Falcon777 wrote:If a system has less pirate activity because of greater police patrolling, shouldn't the police be capable of providing a larger area where they will come to you aid? This always seemed odd to me.
The restriction on that is in two parts.
1) The number of ships needed to continuously patrol a volume of space goes up with the
cube of the radius of that volume. Even with the significantly increased number of police ships available to a Corporate State, it's still not possible to patrol that much larger an area than in a Multi-Gov. What they are able to do - and you'll see this much more in the next version - is put more patrols (and bigger patrols) on the space lanes to deter and intercept pirates.
2) The alternative to patrolling is scan-and-dispatch. A Viper - lets assume a low- or mid- tech system which doesn't have access to Interceptors - has a top speed of 320m/s. To fly from one end of the existing relatively small aegis to the other will take five minutes; to launch a fresh ship to respond to events at the edge will take at least two minutes. That's relatively manageable - so long as the ship being attacked can continue to fly towards the station, attacking pirates are not going to have time to destroy it, scoop the cargo, and escape before the Vipers show up. Triple the aegis radius and it takes five minutes or more for the Vipers to reach a ship at the edge, and that's far too slow.
It might be possible to have a larger aegis in systems which have Interceptors, though, since they have fuel injectors and can reach ten times the speed of a Viper. The station scanners would need an upgrade to actually pick out targets for them, but that's probably manageable. I'll have a closer look at that one when I get a moment.
Another option, though harder to code certain subtleties, would be to add more
stations to the more secure systems, and let them each have a protected aegis. The combined protection would make much more space around the planet safe.
Falcon777 wrote:By adding more and more ships outside the space lanes
Again the problem with this is that space is big. It wouldn't be so bad if the player didn't have the torus drive - you could have pirates hanging out a little off the spacelane, and if the player (or a freighter, especially) tried to go around then they could intercept them at conventional speeds. As it is, you need the pirates to already be where the player is going, which means adding perhaps a hundred extra pirate packs (or more) - maybe five hundred extra ships - to the system, just on the off-chance that the player heads off-lane in that direction ... which then raises the question: if there's that many extra pirates in this system, why are they all hanging out nowhere near the trade routes?
Elite, and the Deep Space Pirates OXP, cheat and just create pirates as needed where the player is.
So perhaps what's actually needed is a way for pirates to intercept a player who is using the torus drive. Given just how fast that goes - 32 times normal speed - that's a difficult problem to solve. Ideas on how to intercept an off-lane player, without either magically adding pirates in the right place, or preemptively adding ridiculous numbers of pirates, would be very welcome.
Diziet Sma wrote:[nightly builds] are not guaranteed to work correctly on any given day (problems are usually fixed rapidly however)
Problems which prevent us from testing what we're currently working on are fixed rapidly. The run up to 1.77 had planets as white spheres for months, though, and other cosmetic bugs can hang around for a while too.
We're very grateful to our brave test pilots but those wishing to join them should be very aware of what they're getting in to - keeping good backups is essential but may not be enough, since while we guarantee that a later version will load save games from an earlier version, we don't guarantee that an earlier version will load save games from a later version without data loss.