![]() If there is to be a faction that never lets you surrender, and they're really just out to cause grief and mayhem it would be nice to have a non-faction with no bases that represents that. Negative rep with pirates is supposed to be from actively hunting them, and right now it's making a pirate aligned play-style nigh on impossible. If Pirates are to stay the way they are, please reduce or remove the reputation penalty for the player destroying their ships when the player loses an engagement with the pirates, especially when the player is trying to flee. If you pay a pirates toll they may give you an insurance token (you may decline if you don't want a Hegemony patrol to see it) so their friends will let you pass, and you can continue your trade route in relative peace. The two suggestions could also be combined. Endless sky pirate hunting code#The best thing about this is the code for this interaction already exists, and would be easy to implement. Paying a toll to pirates to use "their space routes" would also be fine with me most of the time. If I'm flying a fleet of trade ships, I would usually be happy to give a pirate one or two hundred units of volatilizes or organics rather than having my fleet wiped and losing the goods anyway. Insurance tokens would certainly be frowned upon by any major faction that believes negotiating with pirates is wrong.Īllow pirates to scan your cargo holds and "request" goods or money. This could either temporarily lower pirate aggression, or the base could sell an insurance token as an item that the player would have the option to give to pirate fleets to let them go one time. Paying protection money to pirate bases to get pirate fleets to leave you alone. And when our only options when encountering a pirate fleet are "Fight or run" with the exception of trade mission pirate events there is no room for the player to make meaningful choices.Ī few friendlier options that make it a bit easier for a player to join the pirates, or a way for a player running a non-combat fleet to dissuade pirates from attacking them would be nice. The pirates, on the other hand, will quickly make a player who does anything other than run from them, without shooting back, an enemy for life for their entire faction. If the player ends up with a vengeful relationship with any major faction they only have themselves to blame, and can usually see clearly what mistake they made, or actions they took to gain the vengeful status. Right now the player has a good deal of control over how they interact with every faction with the exception of the pirates. With the game world filling out more and more, non-combat interactions with AI fleets and planets are starting to become more prominent parts of the game. ![]()
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