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Pirates
Jul 12, 2020 17:27:20 GMT -4
Post by moleman on Jul 12, 2020 17:27:20 GMT -4
So someone give me more of an idea about the pirate battles, they just appear at random on the map? Will we have an idea of their approximate strength? Can we flee the battle? How does it work?
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Post by Mistress Marik on Jul 12, 2020 22:24:03 GMT -4
Oooooo Oooo I can answer that! I was the first one to have one happen. Pirates come random in places you already have and sometimes land in two different places nearby at once. They will not split up that much so we don't have to endlessly hunt single ones down. I think the most someone said they had was three tiny little groups that moved around in random after they landed altogether. When they attacked me I had two mechwarriors, four tankies and a LAMY! They came with one light mech and two 70 tanks. I think they equal no more than a quarter of your army in strength but usually they outnumber your people nearby. They attacked my LAMY and my Mantycore all at once!!
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Post by Xander Forever on Jul 12, 2020 22:34:05 GMT -4
I had a number of Centipedes, a Locust 3M and a Dervish get jumped by a pirate spawn about 3 spaces away. Pirates fielded a Bushwaker X1 that took out the Locust in one lucky autocannon hit with a triple engine hit, but I salvaged her. They also disabled a Centipede and I lost the very same one the turn after in a battle with another player. It was cursed as the thing died again when I replaced it. the pirates also had a Warrior VTOL (i forget the type) and a pair of Hunters with the Bushwacker. A second grouping when another direction and died later but had a Hetzer (SRM), Maxim, and a Saracen. I think they tried to go after a town I had and two tanks that were guarding it.
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Post by Admin on Jul 12, 2020 22:59:03 GMT -4
More clarification:
Bandits happen in territory you don't own. As you move troops into unoccupied territory that is owned by nobody (regardless of scouting or capturing) there is a small chance of having a bandit encounter that I roll for. This happens with EVERY map square you pass through and has a much lower chance for air units. Hence you might get more than one bandit group showing up in a turn, but very unlikely. Bandits will become active on Turn #5, or so I plan, shhhhh keep it a secret! Bandits don't attack your territory unless attacked first and they win, then there is a small chance if they have very high morale. Bandits will try to be roughly between 115% and 133% of the Battle Value of the force they encounter. That doesn't mean they always outnumber you (but that is more likely), but they could have better quality units too, or perhaps one very skilled pilot in one lone machine. All bandits are A.I. controlled unless you get one very lucky/unlucky roll and the Admin will play for them. (Hasn't happened yet.) Bandits often attack in ambush meaning you have to start in the center and they come at you. You may try to flee the battle, but bandits make for good easy salvage mostly.
Pirates are different and "stronger" and happen at random on your own already claimed territory. This is a universal roll, what I mean by that is only one pirate attack will every happen per turn out of all players. Basically I roll to see if a pirate attack happens that week at all, if it does I roll one random lucky/unlucky player based on cumulative territory (so if you have a lot of territory your chances of getting attacked are higher), than having chosen the target/victim I roll to find out which map square(s) they land in and have them spread out a little from there. Typically I try to give them a few low profile targets as if they are raiding you. Pirates have a very small chance of having a DropShip in battle (this hasn't happened yet) that will most likely flee immediately (watch out for its guns). Pirates strength is indeed based off your overall army size, and yes they could outnumber or be outnumbered by the units nearest them. Again you may flee and concentrate your forces to attack them, just remember they will keep spreading in the meantime like a slow slow cancer (but won't gain any more strength, save light repairs if they survive a battle). Pirates were in Neveron as well as a game balancing feature, essentially anyone that grew to a large size would get more frequent attacks to stunt their growth and force them to commit more troops to defending their heartlands and empire core. