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Author Topic: Pirate Bases, Raids, and Objectives  (Read 27752 times)

Alex

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Pirate Bases, Raids, and Objectives
« on: June 12, 2018, 01:46:10 PM »

Blog post here.
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Midnight Kitsune

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Re: Pirate Bases, Raids, and Objectives
« Reply #1 on: June 12, 2018, 01:48:09 PM »

YAY!
Don't forget to update the ticker too Alex!
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Alex

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Re: Pirate Bases, Raids, and Objectives
« Reply #2 on: June 12, 2018, 01:50:55 PM »

Thank you; just did :D
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Harmful Mechanic

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Re: Pirate Bases, Raids, and Objectives
« Reply #3 on: June 12, 2018, 01:59:43 PM »

This looks fantastic, and will likely save me some scripting down the line.
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Midnight Kitsune

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Re: Pirate Bases, Raids, and Objectives
« Reply #4 on: June 12, 2018, 02:01:00 PM »

I'm kinda worried that all of this will make stealth LESS useful, especially in core systems... The combo of increased burn speed and sensor range, along with the fact that the AI DNGAF about supplies and costs, is going to lead to grief to new players trying to sneak

Also, are you only able to hack Domain era objectives or can you destroy them as well? If I defeat a pirate base in the system then colonize it, do I take control over the in system objectives?
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Alex

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Re: Pirate Bases, Raids, and Objectives
« Reply #5 on: June 12, 2018, 02:06:41 PM »

This looks fantastic, and will likely save me some scripting down the line.

The raiding stuff, right? Yeah, I'm trying to make it pretty general-purpose and extensible since there seem to be a *lot* of possible use cases for it even if we're looking at just vanilla.


I'm kinda worried that all of this will make stealth LESS useful, especially in core systems... The combo of increased burn speed and sensor range, along with the fact that the AI DNGAF about supplies and costs, is going to lead to grief to new players trying to sneak

Yeah, will just have to see - I mean, part of this is adding these to core systems, which hasn't happened yet. I doubt *every* system would have a sensor array, say; it's really the lowest-priority one. Another option would be to have "hacking" a sensor array reduce your profile but that gets trickier implementation-wise. But, for sure, something to keep an eye on.


Also, are you only able to hack Domain era objectives or can you destroy them as well? If I defeat a pirate base in the system then colonize it, do I take control over the in system objectives?

Yes and yes; I've got a TODO somewhere for making destroying Domain-era ones have more consequences. For taking the objectives, you can either do it yourself or - if you build a Patrol HQ and have your own fleets in-system - they'll get taken over eventually.
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SpacePoliticianAndaZealot

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Re: Pirate Bases, Raids, and Objectives
« Reply #6 on: June 12, 2018, 02:09:07 PM »

Is it just me or have you redesigned the pirate flag again? :P
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David

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Re: Pirate Bases, Raids, and Objectives
« Reply #7 on: June 12, 2018, 02:09:42 PM »

Is it just me or have you redesigned the pirate flag again? :P

*cough*

(I thought it could look meaner, is all.)
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Midnight Kitsune

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Re: Pirate Bases, Raids, and Objectives
« Reply #8 on: June 12, 2018, 02:10:45 PM »

Will multiple colonies be able to cover each other in case of raids? IE if the raid chooses colony A, would colony B send its fleets to help out A?
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Stop trying to balance the game around a few minmaxers...
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Tired of having your game crash because of out of date mods? Then click here!
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Alex

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Re: Pirate Bases, Raids, and Objectives
« Reply #9 on: June 12, 2018, 02:14:58 PM »

Will multiple colonies be able to cover each other in case of raids? IE if the raid chooses colony A, would colony B send its fleets to help out A?

To an extent, yeah. Naturally a station would only help the colony it's on, but patrol fleets will defend everywhere. The raid starts out choosing a system, btw, not a specific colony, and will then look for weaker targets when it gets there.
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Midnight Kitsune

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Re: Pirate Bases, Raids, and Objectives
« Reply #10 on: June 12, 2018, 02:17:57 PM »

Will the debris fields and such disappear after a bit? Otherwise I'm worried that the pirates will win anyways through OoM errors and super lag
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
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Eji1700

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Re: Pirate Bases, Raids, and Objectives
« Reply #11 on: June 12, 2018, 02:21:53 PM »

Do bases serve economic purpose as well?  I assume so, but you can land/trade etc there just like anywhere else?

Could you form an alliance or up relations with pirates and then use these bases, or smuggle to them, or have your station raid them back?

Just curious what options there will be (and for some of these I'm more curious if that's an eventual maybe, not next patch stuff).
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Megas

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Re: Pirate Bases, Raids, and Objectives
« Reply #12 on: June 12, 2018, 02:25:26 PM »

Can new pirate bases spawn (either spontaneously built or stolen from someone), and can old pirate bases destroyed rebuild elsewhere?
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Sooner535

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Re: Pirate Bases, Raids, and Objectives
« Reply #13 on: June 12, 2018, 02:31:38 PM »

What about playing as pirates? Can we build pirate bases and attack colonies too? I love being a pirate lol
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Megas

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Re: Pirate Bases, Raids, and Objectives
« Reply #14 on: June 12, 2018, 02:35:26 PM »

Are pirate markets like Barad and Kanta's Den still in the core systems, or have they been pushed out into the random fringe worlds where the bases are?
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