Firstly: a general thanks for the suggestions so far.
Well, I'm certainly all in favour of a solution that doesn't require adding more things to the system, and this certainly seems more practical than solving the various problems pirate bases have. It also allows the pirates to reach the action relatively quickly after launching, which reduces the number of them we need to simulate in the first place.
Smivs wrote:they are everywhere, and I actually question whether this is 'realistic' as a concept.
One of the things I want to do with the (re)populator is consider neighbouring systems - so somewhere like Zaaxte (G1) which is a Corporate State surrounded by safe systems would be an extremely unlikely place to meet pirates (or bounty hunters), while Xevera (G5) has 7 neighbours, 5 of which are anarchies, and so would have more pirates near the witchpoint than many nominally more dangerous systems (but still rarely any near the planet).
We only have eight government types, but we also have these really rich topologies that the galactic maps give us, and it seems a shame not to be making more use of them.
Smivs wrote:Another factor that nobody has yet metioned is that many pirates use non-jump-capable ships, mambas and sidewinders etc, so will not be jumping in and out of systems at all.
We just need to ensure that pirate groups entering that way are led by a ship with a witchdrive.
Smivs wrote:The 'problem' in a sense is that the pirates are often eliminated from a system but not replaced. Now to me this suggests that they are not doing the job right.
The new AIs I'm working on will include a better odds calculation than the current one, and have a tendency to actively avoid bounty hunters and police ships. I don't expect this to do more than just slow down the rate of attrition, though - they'll still need replacing a bit (if nothing else, eventually they'll run out of hold space) - and I don't want to make the odds calculation too "realistic" or most of the pirates won't attack anyone at all.
ZygoUgo wrote:It could also mean the player being overwhelmed with more pirates after single ships
Agreed, it's a risk. Things I'm looking to counteract that with in the short term are:
1) More coordination between pirates over cargo dumping. You will be able to get them all to stop chasing you at once (even the Asps, who at the moment do not give up...)
2) Pirates won't fire first on a ship with no cargo, so if it goes badly wrong you might still survive.
Wyvern Mommy wrote:not all pirates would be full-timers. a lot of them would be traders like you and me, jumping on an opportunity every so often
Now that could definitely liven things up.
Disembodied wrote:Maybe Q-bombs should cost a lot more
The thing is, they basically have no use in the core game even at that price. Pirates can't use them without destroying the loot. Even at their seemingly low price, there's no way a bounty hunter will come close to a profit on them. Traders don't tend to have injectors, and even if they did you could fill an Anaconda with hardheads for the same price as a single Q-mine, and that wouldn't kill your own escorts. Any semi-fast ship can probably evade the blast anyway, since from 1.77 they start running as soon as the mine is dropped, rather than ignoring the expanding sphere entirely. Thargoids will
run tactically reposition to avoid the blast
and sometimes shoot the mine down. The player can use it to get out of trouble because it makes an excellent distraction - but unless they're flying a freighter or carrying enough precious metals that they're spilling into the hold, it's cheaper to use an escape pod and write off the cargo, and for that matter there are very few core game fights which fuel injectors won't get you out of safely.
OXPs do add some hard targets which you might want to use a Q-bomb on, but I can only think of one OXP target you're actually
supposed to hit with one ... and tens where you're either penalised for using one or actually prevented from using one.