RE: How should one go about being a pirate? (Full Version)

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Maruun -> RE: How should one go about being a pirate? (5/26/2013 2:09:43 AM)

How the hell should i defend them? When a single Escort needs to shoot one god damn assault pod on the planet to destroy the hidden pirate base that i am trying to construct...What else should i build beside a space station, defending bases even entire fleets....
Hey i am not a freaking empire with a ****load of money i need to manage that money carefully and investing it in a 30k building is devestating when you lose it to something like that.

Its right now TOO easy...either you need to combine it to a intelligence mission to "find it" or destroy it, ot atleast make it so that they need to be successfull at that raid to destroy that building.

Right now its totally pointless...in 8 hours play i didnt get one single hidden piratebase setup and GOD i tried it....




Erik Rutins -> RE: How should one go about being a pirate? (5/26/2013 2:15:20 AM)

They are too easy to destroy, but in post-release testing I've had no problem getting them built and completed. It's best to pick an independent planet that is not right near another pirate faction and focus on defending that one. Make sure you keep a fleet there and keep an eye on it. I understand you've tried and you're frustrated but it is quite possible. I've made it all the way through to Criminal Network in my post-release testing.

With that said, the ease with which they are destroyed is NOT intended and is effectively a bug. It's a design problem due to a change we made fairly late in development that got past us. Apologies for that, but a fix is already in the works.

Regards,

- Erik




Maruun -> RE: How should one go about being a pirate? (5/26/2013 2:24:16 AM)

So you are telling me a space station near it a fleet near it doesnt help... and i need to constanly look at that colony for the next two ingame years or longer to get build? You cant be serious, i have fun as pirat, that planet is not even near any other pirates. Like i said it wasnt even a target by other pirates, i was from the beginning the only pirat for that planet until the point i tried to build that pirate base.

THE ONLY PIRAT, that was there, the moment i tried to build a pirate base.

Because that damn colony was so remote i had good hope for it to get a piratebase on it for the first time...nope ninjapodded. Right now it sounds like i need the entire budget of a midlevel empire to protect a single colony against ninjapodding...

Why even bothering with it then? That budget i couzld use for far more and better things then wasting it and loosing it so easly :P

For 30k credits i could build easly 20 freighters for smuggeling :D i dont thing that that hidden pirate base would give me that kind of income :P




Raap -> RE: How should one go about being a pirate? (5/26/2013 2:33:10 AM)

It depends, really. Pirate bases( or rather control, but you really do need the bases to have real control) can give ridiculous income on larger planets. I had 83% control over a neutral 6billion colony and made over 120K a year from that alone.




Erik Rutins -> RE: How should one go about being a pirate? (5/26/2013 2:34:03 AM)

No, of course those things help. I'm saying there's a bug now, which is the real source of your frustration, but if you manage your defense you can get these facilities built and protected. I'm not saying your feedback is invalid, just offering advice that there is hope and a fix is in the works.

Regards,

- Erik




Maruun -> RE: How should one go about being a pirate? (5/26/2013 2:37:57 AM)

It depends, if youg et it even build, but the amount of money i lost just to build it on one planet or trying to is ridiculus...

On a side note i had a "bug" with the construction ships when i send them to build space ports. If they get "interupted" because of enemys and aftey they have escaped and the danger is over they will NOT continue on the old station they were working on even when it was not attacked/destroyed. They will happily start constructing a new base at the same point and will take the cost for it with them..

Lost again much money because of that.
Work around: When they have started building the station, set them on "repair" the construction so they wont start that same project over and over and you have in the end 1 station and 5 unfinished stations...


Edit: Okay Erik then thank you and a little apologize from me, i am a bit on the edge right now :)




rolandthemad -> RE: How should one go about being a pirate? (5/26/2013 5:30:07 AM)

It would be helpful if you explained exactly how you managed to do this instead of saying 'just focus on defending'. I have parked rather large fleets over colonies before just to have an escort come in and drop one pod on it like the other poster said.

