Re: Pirates! |
Mon, 24 October 2005 11:59 |
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vonKreedon | | Lieutenant | Messages: 610
Registered: March 2003 Location: Seattle, WA USA | |
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I would ban IS so that the Pirate's cloaks don't get negated by the IS Tachyon Detectors.
At the start I'd give the pirates FFs/DDs with Shadow Shield/Overthruster/Warp 9 engine (Pirates have to be fast) and Rogues with the Pick-pocket.
I'm not sure how to most thematically handle Pirate production and research. The Pirate's main means of gaining ships is to either capture them or be given them, along with a "Letter of Marque", by a great power so that the Pirate can then prey on the shipping of some other great power. But Pirates also need havens to refuel and repair, if not to produce and research, so they would need some sort of population capability. I was thinking that perhaps the Pirates should be OWWs and have a OWW secondary IS race. This would enable them to populate planets and put up SD/SB, but would prevent these populations from really being productive. Most Pirate research would come from non-standard means: SS spying bonus, MT trading, trading with players, storming player worlds.
I also think it would be a good idea if the player races could not set each other to Friend, but could set the Pirates to Friend as this would encourage the players to work with the Pirates rather than band together and simply wipe out the Pirates.
Obviously I am quite taken by this game idea.
[Updated on: Mon, 24 October 2005 11:59] Report message to a moderator
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Re: Pirates! |
Tue, 08 November 2005 20:59 |
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I intend to advertise one, but only after my current game has finished. By then It'll likely clash with christmas and start in jan...tho having said that, the game will be run & timed by the empire players...not the pirates. If a pirate player gets strong enough to need a slowdown....maybe I should make some of his captians mutiny
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