Bogatyr wrote:Just popping in for a comment: I'm a lifetime (E)(Oo)lite player (who's been away a while) and had my ass handed to me like never before in 1.80 when trying to get a new Commander started out. Now I certainly don't have my dogfighting chops back to full yet, but those pirate packs just don't miss with their beams and I was reduced to rubble within seconds every time, until I decided that "run away and aft snipe" was the only way to go. While that is not bad in itself, if it's the ONLY option, it seems a bit boring. It seems like suicide to approach head-on even a single fighter with beam lasers. I used to really enjoy plowing through a pack of pirates head on, taking one out as I fly by them, before settling into a more defensive posture. That seems impossible in 1.80. Egads I can't bear to think of some of the mission OXPs where some of the ships have quad-(militaries?), they must be entirely unplayable....?
My first post, also in abbreviated form since I've only got about 15 hours Oolite time in so far. Like Bogatyr, though, I'm an old Eliter (and I also got to at least Deadly as I recall) from the BBC days and was faintly staggered at the viciousness of pirate attacks in Oolite.
While I also mistakenly thought multi-government was a higher gov. type than it is (oops, 3rd worst), I encountered pirates on 90% of trips made there, and we're talking group after group of 4 pirates, not just a loner or a pair working together.
I'd tried some of my approaches from the old Elite days, as follows:
1. Jink and get closer to deliver a missile at point-blank range. Worked well on a rare group of 2-3, but with 4 ships, you simply cannot target three missiles onto three of them without getting wasted. Pirate accuracy while jinking (bog-standard Cobra III starter with no upgrades, Xbox controller) was astonishingly good, even corkscrewing, start/stop and looping held them off for all of a few seconds.
2. Run away. Never worked, not once. One or all of the group had a long-range laser or a fast ship and I never made it.
3. Cargo dumping. A lovely idea, but usually this runs as follows: dump the canisters; pirates go from red to yellow; pirates then obviously stop for an extended tea break, since they don't seem to actually do anything with your cargo, except set engines to 0.00001 of warp speed and saunter on over to the cloud of pods. This mass-locks you until the next bunch shows up, at which point you have no cargo to offer them.
I've now moved to higher (more peaceful) gov. levels and the pirates have so far not re-appeared, but I'm thinking about how I'd now take on those pirates once I have some more kit. I'd need a *lot* more...
I'm not sure the game needs changing, since I haven't anywhere near the experience with Oolite to make that call, but there is simply no chance of standard Cobra IIIs surviving pirate attacks in the current configuration, since they tend to show up in groups that are borderline invincible. The fact you can't even run away changes things hugely. And I find myself asking why all these pirates want a few tons of food from a Harmless Commander in the first place... It would be like real-world pirates boarding fishing boats and demanding the day's catch. Seems incongruous.
While I didn't pop off to Anarchies after only a few hours in Elite (BBC), I was able to take on 2-3 pirates in a standard Cobra III (often with a missile as backup) with no problems, even if I had to tackle missiles without an ECM (as frequently happened) and I often encountered loners, where dogfighting worked very well (and hence trained me to dogfight for starters). Oolite seems to have pirate gangs rather than pirates and hence the mechanics are different. You are unlikely to survive them so you'll need a shopping list of kit even to make the run to a multi-gov planet.
I think the chaff idea is wonderful and, in terms of the game universe, there has to be some kind of workable decoy/run like hell system better than the current option. You should not survive actively seeking out pirates in poorly-equipped ships, but you should have a good chance of bailing out if it happens accidentally.
Otherwise there's only hyperspace and that usually ends badly, in my experience... frying pan and fire, etc.