MedievalNerd -> RE: Combating pirate hit & run attacks on Civilian Bases (8/21/2013 8:17:55 PM)
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ORIGINAL: Anthropoid With the most up to date complete version of the game, Shadows 1.9.06, and playing as a pre-warp "Age of Shadows" Empire, I don't find pirates to be too much trouble. I just pay one of them for protection and then forget about it. Might not even bother putting any weapons or armor on civ bases. Back when I used to play DW vanilla, I found the pirates to be a serious problem. The solution I used was to strip down the civ mining bases as much as possible: add shields and/or armor, and a few blasters or similar weapons. I tended to find that, a fairly inexpensive base like that could take out a couple or three pirates escorts or even a couple frigates, even before a fleet response arrived. Interesting. They aren't much of a problem until I make my second colony, then they always betray the protection agreement to go and raid my colony. It's been systematic for the past 2 games. Which is why in this latest game I decided to add those fighter bays. i have to say, for my state bases, this has proven to be extremely cost effective defense as opposed to ships. Even the most basic ship racks up a really high amount of maintenance, making fighter bay option alluring. But as I mentioned, the civilian starbases don't seem to like dealing with fighter bays by themselves. Manually launching every single ship is a micromanagement hell I rather not contend with. Perhaps I could do as you say, add shields and more defense things to the mining colonies, then build seperate defense base next to it with said fighters. Not as appealing though, because one thing I loved about my tatic, is that it offloaded the defense costs to civilians. :) I'm having a hard time managing making money while having enough ships to efficiently defend my systems. And I even have the aggression set to the 2nd lowest setting, so i'm surprised the pirates suddenly become so aggressive when i build my second colony. There is also what I believe is a bug, because when I get the notification that a pirate is attacking me, if we have a protection agreement it's only broken when they finally fire my base/ship. Shouldn't the agreement cancel as soon as we know an attack is coming?
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