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I know what torpedos are haha (I have the Foon so I beat the game on hardbastard iron man),.The problem isn't not knowing how to beat them, its that them following you through the warp doesn't make sense and breaks the logic of the game, and nothing in the game tells you it.
My suggestion would be any of the following:
1. They cant follow through the warp.
2. They can, but its random whether they can or not (so only maybe 1/5 could, and not multiple times)
3. They can, but warn players that they can.
Currently the mechanic doesn't make sense.
- Use warp key normally - they WILL follow you usually, but 10% of them won't (same as with Elusive flyer). If you have Elusive chance is increased to 30%
- Use extar fuel per jet: same stuff, due to you accelerating faster.
- Use warp key to fake warp jump - half of pirates will go whenever you point
- Be Ace, jump towards nuc mine. One of pirates will be hit instead (others remain)
- Bribery: one of items you constructed, or hundred or two of merits, pay pirates and they won't chase you (1 frigate per bribe)
on the other hand, torpedoes could be weakened. Say, first torpedoe will just damage the frigate; damaged frigate sending only 2 pirate troops, both wounded to half health. Second torpedoe finishes the job. So you want to deal with pirates the other way (especially if you can choose to not use torpedoes until near ship you want to board). This all will make pirates more fun to deal with.
Spending extra fuel to ditch pirates seems too overpowered, as burning fuel and drifting will always do less damage than an actual pirate encounter. Bribery would also be overpowered and not make sense in the setting, as their motivation for killing you is not for plunder but to prevent Void Ark from being reactivated (which would notify their headquarters to send in ships to destroy the pirates)
also, when I think abt drifting, I realise pirates would see drifter and possibly try to mess with him, since he can't dodge. Maybe crash into him to deal extra health damage. Maybe bump to make him drift to random other direction. Maybe something else. Either way, if you fail to fuel-burn from pirates and are left without fuel at all, you're in trouble
as for bribery: their high officers care about whole pirateship and know they must stop you at all costs - however, rank and file pirates could be more egoistic and short sighted (and maybe thinking "even if they send battleships we will just raid them too or flee"). Like in any system, this can be exploited with "unofficial" communications... so, it always makes sense to make some "friendly gifts". Maybe not every single frigate captain could be bought, and they never can be bribed to attack other pirates (they know they will be hunted down for that), but posssibility should present
I like that BACs later points out a loophole that means they're not actually in breach of anything and aren't in any danger of WCG coming to sort them out.
They're a piece of cake to deal with once you have the scrambler but I do agree that a warp jump should lose them