Pirates need love too

i like the idea of pirates but would like to be able to use them with more options instead of just on or off. i would like to be able to adjust the amount of time between pirate attacks, and be able to adjust the severity of the attacks. beyond using them as mercenaries i would like to see them act on their own accord, that is attacking trade ships and other targets of opportunity. i think there are mods to do some of this but it seems like an easy addition into the options of the game.

any thoughts?

68,717 views 35 replies
Reply #1 Top

I totally agree with you.  I'd like to see pirates issuing multiple waves at once against different people, and not just suicide waves, but actively attacking and retreating against different targets.  Having different settings for pirate activity (heavy, light, normal, off) is something that would be nice, as well.

Reply #2 Top

I find it really annoying how they continue to attack even if the bounty has been depleted. They should flee is bounty has been depleted.

It makes no sense that pirates will continue to fight even to the death. I mean, how can miserable criminals be braver fighters then the AI empires?

I agree with what you say though.

 

 

Reply #3 Top

Pirates that run away as soon as bounty is depleted could be a problem, simply because in a scenario that is not 1v1, bounty usually does deplete before the pirates even reach their intended target.  Other changes would be required in conjunction to make that work.  However, the piracy system needs an overhaul anyways.

Reply #4 Top

Pirates will get some love in the 2nd micro expansion.

Reply #5 Top

i think those are great ideas, but you shouldnt have to much control over pirates other than who can attack...

i mean thats the point of piracy right? Freedom.

Reply #6 Top

Maybe after collectioning X much money they should buy their own cap ships? Or maybe even put up their own starbases......

 

 

-Gabe

Reply #7 Top

How about commissioning privateers?

After conquering the pirate base(s), you get the ability to build cheap pirate ships (funded by booty)that can "suck" credits out of building while dealing damage? (even when no bounty is applied).

Reply #8 Top

I like teh privateers idea and might it be possible to buy unique privateers for your own empire? So an advent player who takes the base and buys a ship gets a cross between the class of ship he bought and its pirate counterpart. I think itd work nice if the ships got something like 75% of resources from orbital nonmilitary structures, 50% from military structures, 20% from planet bembing damage( so the resources from the upgrades that the planet has gotten+ a little more), and 20% or less from enemy ships. The downside to these ships would be that they are exspensive and are weak so they would be bad to take into a battle and are better for cleaning up structures after your fleet has crushed resistance on a planet. I think teh vasari have a similar thing for their capital ships but im not sure.

Reply #9 Top

There are at least three aspects of the current pirates that might seem dubious:

-the pirate base is a fortress surrounded by gauss guns

-the pirates mount destructive terror raids relying on numbers not stealth, and do nothing in between raids

-trade ports are an effective early counter since the pirates spend time chasing the trade ships

It might be more piratical to have a base that was defended being being difficult to approach- perhaps a nebula that prevented the use of squadrons and an asteroid belt that the pirate ships were immune to.  Also, the pirate ships could use some kind of cloak or disguise.  They should be able to capture ships rather than be forced to destroy them- if trade ships were instead captured and refitted as pirate warships, there would be a drawback to using trade ports as a defence.  Pirates used to frighten trade ships into surrender rather than fight, it was the point of the black flag and the poor personal health care.

More than this, it might be an improvement to have the pirates linked more closely to the militias around independent planets, and to have a use for the ships that build up around the pirate base.  Perhaps the surplus ships could be sent to restock or supplement the militia and the pirates lurking near neutral extractors?  Once the neutral extractors bug is fixed and they are made noticeable to the AI, they might then have to be guarded after the initial capture.

A new pirate-only sub-cap ship or command cruiser might help, as the pirates lack subversion and sabotage abilities as well as stealth.   Or these abilities could be added to the existing pirate ships.  The pirate base might act as a rebel broadcaster, as well....

Reply #10 Top

I like some of the ideas concerning new cruisers etc. - particularly with Entrenchment in mind. As it is, pirates wind up plowing into minefields and getting turned to paste when they approach a starbase. Basically, introduce two new cruisers:

An anti-structure cruiser, basically a refitted Ogrov (with maybe a few extra autocannon, to make it effective against non-structures - just lower its torpedo damage to balance it).

A command cruiser with an ability to lower the targets damage output and either a mine-revealing ability like the scout's OR a one that will force-detonate a given number of mines in range.

The cruisers would start to accompany pirate raids round about the time the pirate status became 'elevated' (so the escalation of pirate activity would include quality as well as quantity of ships, and would introduce needed anti-structure support around the time when players had managed to build themselves some defence structures).
Plus, this would make pirate raids a more fearsome threat, making them a bigger consideration in tactical terms.

 

One more note, perhaps some sort of capital ship, introduced when the pirate status reaches its highest. Heavily armed, perhaps with some sort of shield bestowal ability (the only way pirates can get any kind of shield) and various passive abilities.

Reply #11 Top

Oh yeah! Things like Pirate Behaviour and more options including some kind of thievery or something... that would be very awesome, yes indeed.

Reply #12 Top

Quoting Blair, reply 4
Pirates will get some love in the 2nd micro expansion.
End of Blair's quote

Than I hope the Beta starts soon after Entrechment goes final so I can pre-order "Buccaneers".

Reply #13 Top

I hope they implement the idea of pirates affecting trade routes.

