Pirate issue

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Chasm
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Joined: Sat Feb 06, 2016 9:14 pm

Pirate issue

Post by Chasm »

59 turns into game, Inbound 2 BB and 2 CA. Intended? please see upload 1903. If this is random events, please give an option to turn it off...
Chasm
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Re: Pirate issue

Post by Chasm »

Its official, I hate random events, option to turn them off please.
bjg
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Re: Pirate issue

Post by bjg »

Chasm wrote:Its official, I hate random events, option to turn them off please.

Second the request. Haven't seen them, but the option to turn off random events is pretty standard (standard in my world, quite common anyway).
Chasm
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Re: Pirate issue

Post by Chasm »

So far I have seen human pirate raid (multiple times, huge fleet of ultra tech ships, give 1/2 cash or get killed) and colony catastrophe (got lucky once with an outpost, no effect, likely a bug, and a primary colony losing 6 of 8 improvements). My opinion of random events mirrors Arioch's of an abstract espionage system...
Chasm
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Re: Pirate issue

Post by Chasm »

Pirate raid (lose 1/2 cash) followed 10 turns later by all facilities but farm being destroyed on my only world... Yup, fun.
Chasm
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Re: Pirate issue

Post by Chasm »

Pirate minimum take is 100 credits, no maximum. Earliest pirate attack so far, 7 turns in. If fleet is not paid off it destroys the colony or outpost and stays in orbit. Catastrophe destroys 2nd colony's factory 2 turns after it comes online. I'm done for today.
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sven
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Re: Pirate issue

Post by sven »

bjg wrote:
Chasm wrote:Its official, I hate random events, option to turn them off please.

Second the request. Haven't seen them, but the option to turn off random events is pretty standard (standard in my world, quite common anyway).


Sounds reasonable to me. Even Moo2 had an option to disable Antarian attacks, if I recall correctly.
Chasm
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Re: Pirate issue

Post by Chasm »

Pirate raids I would be good with, if they came from an existing nest of pirates, and were of a more reasonable tech level (raid and return, clean it out if you don't want more, tech advances like gremak). Random planet explosion are just annoying, especially early on.
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SirDamnALot
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Re: Pirate issue

Post by SirDamnALot »

Maybe the random encounter rate is set to "ridiculous speed" for testing the event types?
Just my guess though...didn't had time to play the last weeks. Stupid real life :mrgreen:
Chasm
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Re: Pirate issue

Post by Chasm »

Will we be getting a way to turn random events off still? It is getting tiresome to have the 1st factory I build on my 1st world blow up as soon as it is built... Promptly followed by a pirate raid. Also, pirate raids are inverted. At the beginning of a game you are attacked by battleships and heavy cruisers. Mid to late game they are downrating to light and assault cruisers. And they are pulling all the ships around a star with them thus leaving their starting point undefended. Perhaps some should stay and some should go?
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Arioch
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Re: Pirate issue

Post by Arioch »

We're testing new events... the proc rates are going to be temporarily high.
bjg
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Re: Pirate issue

Post by bjg »

Arioch wrote:We're testing new events... the proc rates are going to be temporarily high.

Add an "off" switch and test as much as you want. You need to add it anyway, so why not do it now?
Chasm
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Re: Pirate issue

Post by Chasm »

2 switches please, 1 for pirate raids, and 1 for events. The pirate raids bother me far less at this point then the random building explosions. Also, can we get an additional choice to reduce technology even farther. So an epic length game with an additional extra slow research time.
bjg
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Re: Pirate issue

Post by bjg »

Chasm wrote:2 switches please, 1 for pirate raids, and 1 for events. The pirate raids bother me far less at this point then the random building explosions.

There is a choice for pirate raids frequency than start a new game. It does not include "no raids" though (which is fine with me).
I was also talking about random disasters.
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