[suggestion] Pirates and Long range jumps

I was thinking with the pirate upgrades for diplomacy.  The pirates should have the ability to travel to stars other than the one the pirate base is on and travel through worm holes.  I am not sure how this would effect the game balance, but there are many times I am playing on a map where there is not a pirate base on by starting star system, and I ignore the pirates for that game because they are not a threat because they can't visit any of my planets.  This should not be too difficult to implement or at least test it.

What are your options on this.

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Reply #1 Top

Yeah, I'm not sure why the pirates can't use long range jumps or wormholes.  They may be able to travel outside a system if it's just by normal phase lanes, so it's probably pathing, the AI gets into trouble on multi-star maps.  But this shouldn't affect wormholes?

Another aspect of the pirates that might be an easier fix is that their asteroid is very weakly defended, if they are expected to survive late into the game.  How about-

As it is already a 'special', the pirate gravwell could have a plasma storm or magnetic cloud, or both together?   This would help... and the pirate base would look good against the backdrop.  A plasma storm would be especially valuable, if the pirates continue to have no strikecraft support.

The pirates might use more defences- especially a stolen phase inhibitor.  If they have to have just turrets, it would be fun if they had an assortment of turrets, not just all TEC, and perhaps some upgrades?

Reply #2 Top

I believe Pirates do not travel between solar systems by the devs' intention. They are supposed to be a solar system's internal affair. They're meant to be about easy prey, close and vulnerable. Making long distance jumps is not easy, nor fast, nor close... Pirates shouldn't be an interstellar empire, but a local nuisance. A thorn in the ass, not a sepsis.