[Suggestion] Pirate base enhancement

just a minor tweak

As of now most AIs seem to like using superweapons a lot. Because of this Pirate bases on larger maps often fall victim to one or more factions "spamming" them aimlessly into space. Unfortunately pirates become unavailable if just one out of multiple pirate asteroids is cleaned out. Thus my suggestion:

Give the pirates a Planetary Shield with a nice 50 to 60% damage absorption, to give them some additional protection towards superweapons. In addition the shield might also mitigate part of the effects of the other superweapons (unlike a regular planetary shield that just negates pure bombing damage).

If a human player wanted to eradicate the pirates he would have no trouble doing so with a conventional fleet or using his titan with a small escort, since the procedure wouldn't change there, just the survivabilty when AIs are present (wether it's singleplayer or coop vs one or more AIs) would be increased (and human players could still try ot overwhelm the shield using multiple superweapons and timing).

Since pirates are a great asset as distraction, backup and XP donors I would appreciate if they weren't gone after less than an hour every other game.

26,951 views 24 replies
Reply #1 Top

Agreed.

Reply #2 Top

Agree with the planet shield and my own suggestions:

  • Give the pirate base an innate phase inhibitor ability.
  • Increase the range of pirate gauss defense platforms to equal that of titans and the Orkulus starbase.
  • Give pirate gauss defense guns the equivalent of the Advent's synergy ability.
  • Give pirate gauss defense platforms the Vasari ability to stop passive hull regeneration.

This would make entering a pirate base costly but would contain all the improvements to only the base itself--no "uber pirates" would be floating about. 

The range and regeneration effects would also help slightly counter titan attempts to suck up easy experience points and the phase inhibitor ability would multiply that making a quick escape without taking the base not as likely.

None of these things would be a major hindrance to eating a pirate base or it's resident fleet but it would give them a longer lifespan in the face of Rebellion's vamped up weapons capabilities.

The planet shield and phase inhibition would work well together too.

 

Reply #3 Top

I would double the strenght of the defending fleet. either ship it self or just doubel amount of ship.

 

Right now the titan farm as to be closed because it's just game debalancing.

Reply #4 Top

No to Phasejump Inhibitors. Would kill earlygame scouting, sending envoys and short-cutting through the Pirate-base trying to attack from an unexpected angle. I do somehow agree to increasing the range on the Gauss platforms, seeing how a Titan kinda got an very easy time picking them apart.

It'd be neat if the pirate fleet guarding the base was to increase as the severety of the raids increases, so they don't get overwhelmed so easily in alter stages of the game.

 

I don't agree in them outranging the orkulus, though. The Orkulus is the Vasari equivalent to a fleet of Adjudicators or Ogrovs, so it should outrange all defenses. Maybe have the defending fleet priorize those building killers over anything else. That's what a human player needs to do as well, kill the Ogrovs/adjudicators/that unboxing Orkulus or face the torment of losing your starbases (and all other buildings) to lolspam. And let's face it, once the defending fleet on a pirate base is down the rest is a matter of mopping up anyways, no point in buffing the defense buildings into heavens for it. A set of phasic traps in additon to flak bursts might be nice, though.

Reply #5 Top

Agreed with above. Some kind of flak on the gauss, or maybe just a couple hangers with Flak Turrents and fighters would be nice, too. Sitting on the edge of the gravity well while bombers solo everything else is just too outstandingly cheap. That said, I guess most people will be using a titan instead of carrier spam now...

EDIT: Any chance pirates could rebuild their defenses periodically, instead of just staying forever gimped once you take out some turrets?

Reply #6 Top

destroying a pirate world should trigger a massive onslaught.

 

As the entire planet migrates and destroys in it wake to leave this part of the galaxy.

Reply #7 Top

Just give them a shield emitter.

Reply #8 Top

That's it...give them a shield so they can continue to multiply exponentially so your 'f ing game will slow down to -10 game speed.

Reply #9 Top

Give them a starbase -use the pirate base as the starbase, 7DS did it thanks to help from Distant Stars.  What's below guarantees that the pirate starbase will protect sov from bombardment.  7DS has the pirate world hardpointed for weapons, hangars and abilities.  If StarClad wants the hardpointed mesh, they can PM me and I'll give them a link for it.

7DS Pirate Starbase protecting planet from loss by bombardment.

TXT
entityType "StarBaseUpgrade"
stageCount 1
stage
    price
        credits 0.000000
        metal 0.000000
        crystal 0.000000
    upgradeTime 0.000000
    nameStringID "IDS_STARBASEUPGRADETECHBLOCKCOLONIZE_NAME"
    descStringID "IDS_STARBASEUPGRADETECHBLOCKCOLONIZE_DESC"
    researchPrerequisites
        NumResearchPrerequisites 0
    hudIcon "HUDIconStarBaseUpgradeTechBlockColonize0"
    smallHudIcon "HUDIconStarBaseUpgradeTechBlockColonize0"
    infoCardIcon ""
    upgradePropertyCount 0
    upgradeBoolPropertyCount 2
    upgradeBoolProperty "CanPreventEnemyColonize"
    upgradeBoolProperty "CanPreventPlanetLossByBombing"

Reply #10 Top

I was wondering when Hellboy would show up in this thread.

