bid against all the players?
My only concern with the pirates is how they are out of the game within about an hour against the AI. Novalith make them go bye bye.
Other than wanting to make the Pirates tougher (capital ships, maybe even a Titan - lol okay just kidding on that one), I just want their base to become a non viable Novalith target. If the Advent super weapon is useless against them, so should the TEC's.
How else am I going to get cheap target practice for my capital ships to train on?
Here's my pirates scaling and bounty effect idea with some minor fleshing out:
Average Fleet Supply under 150 = Pirates inactive. They activate when the average gets above 150 Supply, and the first raid counter starts.Average Fleet Supply 150 - 300 = Threat level 1. Pirates have a total fleet equal to 150 supply + 1 for every 100 credits of total bounty. Everyone with a bounty on their head gets a share of the pirate fleet, and this share is equal to their share of the total bounty. Each fleet is sent to a RANDOM planet chosen from among the three worlds closest to the pirate base owned by the target. Pirate ships at this level are only Cuttthroats and Rogues in a 2 to 1 ratio.Average Fleet Supply 300 - 600 = Threat level 2. Pirates have a total fleet equal to 300 supply + 1.5 for every 100 credits of total bounty. Possible pirate ships now include Pillagers (1 for every 8 Cutthroats). Pillagers steal Metal the same way Cutthroats steal Credits.Average Fleet Supply 600 - 1000 = Threat level 2. Pirates have a total fleet equal to 700 supply + 2 for every 100 credits of total bounty. Possible pirate ships now include Reapers (1 for every 4 Cutthroats). Pillagers steal Crystal the same way Cutthroats steal Credits. Average Fleet Supply 1000 - 1500 = Threat level 3. Pirates have a total fleet equal to 1200 supply + 3 for every 100 credits of total bounty. Possible pirate ships now include Corsairs (1 for every 10 Cutthroats).Average Fleet Supply 1500 - 2000 = Threat level 4. Pirates have a total fleet equal to 1800 supply + 4 for every 100 credits of total bounty. The fleet sent for to the player with the largest bounty has a single Starship (a random TEC capital ship with a randomly assigned name such as Barbarossa, Blackbeard, Rackham, Avery, Morgan etc.). Starships do not count against the fleet supply limit.Average Fleet Supply over 2000 = Extreme threat level. 5 additional supply per 100 credits, each pirate fleet has a Starship. Starships do not count against the fleet supply limit.
Starships have no shields or special abilities, but are identical in stats to level ~5 capital ships.Pirate ship HP is equal to the basic HP of the ship it is supposed to be, their armor is equal to the base -1, but their turn and maximum speed are 15% greater. Their damage stays exactly as it is right now.Pirate ships enjoy weapon and armor improvements equal to the average of all the players in the galaxy.
I want a Pirates.constants file so we can mod all of this.
Not really, compare a Corsair to a Kodiak pirates are unable to actually produce shield technology, im almost sure that adding to much armor to a ship will disallow it from actually having shield technology. Due to pirates inability to actually produce shields they had to solve this issue by strapping on a bunch of armor. Also dont count titans as im sure their shield generators are gigantic.
Wouldn't give us access to the spawning/attack mechanisms. But sure, it'd be a great start!
I don't get the lack of shields by the pirates. They've been raiding the TEC for God knows how long, and they've been raiding the Vasari and Advent since they've shown up in Trader space, and yet they've been unable to capture any examples of shield generator technology they can reproduce?
well first off reg you have a problem if you are crashing when you turn off pirates...haven't ahd that happen yet. so the problem is between the keyboard and the chair in your case.
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