Pre-warp pirates too powerful
Posted: Sat May 31, 2014 2:34 pm
Trying out the new DWE, set pirates to few, weak, and non-regenerating, as was already annoyed at how powerful they become in DWL.
Why is it that pirates get warp tech before everyone else?? Pirates are historically scavengers of tech and stealers, they make do with the hand-me-downs and the discount ship auctions. They convert freighters.
Pirates should NOT start with warp tech in the early pre-warp game. If anything, they should get it last!
Now, on to my experience.
Struggling to get warp travel, I find pirate factions invading my home solar system and setting up mining shop. Sending a small fleet, I am annihilated as they have shield tech before me. Fine, research priorities whateva.
Now I realize they have camped on the ONLY helium gas giant in my solar system. I am now basically screwed. Helium is used in just about EVERYTHING, I cannot build anything now.
My only hope is a construction ship that managed to sail to another star. Amusingly, the first scouts I built could only do 600. Nice, I thought, very realistic to have very low initial FTL speeds. But then I build a construct ship, and that thing can go a whopping 1620(!) with the same warp bubble tech. WTF???
So this lone superfast warp tech constructor returns from the other star, and heads to the helium gas giant, which is guarded by of course, a scorpion. So 3 ships die taking out the scorpion, we avoid the pirate moon base, get the mine 90% built, and then a pirate fleet of ten ships shows up! Blows the crap out of everything.
I literally have to wait YEARS until my stupid mining ships decide freemining helium might be a good idea.
So I finally have a fleet capable of taking out a pirate mining station, and as soon as I blow it satifyingly up, a freaking PIRATE DREADNOUGHT warps in! Blows the crap out of everything, captures my flagship and kills my ship captain.
That is what the 'weak' setting does for pirates???
weak.
Why is it that pirates get warp tech before everyone else?? Pirates are historically scavengers of tech and stealers, they make do with the hand-me-downs and the discount ship auctions. They convert freighters.
Pirates should NOT start with warp tech in the early pre-warp game. If anything, they should get it last!
Now, on to my experience.
Struggling to get warp travel, I find pirate factions invading my home solar system and setting up mining shop. Sending a small fleet, I am annihilated as they have shield tech before me. Fine, research priorities whateva.
Now I realize they have camped on the ONLY helium gas giant in my solar system. I am now basically screwed. Helium is used in just about EVERYTHING, I cannot build anything now.
My only hope is a construction ship that managed to sail to another star. Amusingly, the first scouts I built could only do 600. Nice, I thought, very realistic to have very low initial FTL speeds. But then I build a construct ship, and that thing can go a whopping 1620(!) with the same warp bubble tech. WTF???
So this lone superfast warp tech constructor returns from the other star, and heads to the helium gas giant, which is guarded by of course, a scorpion. So 3 ships die taking out the scorpion, we avoid the pirate moon base, get the mine 90% built, and then a pirate fleet of ten ships shows up! Blows the crap out of everything.
I literally have to wait YEARS until my stupid mining ships decide freemining helium might be a good idea.
So I finally have a fleet capable of taking out a pirate mining station, and as soon as I blow it satifyingly up, a freaking PIRATE DREADNOUGHT warps in! Blows the crap out of everything, captures my flagship and kills my ship captain.
That is what the 'weak' setting does for pirates???
weak.