Cultural infuence on pirates

Does cultural effect influence pirates?

Does cultural effect influence pirates?

Being pirates you would naturally think that they are like the anti culture, but;

Do you think that they should give some influence against culture. eg. should there be an exclusion or negative effect zone of a players cultural effect to gravity wells adjacent to a pirate base?

Or do you think that a players cultural effect should have some influence on the pirates? eg.  if your cultural effect extends into a pirate base, should you get some sort of discount on hiring them. And or should it cost more for other players to hire them against you?

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Reply #1 Top

Arrghhh! Shiver me timbers! Thar be booty in da chest!

 

I would say lots of cultrual influence on pirates since it was all created by an actor....

 

Oh... you, like, meant.... culture. Yeah. Ok. Nevermind.

Reply #2 Top

Currently, it doesn't do a thing. It's just more culture your enemy has to purge, except it's at a planet they won't want to take.

However - and I've said this before - I'd like to see culture affect pirates. I've heard people say a million times that culture isn't worth much more than an income booster and I've little reason to doubt them from my experience, so every boost culture can get is a good one. Especially for an expansion focusing on non-violent approaches.

Your suggestions are pretty similar to mine. What I originally put forward was that culture would increase a figurative allegiance the pirates have towards your empire. The higher this allegiance, the less severe the raids would be coming from that pirate base.

Even if just one suggestion from this thread made it into the final expansion, I'd be happy. Culture needs some kind of a buff, at least in my eyes.

Reply #3 Top

I second that, the suggestions are good. A client discount makes sense, and perhaps making bounty against you being less effective e.g. for every 250 bounty spent against me, only 230 will be effective.

Time required between pirate missions could be reduced as well (i.e. reduce the 5 min. cooldown), and black market prices lower.

 

Reply #4 Top

Culture definitely needs some non-violent increases in capabilities and uses. It's only natural for this type of expansion.

Reply #5 Top

If the pirates are to be more effective in the later game, can the pirate asteroid be made more defensible?

It doesn't seem much use to have extended pirate features if the base can easily be taken out by a medium-sized fleet.  I've asked that the pirates be more stealthy- ships and base- in previous posts, it just seems odd to have them behind a ring of turrets... why would there be pirate turret crews?  Also, them having siege for defence is funny.. so they can bomb themselves back into peaceful neutrality?

One solution is to have pirates reappear in the game.. any owned planet that becomes militia could have a small chance to become a new pirate base.  Then the vulnerability of the original roid wouldn't be so important.

However, I'd like to see their defence improved as well- if you made the pirate well exist in a combination of a plasma storm and magnetic cloud, it would look very sinister!  How about at least one PJI- and even better, an option to upgrade their turrets, if they raid with success?