Infinite Space for Sins of a Solar Empire: Rebellion. The mod enhances the overal look and feel of the game by adding a ton of new planets and planet types, planet bonuses, rendering, tweaks and much more!
Small question: Should I use planets (Desert and Barren mixture) instead of the original Pirate Base or no?
If yes: what size? Regular, dwarf, .. ?
i think an asteroid suits the pirate base the best but ill go along with what everyone else thinks but it would have to be a dwarf planet smaller the better.
I agree, I like the asteroid
I also vote for asteroid...
Dwarf. Unless the pirates are able to conquer planets like regular players.
I was thinking exactly the same, Dwarf planets would fit better, perhaps I can make various sizes (if this is noticeable).. :)
Dwarf planets
maybe you could do a model of like 2 dwarf planets being circled or with debris and rocks floating between so like its an old desolated planet cracked into two, or a couple of moons but the base only appears on one of them^^
I like this idea
what about maelstrom's version of the pirate planet?
I actually like the idea of a pirate planet, a whole corrupt world. It does make sense to have something like this on the edges of civilized space, far enough away that the number of cops is minimal so the pirates have free reign over everything.
I'd say dwarf.
I like the idea of a pirate planet; however, i think it would need to be easily differentiated from the other planet-types.
so it will be more like moon bases..cuz for me the asteroid suits them well....i mean is not like they need an entire planet..remember theres just few of them pirate scum!!!!
Sorry, didn't see your reply, and you won't probably see mine :')
Giving them a planet that is undesirable seems the way to go, no one except pirates would inhabit them, who want to live on a scorched planet anyway, right?
When rebellion got out I made a few suggestions in the ironclad forums pertaining pirates:
The pirates are no faction like the others, they are searched criminlas to al factions, sitting in bright daylight in the middle of the map does not seem suitable. My suggestion at the time was to have pirates not inherit a planet or asteroid, but rather have them place a base on an uncolonizable well, like asteroid field or plasma storm. They get a camoflaged starbase there that can produce smaller base defenses and defensive fleets, and call in their marouding fleet.
A scout can detect and uncloak the pirate starbase with an researchable upgrade, until all player and AI ships have left the gravity well it stays uncloaked. If attacked, the Starbase will spawn ships and defenses, that will scuttle again after the pirates have fought back the enemies. The defenses become stronger if the pirates pillage enemies sucessfully (this is capped at some point so they won't become wtfpirates!)
Occasionally, the starbase would spawn colony ships, those would go for other uncolonizable wells and turn into an outpost (TEC trade port). This outpost spawns smaller harrasment fleets when player or AI ships are in the well and can neutralize enemy starbases in uncolonizable wells, to some point. In order to stay viable in lategame, the colony ship will be able to create distractions when under fire and is immune to Phase jamming.
TEC rebels that have pacted with pirates can select the outposts and invest a fee to add those outposts to their trade route. They can also request the pirates to place an outpost in their wells.
The idea is that pirates try to gain control of uncolonizable wells like players try to gain control over planets. The harrasment on unclonizable wells can be used to gain some additional credits and disrupt paths a player might otherwise take. This way pirates feel more like part of the game than just a neutral attack fleet than can be called every x minutes.