1069 weak pirates are not
Posted: Fri Sep 09, 2022 10:30 pm
Is this what you would call a weak pirate, year 2771? 20th game year.
Game set up was weak / few pirates and dead means dead, because very weak / very few settings produced none at all and I want to play at stopping the crims, because I used to like Judge Dredd as a kid, OK?
I dont agree with the idea of paying protection money and IMHO it sends the wrong moral message if that is the only viable tactic or expected gameplay.
Meaning its a delicate balance but you should be able to tailor it to suit your preference but I dont think this has the right balance.
Next notch up from very weakest settings, which is no challenge, there are suddenly way way too many pirates and some of these ridicuously strong.
Year 20 I have not built outside the start system and yet no less than FIVE pirate clans have been raiding the system non stop. once in a while is fun but this is too much. Two of these declared war and have ridiculously advanced ion defence and drive tech. I would say you should meet TWO at most at "few/weak" settings in that kind of timescale when limited to one system.
These advanced pirates with ion defence only turned up after I defeated the less advanced pirates with ion weapons, which feels like a rigged response but does not respect the dead means dead setting for pirates.
TBH this feels like "Red Queen" balance i.e. moving the goal posts by disrespecting internal consistency of game rules, so all the running you can do leaves you exactly where you started. I am not a fan of Red Queen balance in games, that is an understatement. This kind of thing is gamebreaking for me. I need internal consistency in the game to feel like I achieved anything in playing it, take that away and it ain't worth the bother.
The whole point is if you defeat the pirates it has a palpable positive effect, gives the player a sense of achievement, this negates that.
So this pirate ship is not weak is it? It is not balanced either.
I would suggest "weak" pirates should have next tier tech at most, Ghost fleet level and very weak should have same tier as the player. Sure higher strength at higher settings but this is not right for weak.
Game set up was weak / few pirates and dead means dead, because very weak / very few settings produced none at all and I want to play at stopping the crims, because I used to like Judge Dredd as a kid, OK?
I dont agree with the idea of paying protection money and IMHO it sends the wrong moral message if that is the only viable tactic or expected gameplay.
Meaning its a delicate balance but you should be able to tailor it to suit your preference but I dont think this has the right balance.
Next notch up from very weakest settings, which is no challenge, there are suddenly way way too many pirates and some of these ridicuously strong.
Year 20 I have not built outside the start system and yet no less than FIVE pirate clans have been raiding the system non stop. once in a while is fun but this is too much. Two of these declared war and have ridiculously advanced ion defence and drive tech. I would say you should meet TWO at most at "few/weak" settings in that kind of timescale when limited to one system.
These advanced pirates with ion defence only turned up after I defeated the less advanced pirates with ion weapons, which feels like a rigged response but does not respect the dead means dead setting for pirates.
TBH this feels like "Red Queen" balance i.e. moving the goal posts by disrespecting internal consistency of game rules, so all the running you can do leaves you exactly where you started. I am not a fan of Red Queen balance in games, that is an understatement. This kind of thing is gamebreaking for me. I need internal consistency in the game to feel like I achieved anything in playing it, take that away and it ain't worth the bother.
The whole point is if you defeat the pirates it has a palpable positive effect, gives the player a sense of achievement, this negates that.
So this pirate ship is not weak is it? It is not balanced either.
I would suggest "weak" pirates should have next tier tech at most, Ghost fleet level and very weak should have same tier as the player. Sure higher strength at higher settings but this is not right for weak.