Reply #11 Top

a simpler suggestion would be spawn a pirate coloniser in the defence fleet so that when a superweapon strike occurs, the base can be recolonised by the pirates, but this would not alter the clearance of the base as it coloniser would be killed like other ships in the defence fleet.

harpo

 

Reply #12 Top

check link I just added to video showing it.

Reply #13 Top

I think that the pirate base should sit in a run-of-the-mill resource asteroid, instead of a 'pirate uber-asteroid'. It should have a starbase-like concept and growth (without the 1 star base per gravity well limitation though), becoming stronger as the game progresses. Pirates would only colonize resource asteroids on gravity wells without a colonizable planet though.

That would also make possible for a single gravity well to have two or three pirate bases, and for a system to have several pirate gravity wells. 

Killing a pirate base would be necessary for the resource asteroid to be exploited. Also, killing a pirate base would weaken their strength. Only killing all pirate bases on the system would defeat them. 

Reply #14 Top

On a point above...I don't think you should be able to easily scout or send envoys through pirate home space.  They are pirates.

Reply #15 Top

^ Agreed!

Reply #16 Top

I was not takling baout easily sending them through, I was talking about sending them through at all. With an inhibitor there you'll either have to put up massive distractions at the other end of the gravwell or plain forget it. Same for sending a fleet. Currently possible as long as one or two frigates play bait on one side, with an inhibitor you'll suddenlly have to scrifice half your fleet in order to safely guide the other half through the well.

Reply #17 Top

And pirates would rather you be able to pass through more easily?  It should require a fleet.

Reply #18 Top

More easily? Where did you get that from? If there is no inhibition on the pirate base crossing it is just as hard as before if anything. Pirates still decimate lone ships trying to pass and even heavily damage or even kill lone capships if the player does not pay attention. If the weapons located on the pirate base and/or it's fleet are buffed as well passing gets harder even without the inhibition.

I'm also not entirely sure if it's a good idea to grant pirates the ability to expand to asteroid belts or give them a starbase.  The pirate faction is a tool to be used by the players, either by bribing or offering a mission. It should also be the players choice if he finds it safer to abandon the possibility of using pirates as an advantage and destroy them instead, in which case it shouldn't be a matter of hunting them down for half an hour until all pirate nests are exterminated.

Reply #19 Top

Basically, you like being able to send a single scout or corvette into the pirate base so you can move an entire fleet through with no opposition at all.  So basically you aren't interested in pirates being credible--just convenient.

Reply #20 Top

Yes, you got it!

Seriously, though. There is a difference between making the pirates less easy to kill and making them a bigger nuisance than the human factions you are actually playing against.

Reply #21 Top

I'm not sure if a phase inhibitor would really... make them any more "credible". In a real fight, you could focus fire that down with bombers plenty easy, invalidating any real benefit. All it's addition would really achieve is making you lose scouts on auto-explore faster.

The goal is to make the pirate base less of a fly to swat aside, not kill every envoy/scout that tries to pass through. If you really hate fleets exploiting the AI's habit of chasing the first ship around indefinitely while ignoring all new additions, adding a phase inhibitor is just a bandaid, and a pretty mediocre one at that. Lobby to address the AI's target priority system instead.

Reply #22 Top

Leaving a "loophole" in the pirate base so you can essentially bypass and ignore them in order to easily pursue certain strategies is a poor game mechanic.

You aren't prevented from scouting by a pirate base that's buffed--just forced to go around it.  That's actually a pretty true-to-life comparison.  To hold the sway pirates have, they'd need some sort of credible deterrent to simply coming into their base and wiping them out.

The bigger change is with the titans and many of the new abilities coming in with them, the pirate base is simply an experience sop for capital ships...one-stop shopping for that new titan.  It's the same problem that early pirate versions had in Sins.  It used to be wonderful when your opponent sent a pirate raid becasue you could park your capital next to a single turret and harvest pirates all the way to the top.

Pirates were buffed up as a result and experince gained is less for pirate ships now compared to their TEC counterparts--it used to be the same.

In a single player environment, having to work around the pirates adds some difficulty to the game which with titans hasn't gotten harder.

I'm not suggesting pirate raids be beefed (though adding corvettes is certainly welcome).

I am putting together a planet mod with three base types for pirates--the default, an improved base (more along the line of what's discussed here) and an outpost which is simply a spawn point for raids with trivial defenses.

But I have never understood why sending a scout to the left and a main battle fleet or valuable ship to the right with a free pass  is seen as part of any sort of real "strategy" addition to the game.

 

Reply #23 Top

Quoting Sinperium, reply 22
Pirates were buffed up as a result and experince gained is less for pirate ships now compared to their TEC counterparts--it used to be the same.
End of Sinperium's quote

There xp is back to normal now.

Reply #24 Top

Hmmm ...