Some have suggested to just sit on the planet and actually focus all your attention on it as this is the only way to make it happen. Have to be ready to give orders to take out ever ship that comes in the moment you see them and hope it doesn't drop a pod before you notice/your fleets can react. Well... thats not very fun.




necaradan666 -> RE: How should one go about being a pirate? (5/26/2013 6:10:10 AM)

I'm not sure it even has to be an enemy.. I'm pretty sure I accidentally raided the planet immediately after paying 30,000 creds to build a base there, instantly destroying it




rolandthemad -> RE: How should one go about being a pirate? (5/26/2013 6:35:03 AM)

This just happened to me again.. *ragequit*




Erik Rutins -> RE: How should one go about being a pirate? (5/26/2013 3:44:25 PM)

In analyzing how I've played this since being aware of the issue, I tend to do the following.

1. Steal the territory maps of other nearby pirate factions. Choose an independent world that is not one of the closer ones to their bases.
2. Position a resupply ship or build a mining base in the same system as that independent for quick and easy refueling.
3. Devote 4-5 ships, usually frigates or destroyers with both long and short range weapons, to (initially) raiding that independent and staying in its local space until I have 100% control.
4. Build the facility. Then keep those ships at the independent, just "move to" its gravity well and they'll float along with it.
5. Make sure the engagement stance for those ships means that they will attack anything hostile coming into the system. Do not have truces with pirate factions that are operating near that world.
6. I keep an eye on the system from the galaxy map while I do other things to make sure no unusual ship icons have showed up there. Whenever I get an alert that something is happening in that system, I pause and take a look. So I am micro-managing a bit, because sometimes the AI reacts a bit more slowly than I can and I want to make sure those ships are dealt with before they get to the planet.
7. If you have long range sensors, parking a base or ships with long range sensors there will also give you much more warning.
8. If you are playing a playstyle that takes longer to build facilities or has facilities costing more, this will be harder to accomplish.

I tried that again this morning and was able to complete a pirate base and fortress without interruption. In any case, we are already in the process of undoing the change that broke the base resiliency and we're taking the opportunity to make them a bit more interesting as well. Those fixes and improvements should be in the next update.

Regards,

- Erik








Erik Rutins -> RE: How should one go about being a pirate? (5/28/2013 4:06:25 AM)

Please give the new 1.9.0.2 update a try. We fixed those Pirate Bases up again, they are now working as intended, at least based on my testing today.




CyclopsSlayer -> RE: How should one go about being a pirate? (5/28/2013 4:42:55 AM)

I don't know what you mean about hidden bases being too easy to kill, maybe they were for those godlike Pirates. For merely human players under 1.9.0.1 they were ridiculously strong. 119k (player vs. 36k (pirate), care to guess who won? Hint; not me... [sm=00000028.gif]

Maybe next time I'll try 5:1 odds...




Mad Igor -> RE: How should one go about being a pirate? (5/28/2013 4:53:10 AM)

somehow DW pirates starting to ruin my understanding of all that "harr harr parly yarly" stuff.
as i know,pirates are solo(ship) or small group of ships of freeman (mostly outlawed),that roam around and borrows stuff from less guarded ships/colonies or do shady trading.
but pirate barons,that can compete or even annihilate entire empire ? then they should become empire (like sith),not pirates,cuz they grew up from that stage.




Zangi -> RE: How should one go about being a pirate? (6/1/2013 5:00:28 PM)

Is it intended for independent militia to side with enemy pirate raiders to attack a pirate base?

Cause that is just what happened, I think. I had no way to click/see the battle while my pirate defenders were getting wiped out by both pirate raiders and independent militia.

I do admit, that having some defense is better then it was before. But if militia sides with pirate raiders, then pirate bases under construction are still a 100% babysitting affair against those suicidal lone escorts.




Plant -> RE: How should one go about being a pirate? (6/1/2013 7:35:40 PM)

I find that Pirate bases are around 80-120k in strength, enough to defend most raids.

One issue I find is that after a pirate base has been completed, some homeworlds will suicide their troops in the pirate base repeatedly, and others will wipe it out in one go. This gets slightly disturbing when a homeworld loses their troops in this manner, forever. It seems that races with strong troops can easily deal with piratebases, whilst others will never get rid of them.

As to the opening question, I find the best way to gain money as a pirate is just to forever patrol round a nearby homeworld that you have refused protection till 100%, occassionally raiding them if you can.




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