Developement Suggestion - Future Strategic Use of Pirates

I've been playing SINS alot and I believe I had figured out a way to make the use and control of the Pirate bases much more worthwhile.  I am not a programmer but I believe it would be an easy change.

Basically everything is the same until a player controls the pirates.   My suggestion is that when a  player controls the sole pirate base the following happens.

  1. Pirates are still active in the game.
  2. Controling player is immune from getting attacked by Pirates (Money can't be put down against.)
  3. Controling player get 20 percent of pirate bounties, and when placing bounties pays 60 cents on the dollar.

I think with this change there would be a lot of effort by players to retain hold of the pirate base and it would setup some nice battles.

11,070 views 4 replies
Reply #1 Top
So your saying, whoever kills, controlls?

Looks like a good idea except #3. Youd be getting too much of an unfair advantage.
Reply #2 Top
Basically you'd have to have ownership. (Have to be Colonised by player) Not a big advantage, but enough to make it worth fighting over!
Reply #4 Top
Controling player is immune from getting attacked by Pirates (Money can't be put down against.)


Pirates aren't the only aspect of the game influenced by the bounty. I vote a definite 'No!' on this part.

Personally, I'm not a fan of the idea. I think there are probably easier ways to encourage battles for specific planets than making a mess of the pirate mechanics. And really, unless you're just screwing around with the AI or some newbie who has no chance of winning anyway, how often do you actually get a chance to take down the pirate homeworld in the first place?

Besides, how would this work on maps with several pirate bases? Any multistar map with active pirates is likely to have one base near each star.