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Re: Pirates! Sat, 01 April 2006 18:25 Go to previous messageGo to previous message
gible

 
Commander

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

Mark:[re mine settings] I'm pretty strongly opposed...With the initial rules it felt like the pirates would be an annoyance to the empire players but perhaps not a large impact
This is a fair comment actually, the spirit of the game idea(well-conveyed or otherwise) was indeed for pirates to be an annoyance to empires rather than game changing partners and I want to keep this spirit. I also intended pirates to be killed and replaced, so I don't want things to swing too far in their favor. The kingpeice works well towads this...a daring raid with the RB should usually net much more loot than taking freighters, but the risk is much higher.
Sr Seven: Maybe cap it at x/x/10 instead
Possibly...How much of an impact can an SS race have on shipping? I know IT races can pretty much ignore them, but otherwise I've never actually seen it.
development delays that cost 10 mines.
Those delays work to the spirit of the game tho.

...so economically powerful that they will be able to eliminate the other...artificial at best.
It can't be helped tho. Not with a finite space to work in. With a limitless supply of pirates the futility of doing so might prevent all-out purges.
Having 100LY Deep no empire zones gives pirates a huge space to play their own game, to seek enterance to imperial spaces, and to bury their treasure...
I was looking at the numbers of a medium universe,with only 5 empires there's room to trim 100ly from all 4 edges. Tho remapping this may be diffuclt. If the planetary spread makes it viable I'll go that way. What concerns me is the need to police it.(I'd rather not) Accidental incursions will happen, and thats fine, but how long will empire honor stand up to pesky pirates taunting empires with the boundary?

Interecpt orders are certain to bring hostiles to these planets. If I were a pirate I'd probably find a way to make use of the mechanic. A game governed by artificial mechanics won't be much fun
Yup. and it becomes a pain to police. A possible solution: Set the PC->Empire relations to enemy and put a slot or three of Juggs on an Ultrastation, with a nasty fleet in support later on. This should be enough to dispense with any anti-pirate fleet, at least until the later-game. Pirate tactics to take advantage of this would sort-of make sense...an historical anti-pirate fleet wouldn't try taking on a nest of pirates on its own.
[re empire-pirate diplomacy] What convinced you?
Mostly the consquences of the settings. It goes with the idea of distrust between governments and pirates, even their own privateers. ie pirates and empire ships engaging on sight or having to run. Pirates not being able to take part in empire battles, still able to manipulate the battleboard but knwing they'll come under fire regardless(sorry sir, the scum,err-Greybeard fought well and took out their flagship, but was acidentally sunk by *ahem*friendly-fire)
It does limit diplomacy tho and I'm generally against that, hence only just)
early armed ship issues to Pirates
Yep I'm aware of this problem. At weap 5, betas in sufficient quantities will be out of the price range for starting cash..but 1-3 ships may be affordable depending on design.
The PC should not build anything that looks like a scrapper
Probably a wise idea. We could just make them very expensive... KingBob: Where are my tech ships? LJSilver:Yeah there a little problem with that, they turned out to cost much more than we thought. Bob: uh huh...and your profit margin won't have changed at all... Very Happy

Marduk: prevent empires from giving ships to pirates and vice versa...empires rarely provided ships
it does? well bugger...not willingly anyway Very Happy
cut my resource count by almost 40% relative
What resource count? The question is mines that move vs mine you can't move. How expensive do the stationary one have to be before the cost of protecting the other become attractive? worse than default? 10/5/10? It may give AR's an advantage, but they'd be much more vulnerable to pirates than other PRTs.
How were you going to do costs?
You're very close Wink but I'm not going to disclose it.
What happens to the hoard of a dead pirate?
Its up for grabs. I'm not going to reveal where it is(or was). Its possible that suicide and restarting will be a viable option at times, just hope the pirate queue isn't too long.
I can see there will be two basic kinds of pirates. Serious ones (Edog) who try to survive as long as possible using all avaialbe means. And (me) those who just want a bit of fun and annoy the empires a bit.

GreyMatter: I like that A LOT !...Empires *WILL* have to use RM
So you want to be a pirate then? Laughing


[Updated on: Sat, 01 April 2006 18:26]

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