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Re: Pirates! Thu, 06 April 2006 20:33 Go to previous messageGo to previous message
Sr.Seven is currently offline Sr.Seven

 
Petty Officer 1st Class

Messages: 67
Registered: January 2006
Marduk wrote on Thu, 06 April 2006 18:36

Individual pirates should not be stronger than an empire.


Can't agree more, and for this reason I don't envy Gible in the task of setting this up.

Cautious Pirates should fear entering the orbit of a HW. This means that at least 3 out of 5 empires should be able to, at least theoretically, kill a pirate fleet by 2410. That could be a tall order. A rogue at the same tech is much more powerful than a DD - 2.25x armor, higher init - and does not need to win a fight to be "sucessful", it need merely survive. By 2410, Alpha or xRay DDs are as good as most races will be able to do. The -F will be able to do better as will a WM, but by and large 2410 is governed by economic needs still. There will be adjustments of course, but even so. . .

I have played with some numbers and designs and would propose the following to the game host.

1) Pirates need to start with a smaller fleet than I would have thought.

2) Pirate fleet should be loaded with startup cash. I suggest 750kt - 250 of each.

3) Pirates must accomplish ALL of the following to establish that they are REAL pirates.
--a) Establish a horde with at least some minerals
--b) Steal something from an empire OR from another pirate AND deposit it in their horde
--c) Appear in person (IE with RB ship) at a PC perimeter world after completing a and b.

4) Only those initiated into the fraternal order of pirates by meeting the conditions of 3 may buy things from the PC.

5) Starting fleet should be enough to accomplish this but not enough to militarily threaten an empire. Remember if the RB ship steals one KT of anything from a newly established colony and gets back to the outer rim, the cash may be spent.

6) Proposed starting fleet.
- 1x Rogue - Jolly Roger
---RB
---RadRam
---6x Ultra Cloak 98% + overcloaked
---2x Alpha Torps (armed but won't be a military threat)
---2x BC (Tech 0 kind)
NO extra armor or shields.

- 1x Privateer
--- FM
--- Pick Pocket
--- 1x XRay
--- 1x Fuel Pod.

- 5x Scout
--- FM
--- Rhino Scanner
--- Fuel Pod

If one of the players is a WM (and especially if the -f is) you might want to up the weapons to Yaks and Betas. Bear in mind that once the initial conditions are met, 750 kt + the amount stolen should allow the purchase of the Fuel Ships and whatever else.


I did seriously reconsider my position on Fuel ships, but still think they are a bad idea for the following reason: If an RB ship is in orbit and has either found a HW defenseless OR has survived/defeated those defenses, a fuel ship would allow him to repair making it even more unlikely that HW production could dislodge him.

I know some will think this is too little to start with, but if the Pirates start with much more you'll see more than one empire effectively defeated by them rather than simply harassed.








[Updated on: Thu, 06 April 2006 20:41]

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