Pirate Facilities
Posted: Sun Aug 04, 2013 9:36 am
I have an issue with pirate facilities: pirates build them nearly always when they raid a planet. As long as the Hidden Pirate Base is not completed it's relatively easy to destroy it with some ground troops. But: not a minute (real time with 4x game speed) later the pirates raid again and try to erect the base again. So with a couple of colonies of which most are constantly raided (defense fleets don't help since they either don't fire at raiding pirates at all (when set to defend because then they only fire when themselves attacked) or too late (when set to attack)) every two or three minutes real time I have to manually open colonies screen, klick on every planet with a building pirate base and order the ground troops to attack. That is very repetitive and boring and even annoying when I forget to look and some pirate bases were completed in the meantime and then it becomes significantly harder to destroy them. Advisors don't help because they very often only pop up when the base is ready and the fortress is already building.
Some suggestions to address this problem:
- Fleets on defense should fire at pirates that try to raid a colony. Come to think of it, every ship should fire on raiding pirates if not following specific orders.
- Change the game mechanics so that it's not possible any more to jump right on top of a planet (because that's what raiding pirates do most of the time) but introduce a minimum distance from planets that ships leaving hyper space must respect (because hyper physics dictate it so [;)]; perhaps it could be changed so that hyper jumps always end in the vicinity of a sun or something like this if that is easier). That way defending ships have time to react to a raiding attack.
- If the above is not possible there are two other possibilities:
- - Introduce a planetary facility that emits a field that makes it impossible to leave hyper space within its radius so that pirates (but also all other ships) are forced to leave hyper space farther away.
- - Introduce the concept of space mines so that you could mine your colonies and all ships not sending the right code (like own ships) or not announcing themselves to be led through a save corridor (like foreign trading ships) will bring those mines to explosion when coming too close to them. For that there also could be a new ship type "mine layer" to set up the mine field and replace exploded mines.
- I haven't played as pirate yet and so don't know what resources are needed to set up a pirate base, but you would think those are significant enough so that it is not possible for pirates to constantly set up a new base the moment the old one was destroyed. If they are not, increase the resource requirements accordingly.
To balance this it would be good if pirate facilities are not always discovered automatically but would require some intelligence effort; agents set to preventing enemy missions could do that perhaps. Or you introduce a new mission type "search for pirate bases", but this should then be an ongoing mission (agent is constantly scannign all colonies; more agents with this type of mission increase the chance to be successful) that has to be manually cancelled, otherwise it would again turn into a repetitive and boring thing if you would have to reassign the agent after every such mission.
- Let star bases and defense bases react much faster on enemy intrusions (but I must admit I haven't checked how fast they react right now when a raid is on)
Some suggestions to address this problem:
- Fleets on defense should fire at pirates that try to raid a colony. Come to think of it, every ship should fire on raiding pirates if not following specific orders.
- Change the game mechanics so that it's not possible any more to jump right on top of a planet (because that's what raiding pirates do most of the time) but introduce a minimum distance from planets that ships leaving hyper space must respect (because hyper physics dictate it so [;)]; perhaps it could be changed so that hyper jumps always end in the vicinity of a sun or something like this if that is easier). That way defending ships have time to react to a raiding attack.
- If the above is not possible there are two other possibilities:
- - Introduce a planetary facility that emits a field that makes it impossible to leave hyper space within its radius so that pirates (but also all other ships) are forced to leave hyper space farther away.
- - Introduce the concept of space mines so that you could mine your colonies and all ships not sending the right code (like own ships) or not announcing themselves to be led through a save corridor (like foreign trading ships) will bring those mines to explosion when coming too close to them. For that there also could be a new ship type "mine layer" to set up the mine field and replace exploded mines.
- I haven't played as pirate yet and so don't know what resources are needed to set up a pirate base, but you would think those are significant enough so that it is not possible for pirates to constantly set up a new base the moment the old one was destroyed. If they are not, increase the resource requirements accordingly.
To balance this it would be good if pirate facilities are not always discovered automatically but would require some intelligence effort; agents set to preventing enemy missions could do that perhaps. Or you introduce a new mission type "search for pirate bases", but this should then be an ongoing mission (agent is constantly scannign all colonies; more agents with this type of mission increase the chance to be successful) that has to be manually cancelled, otherwise it would again turn into a repetitive and boring thing if you would have to reassign the agent after every such mission.
- Let star bases and defense bases react much faster on enemy intrusions (but I must admit I haven't checked how fast they react right now when a raid is on)