The concept of piracy is a great idea in a game like this, but the implementation is simply atrocious. It seems like the devs said to themselves: "Hey, it's to much work implementing a believable piracy system, we'll just keep spawning a neverending supply of free ships and send them to the nearest target planet."
My first, and partly because of this issue, only game of Sins up to this point went something like this. Small map, both me and the easy AI had one planet and an asteroid. His fleet of 1 capital ship and 9 basic frigates just jumped in near my asteroid and I sent my own fleet of a capital and 7 frigates to intercept. We duke it out, the battle is going well with some micromanagement untill suddenly 40 pirate frigates and cruisers jump in and destroy us both. Oh, what fun I had.
It seems the solar empire in the title references to the pirates, not the actual players in the game. Because that single pirate asteroid had more than enough ships to wipe out both me and the AI without any real trouble. And while we were still teching up to the more advanced frigates, he already had a full complement of cruisers at his disposal.
This game just doesn't feel polished. Ships sit still in space during combat, turrets don't even move making the models look very unfinished, the tutorials explain absolutely nothing you don't already learn from tooltips the first 2 minutes ingame, the research is over in ten seconds and consists of things like better laser -> even better laser and the piracy option feels ridiculous.
Why not implement a pirate group as a single frigate or small group of frigates who run in, capture some freighters or a mining facility and run off at the first sign of trouble. Maybe base each frigate group from a cruiser or asteroid hidden somewhere in space. It would force you to keep several frigate patrols near your important tradelanes and economic bases, and give the player the option of setting ambushes to lower the piracy threat. Maybe have several competing groups, and let the players have the option of certain groups working exclusively for them (as long as the pay is good of course). You could even promise rewards to other players for taking out notorious pirates. You know, make the pirates act like cowardly pirates instead of the uberfleet of kamikaze doom that only exists to level up your ships.
I was looking for a 4X game that lets me rule a galactic empire. However, it seems this is some RTS combination of WC3, where I search AI critters to level up my hero and buy skills, and a stripped down version of Supreme Commander, where victory is decided by whoever brings more DPS to the fight. After that pirate massacre described above and some reading on these forums about the limited strategy I tried out Sword of the Stars (borrowed both games to try and get my fix of 4X for the next couple of years) and it looks a lot more polished and fun than this one. I actually could employ a strategy that doesn't consist of mass fleets smashing through planet after planet, something I haven't encountered yet on these forums. Maybe next time Ironclad should consider doing open beta's instead of only allowing the "fanboys" who preorder.