Pirates: worthless rabble? (Full Version)

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Thrake -> Pirates: worthless rabble? (6/7/2014 10:53:28 AM)

I bought the game recently and so far so good, but for one thing: pirates. I just don't understand how I'm meant to deal with them.

In my first games, I avoided any deals with them. I did through money to local bullies to be safe but that was it. Admitedly, throwing money felt too easy, so I stopped that in next attempts and experienced the first escalates in violence; more destruction means more expensive bribes, more raids,... I did get spanked more than enough but it felt more interesting than a cheap bribe to get out of troubles, especially since AI Empires look quite pacifist on average.

Then, I found out that only pirates "protecting" me would accept defense missions. I thought it would make it even more interesting with aan added layer of diplomacy and treachery, so I tried being in good terms with a local mercenary group to combine our efforts to fight off the local rabbles. After several attemps, I'm quite disapointed. Defense missions look a bit weird. AI accepts, sometimes there are no ships for a while, sometimes they disapear, the colony is under attack while no ship is around. Then AI sends some more ships and get paids in the end. It helps I guess, though I was expecting at least a continued protection. Attack missions are always accepted, but AI almost never seem to actually send a fleet, even with "highly contested" missions. So, they don't get paid, but the job is never done either while one might expect at least an attempt (yet there were interesting possibilities, as timing another attack to take back a station while pirate fight one another). I tried setting up an attack 5 times on a row on the very same base, each time accepted by different pirate factions yet not a single attack has been sent.

Overall, pirates are really an interesting concept, but I'm not sure wether I'm missing something about them, or wether it is the AI that might not be artificial enough (take my money and loot the bloody base of your sworn rival!!!), and perhaps not intelligent enough as well.

So, am I missing something? Any hints on how to effectively interact with pirates?




Kizucha -> RE: Pirates: worthless rabble? (6/7/2014 11:16:41 AM)

I dont know, too. I have give them work, to destroy bases of my enemy's of course.[;)] The only thing i get are negativ standings with my enemy's, i have the feeling they always know that i have an attack mission against them.[:(] The sad is in so many missions the pirats dont attack. -.- They are lazy bastards.[:D]




Bingeling -> RE: Pirates: worthless rabble? (6/7/2014 11:22:03 AM)

For me, they add an interesting early game war at default settings. When going out to space, the pirates need to be pushed back by destroying their bases. They make early over-expansion hurt a lot as they camp on small colonies and tries to take them over. If not camping at the colonies, they try to raid it with ships that are superior tech at the start.

Before shadows, they were much weaker, and had weak bases. They were an annoyance in the very early game in attacking mining stations, and you may find a few of them sitting around independent colonies. With shadows they are much more annoying and provide a proper war that has to be won to gain control of the local area.

Complaints about the pirates pop up, but if told to be "few, weak, distant", they are probably more like the ones of old.

Maybe it is a better idea to offer attack missions on the bases of other pirates? Even if they don't succeed, they could get their own ships killed in the process of trying? I don't know, I just kill pirates myself. If I can afford some military ships, that is.




Nanaki -> RE: Pirates: worthless rabble? (6/7/2014 12:02:08 PM)

I think the biggest issue with pirates is the lack of diplomatic options, you really cannot interact with pirates at all beyond a generic 'protection agreement' which is basically just a non-aggression pact that holds about as much weight as wet tissue paper. Theres no way for pirates to sign more substantive agreements with empires even if it was desired, so even trying to play a peaceful, 'smuggler' pirate you still have to field a big enough fleet to defend yourself.




Kizucha -> RE: Pirates: worthless rabble? (6/7/2014 12:03:57 PM)

I also offer them to attack other pirat-bases but it's the same i sayed with the normal empires.^^ Alot grummbling from the attacked and very few til no attacking ships at all.[:(]

Edit: @Nanaki: Yes thats a sad fact if you play as a pirat, you are alway's on the hit-list even if you dont attack anyone.[:)]




Ayreos -> RE: Pirates: worthless rabble? (6/7/2014 12:44:37 PM)

I have experienced the same. No matter how many pirates i befriend and pay to do so, no one ends up attacking the enemy pirate bases. And with good reason! I have "found" a number of powerful abandoned ships, among which a cruiser and a devastating capital ship. Banded them with two carriers and various escorts, then sent them to a pirate spaceport a system away from my homeworld: total defeat. That, after flattening and enslaving two neighboring empires with a smaller fleet. Meanwhile, constant raids by multiple pirate empires, my fleets rushing around back and forth, utter micromanagement chaos. I found myself having no choice but to remove a few pirate empires with the editor, not because they were very dangerous, but because the constant attacks and occasional lost mining bases were an unbearable spam to constantly deal with.




Dd_01 -> RE: Pirates: worthless rabble? (6/7/2014 1:18:43 PM)

Ayreos, the great solution is to construct defensive bases. At first - at your most important colonies (defending them with your fleet until completion). A well-armed orbital fortress can easily destroy most of pirate raids.




