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Old August 27th, 2001, 06:42 AM
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Default Re: P&N Pirates: too weak?

I agree with Geo, Pirates should be weak. You don't play them to win. You play them to be pest. Traditionally, pirates have no national aspirations. They are a group of bandits bent on stealing what they can for themselves, without regard for others.

I just started playing them this weekend on Version 2.3. I really like the new ship movement rules. It takes a while getting used to but makes logical sense. Too early for me to suggest changes.

I would and am looking forward to giving them a try on PBW. They just made the mod available this weekend. A pirate player might benefit from allying with a stronger "normal" player. This player could then gift the pirate some worlds near to his enemies, so that the pirate could assist in the struggle. This is a level of coordination that you rarely see in other SEIV games/modules. It is something more than just a team concept, because it requires an even deeper coordination of the strategy you are pursuing if both players are to successful.


EARLY AND IGNORANT SUGGESTION:

I do have a question for Geo. My concept of Nomads are just that. No homeworld. A group of ragtag fugitives on a lonely desperate quest for something. You know, Battlestar Galactica. A large group of varied ships from cruisers to battleships, to freighters, to starlines, to transports in megafleets roaming from star system to star system. How about the concept of carving out an asteroid and adding engines? It only needs to move at a speed of 1 per turn to be mobile. And it allows for a new tech: "Colonize Asteroid".

How about ship components that perform research and intelligence? Also make solar panels a given tech for these races. That resupply need based on a single planet could be quite devastating early on. An enemy placed next to your home system could mean a very short game.

Just my 2 cents.
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On the Infinite Universe and Worlds, 1584
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