Ikkuro race events pirates discussion and suggestion
Posted: Tue Dec 03, 2024 1:34 pm
I am writing this as a new thread as I did not want to upset the tone of the recent improvements thread with what amounts to my subjective take on pirates, especially after Erik explained the super-pirate problem was a part of the lore.
But on the other hand I wanted to give my subjective feedback about this lore, to say why it does not work for me and make a suggestion.
To explain, I wont accept being bullied by anyone, there are some very pertinent examples in the news these days but I won't draw explicit parallels as it is too politically contentious and likely to transgress the T&Cs of this forum, so I will just say I always play a defiant strategy against entities who commit crimes and try to bully the empire and as things stand, with race events active the empire ends up at war with two super-powered criminal cartels.
The rebalance does not seem much improved to me from this point of view, I can see pirate tech is not as super advanced as it was but this is made up for by much larger numbers of ships. e.g. the raiding party the Ikkuro pirates sent included two frigates and two destroyers and eight heavy escorts compared to the previous raiding party of a frigate and two or three heavy escorts. So the tech has reduced two generations but the force size has quadrupled?
For this reason, because it rains on my parade the moment I send a ship out of the home system, I have disabled race events.
However I can see the Ikkuro pirates are meant to be the brothers in arms of the Ikkuro empire, reuniting after many years and the dissolution of the previous Ikkuro empire after a cataclysmic war.
So the question I have to ask is why do they need to come as bully boys? Their first act is to raid an outlying mining station and attack freighters destroying them.
They dont say, "hi we are friendly and ready to help if you will pay our expenses please" (i.e. mercenaries), they try to start a protection racket with an act of war, which is criminal not brotherly. Mercenaries do not need to be criminals, they just need paying in staged payments... So I just wanted to suggest not having them start a war by raiding a mining station, but instead let them introduce themselves with a friendly visit, go away again, then wait for the other human super-pirate faction to turn up being mean, allowing the player to turn to the Ikkuro mercenaries to hire their legitimate security services.
Especially with the Ikkuro, since they are so harmonious, it makes sense that the spacer Ikkuros would be friendly. All it takes in terms of mechanics is for them not to start a war by having better diplomatic relations at the start of the game. I hope you can see the point I am trying to make.
But on the other hand I wanted to give my subjective feedback about this lore, to say why it does not work for me and make a suggestion.
To explain, I wont accept being bullied by anyone, there are some very pertinent examples in the news these days but I won't draw explicit parallels as it is too politically contentious and likely to transgress the T&Cs of this forum, so I will just say I always play a defiant strategy against entities who commit crimes and try to bully the empire and as things stand, with race events active the empire ends up at war with two super-powered criminal cartels.
The rebalance does not seem much improved to me from this point of view, I can see pirate tech is not as super advanced as it was but this is made up for by much larger numbers of ships. e.g. the raiding party the Ikkuro pirates sent included two frigates and two destroyers and eight heavy escorts compared to the previous raiding party of a frigate and two or three heavy escorts. So the tech has reduced two generations but the force size has quadrupled?
For this reason, because it rains on my parade the moment I send a ship out of the home system, I have disabled race events.
However I can see the Ikkuro pirates are meant to be the brothers in arms of the Ikkuro empire, reuniting after many years and the dissolution of the previous Ikkuro empire after a cataclysmic war.
So the question I have to ask is why do they need to come as bully boys? Their first act is to raid an outlying mining station and attack freighters destroying them.
They dont say, "hi we are friendly and ready to help if you will pay our expenses please" (i.e. mercenaries), they try to start a protection racket with an act of war, which is criminal not brotherly. Mercenaries do not need to be criminals, they just need paying in staged payments... So I just wanted to suggest not having them start a war by raiding a mining station, but instead let them introduce themselves with a friendly visit, go away again, then wait for the other human super-pirate faction to turn up being mean, allowing the player to turn to the Ikkuro mercenaries to hire their legitimate security services.
Especially with the Ikkuro, since they are so harmonious, it makes sense that the spacer Ikkuros would be friendly. All it takes in terms of mechanics is for them not to start a war by having better diplomatic relations at the start of the game. I hope you can see the point I am trying to make.