Played a few games of Rebellion now and would like to start a discussion about some large problems that have been in every iteration of the game (yes, it's the fourth time we're paying for the game!) and still persist. Note that this is not a "SOASE/Rebellion sucks don't buy it!" post - I think SOASE is a very good game - it is rather a kind of 'disappointed' post in that I feel the StarDock team has yet again left their in some areas flawed designs untouched. Rebellion, IMO, is an expansion pack that feels much like the former Entrenchment and Diplomacy packs both: It adds a few (and I think that's the correct word here: few - I think all the expansions have been light on content) new units, sure, but it fails to clean up the areas where SOASE's metagame just doesn't hold water.
One of my main annoyances that still remains is the entire implementation of pirates. A pirate, to me, means a weak but persistent and annoying enemy: They of course can't challenge an interstellar empire head on, but they will constantly be a thorn in the side and require you to invest to defend your trade economy. This is not how SOASE pirates work. SOASE has the ridiculous idea that pirates are an enormously powerful faction in its own right, well able to threaten, possibly destroy, even the most highly developed empire in open battle. Essentially, a real life equivalent would be if the Scicilian mafia was able to compete with and directly threaten the Italian military. Another comparison, derived from the gaming world, is known to those of you playing Sword of the Stars. This game has something called Grand Menaces - essentially a neutral faction 'menace' so large it is able to attack and destroy player-controlled worlds head on. Well, that means SOASE pirates can essentially be named a Grand Menace since the pirates here hold that kind of power (pirates equipped with planetary assault weapons, eradicating a population - how ridiculous is this idea!).
In short: Pirates shouldn't even exist as that gigantic base in the middle of the map with a fleet dwarfing an interstellar empire. Pirates are prowlers preying on the weak spots - nothing more. I would really have liked Rebellion to finally eradicate the super pirate fortress and reduce them to this lesser role. The pirates simply don't need a base, it is perfectly fine for them to spawn out of thin air (which is certainly a more realistic and sensible abstraction than them residing in a giant fortress!).
This is what should happen to pirates:
1) The pirate base is removed from the game. Pirates instead spawn in vacant systems or, if there are no suitable systems, straight out of phase space (they just spawn out of thin air somewhere between planets).
2) The amount of pirates spawning is based almost entirely on the amount of bounty placed. No more will a gigantic pirate fleet embark just to catch a tiny 250 credit bounty - that will launch a small taskforce, at best. Pirates will still get stronger over time and will have a relatively larger fleet to get the same 250 bounty than in the early game. They will likewise have a smaller fleet in the early game (even if a large bounty is placed). Let's remember that the idea behind pirates is to allow players to attack allies anonymously, not a game of "whoever fails to put more bounty on opponents gets hit by a world-destroying fleet".
3) Pirates don't attack and destroy planets until late in the game and only if very large bounties are being placed. If you place a 1000 credit bounty what will happen isn't that a large fleet will attack and eradicate some system (how it is now) but rather that small pirate taskforces will keep attacking you at various locations, destroying assets only up to the value of 1000 credits, then leave. Pirates have zero interest in fighting a war and will immediately stop fighting and try to save their lives if they aren't being paid money for it through bounty.
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That's it for the pirates. Another grievance I ran into, playing just a test game on 'normal' difficulty, is that the AI remains terrible. Here's a few things I found in just one game:
a) The AI will NEVER retreat ships. EVER. It will literally let a capital ship just sit there and get eaten alive by my two capital ships when it could have just retreated, regrouped with the main fleet and overcome mine. Unfortunately these entirely basic AI routines *still* haven't been updated for this third expansion pack to the game which means the AI remains a laughable opponent that can never offer a true challenge - meaning SOASE is in a sense a multiplayer game only. Weak sauce!
b/ Due to aforementioned OP pirate issue I had a game set in a 'small', randomly generated galaxy where neither player could attack the other because the only route to the opponent led through the insane pirate base. Yet, a full two hours into the game I could see the AI had *still* not managed to colonize all systems on its side. Part of the blame for this had definitely been that pirates were wrecking its systems but I still think it has a lot to say for just how little SOASE AI has evolved over all these years: The AI remains a non-opponent and can't offer even a mediocre challenge.
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Post your thoughts on pirates - or post about any other area of the game you want to see change. No flaming in this thread.