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Re: Pirates! Sat, 01 April 2006 03:51 Go to previous messageGo to previous message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

An Update
Empires:
Marduk
Mark
Sr Seven (99%)
Pirates (since I'm getting them)
Sergey (maybe Empire)
Yoey
EDog
Rules under serious consideration:(iow unless I'm convinced otherwise, they're going to become rules)
1)Pirate <-> Empire relationships must be set to Enemy.(only just convinced - policing is work Wink )
2)Empire races may not choose OBRM, Joat must leave 50points to defenses(or 100 to anything). Mine settings must be worse than 10/10/10.
3)Each Pirate will be given a single ship with a RB on it. If this ship is lost the Pirate is considered to have died...all other ships will be deleted and a new pirate player will be sought. It will be allowed to purchase a better,improved kingpeice when trading in the old one.

Some replies...
Kelzar: If you are expecting Empire worlds to build pirate ships so that the full building does not fall to the PC worlds ...
I expect them to do some of the building yes. Naturally new pirates will have to reply on the PC. Others may choose to rely solely on the PC - their choice.
...make them a true 1WW...
Definately not. Pirates will be completely planetless. Also this would make it obvious where the treasure planets are and thus a target for Empires. It would also interfere with the unlimited pirate players concept.

Sr Seven: 1) I don't think it makes much sense to prevent empire scouting of PC areas...produce a navigation nightmare.
I'm not about to prevent empire scouting of PC areas. I just don't want them camping out...a reasonable amount of scouting is expected, even the occasional visit, but I don't want to see tight grids of scouts/minelayers/hunters arrayed to detect and intercept everything that moves.
place them on the North and South edges?...And pirates could keep their hoards out even the possibility of Empire capture
Not a bad idea but I'd still want to keep at least 1/3 of them in the interior, and if I created no-empire zones they'd be no-treasure planet zones too. The idea of someone accidentally colonising a pirates hoard is just too funny to leave out.

GreyMatter: 1) Prohibit Pirates from allying with Empires. (All pirates must set all Empire players to enemy)
Not a bad idea. It won't stop co-operation(I've read enough "discussion" in all-enemy threads to know that) but it would hamper co-operation in a semi-realistic way. It would have to be two way tho. Empires must set Pirates to enemy too.
2) Prohibit Empires of having more than one ally, and perhaps Empire #1 not to have any allies at all...
3) Limit possible Pirate alliances to 3 ?

I'm not even going to consider these because of the nightmare they become to police.
PC pre-designs and pre-makes some common ships and lists them as available for purchase
This I like a lot. There are 16 slots available, if I give 1 to each pirate that would leave 4-5 for standard designs and 1-2 for upgrading. Each Pirate would have their own set of 16 designs so even if they use a new deign every 2 years(1 to build, 1 to transfer) it would take 26 years to fill all the slots, by which time something must be obsolete.
Make production market driven
Its feasibly a good idea which I will keep for a later game. I'd rather not play reserve bank this game.
Also like the idea of no OBRM and limited mines for Empires
How about no OBRM and mine settings must be "worse" than 10/10/10?(double cost,normal otherwise) too much? not enough?
JoaT would also incur a 50(or100) or 100(or150) point penalty of course.

Marduk: neutral territory, off-limits to empire vessels
I'm going to leave this for now and go with the "normal" scouting zones. But I'll keep it in mind and intruduce it during the game if things don't work out(ie pirates keep dying too quickly - how quickly is too quickly? not sure...they're not expected to survive too long. Making the game last long enough for pirates to come and go may be the biggest problem/failure.
allowing pop-stealing by the pirates?
Nice idea. But it requires using version i, which AH doesn't use. It also has other bugs I'd rather live without.
[re kingpiece] RB...spot empire HWs right away...looting all the minerals from the HW and any colonies...Hand them out in 2415, maybe.
If they're kingpeices(and that's my current inclination) they'll be handed out from day 1 regardless. Tho I might(unlikely) make them *very* expensive.
I'm curious to see how the politics go in this game.
So am I. I think its going to be the deciding factor in whether or not the game concept "works".

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