Pirates in real life don't go hells balls and attack a full fledged colony, they raid and pillage trade routes. There should be an option for people to hire them as privateers and reduce his trade income significantly. Then there might be a real incentive to wipe out the pirate base.

Furthermore, building any idea of planetary defenses + the lv. of culture along the trade route planets will mitigate this pirate drain on the trade significantly, so there can be even more incentive to get planetary defense and culture.

Lastly, what about at least 2 or three pirate factions? (non-playable of course) Each specializes in a catagory: 1) raiding trade 2) Pilliaging colonies 3) Attacking enemy ships. They would each be good at their speciality and e.g. type 2 pirate would have significantly more planetary bombardment ships in their attacks, and type 3 might even have a capital ship and more Kiodiaks but no planet bombarding capabilities. Hiring one type would have advantages/drawbacks of another.

Of course all pirates should have the potential to grow and eventually become a significant threat to finally give some incentive to wipe out the pirate bases. (Do they really need that many Gauss Guns around that?)

Reply #14 Top

If I was a pirate I would triple the Gauss Guns. Add burst rockets, double the range. Then laugh as the fleets who attack me. MUAHAHAHAHAHAHAHAHAHA.............

 

 

 

 

 

 

....wait...NO!!! My Gauss Guns!!!!!! DAMN YOU CARRIER SPAMMERS!!!!!!!

Reply #15 Top

Pirates should sell you special cap ships :O Like the special heros in warcraft 3.  But you would need to send either scout or new type of frigate to their shipayrd.

Reply #16 Top

i like the idea of pirates but would like to be able to use them with more options instead of just on or off.
End of quote

 

Is there an in game setting for turning off pirates?  Thanks.  :)

Reply #17 Top

Quoting JuleTron, reply 2
It makes no sense that pirates will continue to fight even to the death. I mean, how can miserable criminals be braver fighters then the AI empires?
 
End of JuleTron's quote

Haha that's true!

That's good news Blaire.

I'd love to see Pirates act like Pirates personally.  Why the hell do Pirates send Seige ships?  I wouldn't mind if they sent ships that drain economy from the planet or something but destroying the population?  What the hell is wrong with these criminals, they are a collective of psychopaths?

Why not see them crippling ships, so once they bring a ship to nearly dead they don't kill it but it gets boarded and then flown back to the Pirate base for use or for parts?  Or another similar mechanic involving it being crippled at low health and towing ships come to take it away.

There's tons of things you could do with pirates to be fair, I'm not a great fan of the current system in single player.

Reply #18 Top

Quoting RickSmith, reply 16
Is there an in game setting for turning off pirates?  Thanks. 
End of RickSmith's quote

When you are setting up the game choose Game Options and you can switch Pirates on or off from there.

Reply #19 Top

Quoting Haree78, reply 18

Quoting RickSmith, reply 16Is there an in game setting for turning off pirates?  Thanks. 
When you are setting up the game choose Game Options and you can switch Pirates on or off from there.
End of Haree78's quote

 

maybe I'm crazy, but I don't see any option at all for turning off Pirates in the 'options' menu...

Reply #20 Top

Game options on the map and race selection screens.

 

:fox:

Reply #21 Top

NONE has anythign to saya obut my buy pirate cap ships suggestion? Damn I thought it was a winner. I been nursing that baby since they took out the original KOL model.  It be sweet to be able to buy that from pirates.

Reply #22 Top

Quoting Kitkun, reply 20
Game options on the map and race selection screens.

 

End of Kitkun's quote

 

Does this have to be done in the map designer?  not just the options section?

Reply #23 Top

Quoting RickSmith, reply 22
Does this have to be done in the map designer?  not just the options section?
End of RickSmith's quote

Crikey...how hard have you actually searched to do this?

(From memory)

Click on single Player.

Click on New Game.

Choose map size etc.

Basically get to the bit where you are selecting the races, how many AI to have and what difficulty.

Now from this screen in the bottom left of that window is a button I think is called Game Options....click it.

In the top left is Locked Teams I think, and then I think below that is the Pirates On/Off button signified with the symbol of a skull.

If you are unable to do this from following these steps then let me know at what point it went wrong.

Edit:  There will still be a Pirate base, they just wont have attacks like they do normally, they just sit there smoking various space weeds.

Reply #24 Top

Setting the pirates off in options stops the pirate raids, but their base still exists on the map. They just sit there and do nothing. Edit: Late again..

I'd love to see Pirates act like Pirates personally. Why the hell do Pirates send Seige ships? I wouldn't mind if they sent ships that drain economy from the planet or something but destroying the population? What the hell is wrong with these criminals, they are a collective of psychopaths?

Why not see them crippling ships, so once they bring a ship to nearly dead they don't kill it but it gets boarded and then flown back to the Pirate base for use or for parts? Or another similar mechanic involving it being crippled at low health and towing ships come to take it away.

There's tons of things you could do with pirates to be fair, I'm not a great fan of the current system in single player.
End of quote

 

I couldn't agree more with this, hopefully the pirates will be overhauled completely in the next expansion. And they do need the old Kol without shields and lvl 1 gauss gun. With green flames, spikes and skulls of course :grin:

Reply #25 Top

Crikey...how hard have you actually searched to do this?
End of quote

The other possibility is that he's playing 1.0, before that Options button and the pirate toggle was added. ;)