Aeson
Posts: 784
Joined: 8/30/2013 Status: offline
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I would suggest ignoring occasional losses of civilian ships. The occasional lost freighter or mining ship isn't going to hurt the empire's economy much, if at all, and might even help it by keeping resource demands up. Paying attention to where the civilian ships are being lost can help you locate where the pirates are active, allowing you to deploy defense forces or hunter-killer groups to the region. If you notice that pirates are fairly active in a specific region, you may also want to stop building mines in that area and perhaps even allow the stations you have in the region that aren't over colonies to fall (or decommission them if you prefer); this will force the pirates to either travel further afield in search of targets, or to hit your colonies in the region (which will be more than happy to welcome the pirates with open gunports if there's a defensive base, spaceport, or defending fleet present). Whatever you decide to do, stationing warships in quick response range of a potential raid target, and especially using ships designed to trap and kill or capture raiders, will rapidly reduce the number of operational pirate ships in the region; remember that the Kaldos Hyperdrive is actually quite useful for rapid response forces over short distances (Equinox Jumpdrives only surpass equally-upgraded Kaldos Hyperdrives in response time out beyond about 0.2 sectors due to the difference in jump initiation time; when compared to the first and second upgrades of the Gerax hyperdrive, the unupgraded Kaldos hyperdrive is only surpassed in response time beyond 0.5 and ~0.4 sectors respectively), and that if you really want to do so you can combine the high hyperspeed of an Equinox Jumpdrive or Calista-Dal Warp Drive with the fast jump initiation of the Kaldos Hyperdrive by adding both drive components to a design, though the design will have a hyper power requirement equal to the power requirement of the most power-hungry hyperdrive carried. quote:
I managed in one game to stumble across a pirate constructor so at least I killed that one faction's only constructor but other than that mini-success, it seems what i'm stuck with so far is games where i am beating the tar out of the AI empires around me, but the pirates thrive like a swarm of weakened locusts that can't ever quite take out any of my bases, but simply exist to annoy the heck out of me via their non-stop snipe attacks on my shipping, explorers, etc. Get long-range scanners on at least some of your station designs and monitor the area, have a hunter-killer group on hand, and send it after any pirate construction ships you detect. It'll help a lot. If the region isn't secure enough for permanent long-range scanners, deploy a hunter-killer group and a scanner-equipped ship to the region to do the same. This also helps for hunting down annoying pirate raiders, as you'll be able to see where they're headed and send your hunter-killer group to meet them rather than having to wait for an attack notification. If you're facing only small raiding groups, it can also help to station a small defense fleet at each colony, equipped in such a manner that lone raiders or small raiding groups are likely to be destroyed. This will help finish off weak pirate forces; defensive bases can do the same thing but will not protect other stations in the system or in nearby systems whereas a defending fleet can. Ideally speaking, hunter-killer groups and anti-raider defense forces will be equipped with jump inhibitors and some way of preventing the pirate raiders from escaping the area of effect of the inhibitor (tractor and graviton beams are reasonably reliable, ion cannons can work, making fast ships can work; remember that a ship whose flee condition is triggered will shut down its jump inhibitor, so don't sacrifice too much staying power for speed), and enough firepower to deal with the raiders in a timely fashion (boarding pods can help, especially if you don't have jump inhibitors or are unable to keep the raider within the range of the jump inhibitors you have long enough to kill the raider). Five size-300 warships armed with Maxos Blasters tends to work reasonably well against light raiding. Another thing which will help put down pirate groups is to equip your colony bases (and perhaps defense ships) with trace scanners, as these will enable your bases (and ships, if so equipped) to identify smuggling vessels, which will promptly be destroyed by whatever ships and bases you have in the area, denying pirates their smuggling income. You can also try to bait smugglers into coming to stations (or fleets) so equipped by issuing a smuggling mission; if identified, any smuggling vessels responding to the mission will be destroyed. I will also note that it is possible to turn your construction ships into some of the more powerful warships your empire can field; while 35% of the ship is required to be cargo bays, manufacturing plants, and a construction yard, this still leaves you will 1.95 times as much space to play with as you have for a standard warship (in practice, a construction battleship or construction carrier will not be quite as powerful as this suggests, as you still need to provide the support components for the full ship, you may need an extra reactor to cover the power requirements added by the role's requirements, and you'll have to choose between a ship which is slower than you might normally want a warship to be or spending more of that 1.95 times your normal construction size on drive components than you might had that 1.95 times your standard construction limit been the entire ship). Even if you don't go all out turning your construction ships into battleships or carriers, providing a reasonable armament and decent defenses in the available space is not a bad idea and can remove the need for your construction ships to run from most pirate attacks.
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