Thrake -> RE: Pirates: worthless rabble? (6/7/2014 1:32:38 PM)

To add to my original post: I also tried buying informations from them, but it seem quite as a waste; early knowledge of independants is valuable to get it before someone else does, though it might also be an independant at the other edge of the galaxy which obviously is a waste of money. Then, the ruins location for 30k is probably worse as it looks of limited use and might also be an already investigated ruin at the other edge of the galaxy. Do they really expect me to even pay for it?... I got tricked once, not twice!

And the problem is not that they don't succeed; it would be fair that an attack fails. Rather, it is that they simply never attack (checking the pirate actions pannels will always show 0 ships attached to the mission). Admitedly, only once they effectively destroyed a pirate mining station in one of my systems.

quote:

ORIGINAL: Ayreos

I have experienced the same. No matter how many pirates i befriend and pay to do so, no one ends up attacking the enemy pirate bases. And with good reason! I have "found" a number of powerful abandoned ships, among which a cruiser and a devastating capital ship. Banded them with two carriers and various escorts, then sent them to a pirate spaceport a system away from my homeworld: total defeat. That, after flattening and enslaving two neighboring empires with a smaller fleet. Meanwhile, constant raids by multiple pirate empires, my fleets rushing around back and forth, utter micromanagement chaos. I found myself having no choice but to remove a few pirate empires with the editor, not because they were very dangerous, but because the constant attacks and occasional lost mining bases were an unbearable spam to constantly deal with.


If the pirate could fend your attack, then another pirate might have what it takes to succeed. If it doesn't have the firepower (or the guts!), then it shouldn't accept the mission in the first place. Something like 50k money to destroy a station (that was one year worth of income at the time...), among with what they would loot and weakening a potential rival all look good. Sure, it's risky, but isn't that what pirate life is all about?




loki100 -> RE: Pirates: worthless rabble? (6/7/2014 3:29:36 PM)


quote:

ORIGINAL: Thrake

I bought the game recently and so far so good, but for one thing: pirates. I just don't understand how I'm meant to deal with them.

In my first games, I avoided any deals with them. I did through money to local bullies to be safe but that was it. Admitedly, throwing money felt too easy, so I stopped that in next attempts and experienced the first escalates in violence; more destruction means more expensive bribes, more raids,... I did get spanked more than enough but it felt more interesting than a cheap bribe to get out of troubles, especially since AI Empires look quite pacifist on average.

Then, I found out that only pirates "protecting" me would accept defense missions. I thought it would make it even more interesting with aan added layer of diplomacy and treachery, so I tried being in good terms with a local mercenary group to combine our efforts to fight off the local rabbles. After several attemps, I'm quite disapointed. Defense missions look a bit weird. AI accepts, sometimes there are no ships for a while, sometimes they disapear, the colony is under attack while no ship is around. Then AI sends some more ships and get paids in the end. It helps I guess, though I was expecting at least a continued protection. Attack missions are always accepted, but AI almost never seem to actually send a fleet, even with "highly contested" missions. So, they don't get paid, but the job is never done either while one might expect at least an attempt (yet there were interesting possibilities, as timing another attack to take back a station while pirate fight one another). I tried setting up an attack 5 times on a row on the very same base, each time accepted by different pirate factions yet not a single attack has been sent.

Overall, pirates are really an interesting concept, but I'm not sure wether I'm missing something about them, or wether it is the AI that might not be artificial enough (take my money and loot the bloody base of your sworn rival!!!), and perhaps not intelligent enough as well.

So, am I missing something? Any hints on how to effectively interact with pirates?


in general, like internet trolls and gremlins, don't feed the pirates.

Now you will early game have to pay at least one, maybe more, faction to leave you alone long enough to become established. But don't pay them for info or missions, they will turn your cash into ships and cause you more trouble.

Once you have a decently protected homeworld, the first hyper drive (so you can motor around your own star system) and a reasonable fleet (say 6-8), start stopping your protection payments. You should be strong enough to fend them off even if they plague you as you expand. Once you get a couple of ancient capital ships to add to your own fleet go hunting them.

Blowing up their bases is both fun and good for your reputation.

I like them as they are in the game, there are a major source of irritation and interaction in the early game phase before you have your own empire established and are feuding with other empires.




Thrake -> RE: Pirates: worthless rabble? (6/7/2014 4:03:19 PM)


quote:

ORIGINAL: loki100


quote:

ORIGINAL: Thrake

I bought the game recently and so far so good, but for one thing: pirates. I just don't understand how I'm meant to deal with them.

In my first games, I avoided any deals with them. I did through money to local bullies to be safe but that was it. Admitedly, throwing money felt too easy, so I stopped that in next attempts and experienced the first escalates in violence; more destruction means more expensive bribes, more raids,... I did get spanked more than enough but it felt more interesting than a cheap bribe to get out of troubles, especially since AI Empires look quite pacifist on average.

Then, I found out that only pirates "protecting" me would accept defense missions. I thought it would make it even more interesting with aan added layer of diplomacy and treachery, so I tried being in good terms with a local mercenary group to combine our efforts to fight off the local rabbles. After several attemps, I'm quite disapointed. Defense missions look a bit weird. AI accepts, sometimes there are no ships for a while, sometimes they disapear, the colony is under attack while no ship is around. Then AI sends some more ships and get paids in the end. It helps I guess, though I was expecting at least a continued protection. Attack missions are always accepted, but AI almost never seem to actually send a fleet, even with "highly contested" missions. So, they don't get paid, but the job is never done either while one might expect at least an attempt (yet there were interesting possibilities, as timing another attack to take back a station while pirate fight one another). I tried setting up an attack 5 times on a row on the very same base, each time accepted by different pirate factions yet not a single attack has been sent.

Overall, pirates are really an interesting concept, but I'm not sure wether I'm missing something about them, or wether it is the AI that might not be artificial enough (take my money and loot the bloody base of your sworn rival!!!), and perhaps not intelligent enough as well.

So, am I missing something? Any hints on how to effectively interact with pirates?


in general, like internet trolls and gremlins, don't feed the pirates.

Now you will early game have to pay at least one, maybe more, faction to leave you alone long enough to become established. But don't pay them for info or missions, they will turn your cash into ships and cause you more trouble.

Once you have a decently protected homeworld, the first hyper drive (so you can motor around your own star system) and a reasonable fleet (say 6-8), start stopping your protection payments. You should be strong enough to fend them off even if they plague you as you expand. Once you get a couple of ancient capital ships to add to your own fleet go hunting them.

Blowing up their bases is both fun and good for your reputation.

I like them as they are in the game, there are a major source of irritation and interaction in the early game phase before you have your own empire established and are feuding with other empires.


Sure. That's a way to deal with them, as one might pick an aggressive or a more diplomatic approach. Given the game gives me possibilities to interact and supposedly use to my advantage pirates, I thought giving a try to this strategy could have been interesting.

Overall though, going for slow teching settings and settings in favor of pirates, I use to find that they get the capital ships, or most of those before I do. Similarly, independant planets are often plagued, if not under they control by the time I get the opportunity to colonize it. I could ease the settings, but I felt it offered an interesting scenario as well as a nice challenge.




Locarnus -> RE: Pirates: worthless rabble? (6/7/2014 4:42:17 PM)

@Thrake:
You may want to check out my BalanceMod (in the signature),
the balance of higher research cost settings and early pirates is one of the main reasons for it.




ShadowB -> RE: Pirates: worthless rabble? (6/7/2014 4:59:41 PM)

Yes, I basically pay them off at first, and once I'm strong enough, I start fighting back. And basically the only information I pay for is contact with other empires, for situational awareness purposes.

A question, however: when a protection agreement is in effect, does that mean you give the pirate clan green light to build installations on your planets? Maybe it was just a coincidence, but early on in my current game, I had a few colonies "infected" with pirate facilities, and they happened to belong to the only group of pirates I was still in good terms with.




Thrake -> RE: Pirates: worthless rabble? (6/7/2014 5:10:10 PM)


quote:

ORIGINAL: ShadowB

Yes, I basically pay them off at first, and once I'm strong enough, I start fighting back. And basically the only information I pay for is contact with other empires, for situational awareness purposes.

A question, however: when a protection agreement is in effect, does that mean you give the pirate clan green light to build installations on your planets? Maybe it was just a coincidence, but early on in my current game, I had a few colonies "infected" with pirate facilities, and they happened to belong to the only group of pirates I was still in good terms with.


Yes and no. As I understand it, pirate ships around planets increase pirate influence there, as well as activities like suggling or looting. From 50% and higher, they can start building facilities. So, basically, when you pay a pirate, you give them free access so they will send ships to planets that are easy to get influence from (low pop), and start building facilities there. Similarly, assigning a defense mission over a new colonized planet pretty much guarantees to get a facility there by the end of the mission.

I think that smugglers are likelier to do this, so I use to avoid dealing with them.




Nanaki -> RE: Pirates: worthless rabble? (6/7/2014 6:00:24 PM)

Thing about pirate facilities is that once you get enough infantry, it is extremely easy to just order your troops to wipe out the pirate base facility (even smugglers with their vaunted +70% defense are not immune to this) and if the world has more than ~2 billion or so, the pirate will not be able to rebuild it at all. So, pirate bases are, at best, only a temporary source of income.




UnitedFreelancers -> RE: Pirates: worthless rabble? (6/8/2014 4:04:37 AM)

Can't beat em, join em. I ended up playing as a pirate so I don't have to freak out over every little thing passing through my systems.




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