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[Discussion] Beta Pirates

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13 years ago
Jun 5, 2012, 6:18:24 PM
Yeah, I'll throw in here too, the pirates seem to be awkwardly strong. In my early game they are usually far more threatening than any of the other factions around me. They seem a little too strong.
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13 years ago
Jun 5, 2012, 1:53:31 PM
Pirates have historically never been "a force to be reckoned with" they may be a nuisance, they may even be highly detrimental to trade, but they dont conquer your country.

In ES-Beta, they do. In the early game I'm far more worried about defending myself from pirates than other races, the AI collapses against pirates, once a 1000 strong pirate fleet turns up, most people are still using scouts of a small number of corvettes.

I dont really understand why pirates are as strong as they are now, it doesent make sense to me, and its really annoying.

If you want pirates, then make them spawn on some odd moon somewhere and let them put a negative modifier on income for a while, perhaps based on trade routes, and perhaps often near trade route hubs (go where the money is).

But dont conquer my country with them, its just silly.
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13 years ago
Jun 5, 2012, 9:56:22 PM
The new pirates are fine. I've found that they only spawn outside your sight range (can anyone confirm this?), so I sprinkle a couple of scouts here and there to cover all the systems. In a huge spiral 8 map, I was able to cover enough ground in my arm of the galaxy that I didn't see a single pirate spawn. However, when I moved to the center, they had one big fleet and two little fleets waiting for me. I lost my main fleet (mutual annihilation!) to take down the large pirate fleet, and then mopped up the smaller ones with my rebuilt fleet.



So scout those systems and stack your fleets! smiley: smile
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13 years ago
Jun 6, 2012, 12:00:46 AM
I agree with the prate buff tbh, they were pushovers with very little spawns before, but now you have to build a little early military tech to handle them. Good fun ^___^
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13 years ago
Jun 6, 2012, 12:20:49 AM
I really don't find them an issue, even as Pilgrims. The AI just sucks so much at making competent warships that they can be destroyed for minimal resource costs.





That said, they do seem to be crushing the AI from time to time, so perhaps they are too good (not that the AI is).
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13 years ago
Jun 6, 2012, 1:30:39 AM
I'm a fan of the current pirate level, however, what I would like is some sort of 'money grubbing' ability. I think it should go like this:

Pirate fleet enters outpost/colony/your fleet. Dialogue occurs. For each CP in said fleet, X dust held as ransom. If you cannot or choose not to pay, combat occurs. If you pay, they are seen as an allied fleet for as long as they are in the same system or realm of influence. You cannot control them, but it'd be a nice flavor mechanic.
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13 years ago
Jun 6, 2012, 3:09:13 AM
The pirates I dealt with in my one game weren't excessive, but from what I hear the pirates you get aren't always the excessive kind. I'll be having more trouble with pirates because I won't be spewing out twenty colonies in the first fifty turns so they'll have a lot more places to hide, but they only because a problem in my first game because they blockaded my systems while my fleets were off at war.
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13 years ago
Jun 6, 2012, 4:04:48 AM
Varega wrote:
I'm a fan of the current pirate level, however, what I would like is some sort of 'money grubbing' ability. I think it should go like this:

Pirate fleet enters outpost/colony/your fleet. Dialogue occurs. For each CP in said fleet, X dust held as ransom. If you cannot or choose not to pay, combat occurs.




"You've got a nice army base here, Colonel. We wouldn't want anything to happen to it..."



http://www.youtube.com/watch?v=cNZKUozrBl4



smiley: cool
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13 years ago
Jun 6, 2012, 8:25:37 AM
I'm playing as sowers on a big map (6 empires, normal diff) and zerged across the map early on like there's no tomorrow (didn't know about the expansion penalty now in beta) which gave me a total score of around 5000 when all the others were stuck at below 1000. even te craves one arm away from me posed no threat at all so I took over their arm and now I'm in control of nearly half the galaxy... and the pirates? god damn they kick my arse. no other empire in the galaxy comes even close to my fleets but the pirates just go around with 4k~5k military power fleets like it's nothing. they even took away a system that I earlier took from the cravers without me noticing. I guess I'll have to go design a few dreadnoughts and teach them a lesson -_-
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13 years ago
Jun 6, 2012, 10:08:59 AM
vaendryl wrote:
I'm playing as sowers on a big map (6 empires, normal diff) and zerged across the map early on like there's no tomorrow (didn't know about the expansion penalty now in beta) which gave me a total score of around 5000 when all the others were stuck at below 1000. even te craves one arm away from me posed no threat at all so I took over their arm and now I'm in control of nearly half the galaxy... and the pirates? god damn they kick my arse. no other empire in the galaxy comes even close to my fleets but the pirates just go around with 4k~5k military power fleets like it's nothing. they even took away a system that I earlier took from the cravers without me noticing. I guess I'll have to go design a few dreadnoughts and teach them a lesson -_-




Yeah thats exactly the point i was making, who cares about navies of countries, its the frickin pirates that are dangerous.

makes no sense whatsoever. if you want a challenge from non countries, then call it something else...rebels maybe (that flip ownership of your own fleets?), but not pirates.
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13 years ago
Jun 6, 2012, 10:19:07 AM
Playing Amobea last night, pirate fleet 4/15 strength 1800. I was sending in fleets 9/9 and their strength was 5-600, totally ruined my game, I had to kamakaze several fleets so I didn't lose the system while not noticing they pinched another system. With my fleet decimated the Sophons moved in.
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13 years ago
Jun 6, 2012, 1:07:46 PM
I agree, that the pirates are way to strong. If you want deadly pirates you can increase the difficulty setting but not on normal. That said i also think that pirates should not be a force as stong as an empire. They are quick, elusive, sly and intelligently pick weak points in your economy. Completly oposed to what they are now. If anyone has played Distant worlds, you know what good pirates are. They attack your mining and frighter vessels and you also can use them to pay and attack other empires. Like in history when they became privateers. I also liked the hidden objects in the galaxy and the posibility to pay pirates for hints on hidden artefacts, or treasures.
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13 years ago
Jun 6, 2012, 3:46:22 PM
Keep the pirates as-is. With some basic research (why aren't you getting beams early on?) they become a nuisance to a corvette/destroyer fleet.
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