Brazilian_Joe

Brazilian_Joe

Joined Member # 3530340
2 Posts 43 Replies 15,466 Reputation

I my best tradition I am writing YAELP - Yet Another Epic Long Post. [e digicons]:grin:[/e] I would pay for an expansion centered on trade, the black market, and changing the pirates to an economy-oriented hassle. It is more than clear that the players are unhappy with the current implementations of the pirates and the black market. While they are not irrelevant as they used to be on entrenchment, they also do not fit well with the game lore and me

13 Replies 7,395 Views

Pirates are supposed to use cowardice to their advantage. They would pick the fights they know they can win, unless they are cornered - in which case they will fight to death. They should be a primarily disruptive force, not destructive. That's why I am suggesting to make them take over civilian structures instead of destroying, and having the structure cause a penalty instead of a bonus while it is pirate-controlled. Trade ports with negative income, science labs both removed f

173 Replies 412,055 Views

The text taunt messages warning of invasion are still being displayed even if I have a cease fire with an AI. I had both a ceasr fire and rade agreement with an AI, and it started using one of my planets to launch an offensive against another AI, but whenever a ship jumped to my gravwell, it was telling me to say goodbye to planet. Other people having this as well?

2 Replies 2,359 Views

That why I suggested giving pirates the ability to takeover civilian structures and using them to their benefit. Suppose you have 4 military labs and pirates take over 1. Suddenly you cannot build starbases anymore, all your military is handicapped. If they take over a frigate factory they can start churning out reinforcements. With enough military labs, they will be able to pump out their own starbase builders... Not to mention thatt by controlling a capital ship factory, well.

173 Replies 412,055 Views

I think pirates are both overpowered and not following their traditional role of piracy enough. Previously, pirates bacame irrelevant on the late game, and an atempt was made to make them important mid-to-late game, and not just a xp filler. I will try to organize my ideas scattered on several posts here, I hope I can remember them all. Pirate Skills Pirates should be a harassing force. They should harm the

173 Replies 412,055 Views

Well, I managed to invade a pirate baseafter a few hours of gameplay. It's no walk in the park, you have to really devote yourself. 9600+ hull gauss guns, 4000+ hull ships... but I wanted the achievement! [e digicons]:grin:[/e] I think it is a bit ludricrous that the devs refused giving capital ships to the pirates because they are supposed to be low tech, yet they have super-duper infinitely growing powerful friggin FRIGATES stronger than capital ships. Ludicr

173 Replies 412,055 Views

Well, i have played a long game and fought 400+ hull pirates. Yes, you can beat them. Yes, it cost you dearly to wipe them off your gravwell, you can be sure that when they become powerful enough, you are guaranteed to have your gravwell wiped clean unless you drop in a massive fleet + reinforcements. Yes, they need tuning, as you can destroy the A.I.s by proxy wars.

99 Replies 284,587 Views

Pirates should also have ion cannons to target specifically tactical structures (maybe ships too), to disable them so that their raid can be more effective. a 'jam weapons' skill, which reduces enemy wepon accuracy would also be in line with the idea of pirates. Given that the idea of pirates is pillage and burn, hit-and-run actions, They should also by default target primarily logistic structures. They should go after trade/refinery ships, trade ports, refineries, resourc

99 Replies 284,587 Views

I think that as another late-game option for more pirate power, instead of ridiculously powerful ships, is letting them launch initially one , then more stealth raids without a bid. They would just pick one player - usually the most powerful - and attack it. if the game goes on longer, pirates will attack the 2 most powerful, then the 3 most powerful etc.

173 Replies 412,055 Views

And have pirates stance be 'cease fire' to all factions but the one being attacked. Likewise, any faction without a 'cutlass icon' would be as on a cease fire with the pirates. To attack them you'd have to 'declare war' by clicking on a 'fight the pirates' icon at the pirate screen. So, if ou are not the target, leave them alone, unless you are helping an ally. Explicitly attacking the pirates would also have 2 side effects: They would hold a grudge against you, so the next boun

173 Replies 412,055 Views

I like the power of the mighty pirates as is. That said, I think they are OP as I feel I could just spend a little bit of money on a few pirate raids on a short succession and obliterate an enemy by proxy. I just have refrained from that abuse. Settable levels for pirate strength would be nice to have. In terms of deeper game changes, I think the pirates could have a relationship level much like any other faction. This would affect the pirate strength in case the player is att

173 Replies 412,055 Views

I think that whenever a pirate raid wipes a gravwell clean, if it has enough vessels it should jump to a random neighbor gravwell to attack it, maybe having the original target with a greater chance of being picked. The more gravwells are attacked in a row, the greater the chance of attacking just anyone should grow.

25 Replies 72,292 Views

Trying to devise some different ideas for diplomacy skills: Aid relief : Diplomacy ship acts red-cross-like helping people from a planet being attacked, providing shelter, food and medicine. Effects: reduce population razed per attack, increases population growth rate, increases relations. Should be able to target allied, owned and enemy planets. Could cost resources as well as AM. Peace envoy recognition (passive ): All empi

0 Replies 1,481 Views

I would think around having ship 'size classes'. Ships can engage normally with up to 1 size of difference, but for each point of difference greater than 1, damage effectiveness doubles if you are bigger, or halves if you are smaller. Given the size class scale: fighter/bomber frigate cruiser capital starbase Fighters, for example, would engage frigates normally, but be 50% effective against cruisers, 25% effective against capital ships,

81 Replies 118,563 Views

Well, frogboy gave the heads-up about the diplomatic victory. I could play through the game and try to find out the hard way, but since I am working (should be at least), it's late friday and I am lazy: How can the diplomatic victory be accomplished? Can it be done in 0.95 a.k.a. beta 3 already, or we need some future patch to trickle in?

1 Replies 2,985 Views

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.

5 Replies 5,348 Views