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- Build gateways. No route, no piracy.
Having a gigantic battleship is sure nice. Makes them easy to spot and evade for pirates.
I don't need advice on piracy suppression, this isn't really a "how do I do this?" thread its a "can we change the way this functions?" thread.
I have multiple massive worlds with hundreds of value in trade circulating through an area, and the values that requries to completely suppress piracy is more than 3 citadels stacked with hangars and a whole fleet of corvettes can handle.
Its way too much.
I mean the logic just doesn't match the mechanics. It may sound good on paper, but would you really go and pirate military resources in an area surrounded by naval bases and a massive navy? Of course not. You'd be stupid to do that, it doesn't matter how much resources they have access to, you're not gonna go and fight the US navy to try and pirate their resources right next to Pearl Harbor or something.
Its the same logic here.
The piracy value increases exponentially with how much trade flows through the area, and if you have tons of trade because of really high value planets, it'll increase the chance of piracy far beyond what is practical that you'd need to suppress it, while in reality the nearby fleet strength is so immense that logically speaking nobody would mess with it.
I'm not about to try and argue pirate logic here, but there gets to be a point when the nearby fleet strength should just be large enough to prevent piracy altogether.
Even if you're a wide empire, if the game goes on long enough those planets reach really high pops, which will in turn scale trade up, which circles back to my whole point.
Piracy suppression needs to be reworked. Nice idea, but implemented poorly.
Yeah. That's why the system the base is in has no piracy. The next system? Fair game, especially if the massive navy never seems to leave its system. What you describe is less pillaging next to Pearl Harbor, but more "Hey, I have a naval base in Pearl Harbor with many ships, stop doing piracy in Somalia". And if your trade route is worth so much and you can't effectively patrol it, then, yeah, pirates are going to come, no matter how many ships you have a few systems away.
Why would the pirate care that you have a massive navy a few systems away. They aren't where I do my piracy stuff.
That said, and what I kinda do agree with, is that there is a scaling problem since you can't increase the suppression value of single ships, for which a tech would be nice. But then again, at the point where that becomes a really huge problem, you should have no problem to have a Gateway system that makes all piracy mood anyway.
While it can take on a fleet on its own the pirates don't intend to engage it.
They just kepp raiding your supply lines and swiftly bugger off whenever your behemoth of a ship slowly makes its way to them.
Your suggestion is even dumber, you want a static station to chase pirates, hahah so dumb. use corvettes as they do irl for piracy & customs operations. Also you set your ''battle station'' to field fighters.
Its literally next door. There's such a center of power in the area, it still makes no sense.
At some point the piracy growth should cap, no matter how many resources there are. Plus, the pirates spawn inside the system with the fleet in it. Its really annoying. I'd rather not have to deal with a random piracy spawn like that, the corvettes have no trouble with it, but it happens anyway.
I mean another reason why we don't use the USS Nimitz for piracy suppression is because we don't need to. Piracy is a small time thing nowadays, because of the efforts in the 18th and 19th centuries when the Spanish and British navies would actually use warships for piracy, because pirates had fleets, not just a single ship like you see in the movies.
The efforts back then and with advancements in technology mean that pirates have to stay in areas that take longer to reach, which is why pirates in Somalia would be far more effective than Honolulu.
If anything, at the very least, repetitive piracy defeats in the same system should contribute toward a permanent piracy suppression to increase sanity and realism.
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I just want to reiterate its not like these pirates are hard to deal with. This isn't about that. I'd rather the pirates spawn further away, where it takes longer to get to, and they can build up forces if you don't actually do anything about it. Here it just feels half-baked. It doesn't feel very immersive.
Piracy is dumb and easily cheesed, they should just remove it.
From a "realistic" standpoint it would make sense too, since fighters are smaller and outnumber corvettes by far. (Althought the general notion of "stealth" in space as flawed to begin with.)
Like much of space opera, Stellaris transposes naval tropes into a space setting. And if you want sea control, you need a lot of small and fast ships optimized for low-intensity missions, not a dockyard queen that might chip a nail getting out of port. You need the cops to walk the beat. Heck, even against large enemy forces the reactive fleet-in-being tends to fail unless it has such an overwhelming decryption advantage (Room 40, Bletchley Park) that the defending fleet counterattacks before the attackers even depart.
May I interest you in running down Somali pirates with a 24000-ton nuclear-powered battlecruiser?[farm5.static.flickr.com]
That's how the Vasily Bykov-class[en.wikipedia.org] corvettes were born.
This is true. Especially if that carrier battleship has a giga canon. I've had an enemy fleet get engaged and automatically turn around from clear across the system, and they couldn't jump out. Especially if you have an admiral with an artillery specialty that increases engagement range of all your ships by 20%.
I'm still gonna say the nearby fleet power would be better method. Maybe specific patrol ships can have a percentage buff to the adjacent stations instead of just a flat number in that particular system.
The cannon that takes one shot every week?
I am sure those pirates in their small crafts will ♥♥♥♥ their pants from the projectile taking a foreseeable path in their direction for several hours.
And we weren't talking about carrier ships before, were we?
Those are an entirely different thing.
But mind, it's not about the size of the impact their guns mage, it's about space saturation.
Shooting a single itty bitty pirat ship with a giga cannon wouls be complete overkill.
That's like shooting a dinghy with a cruise missile.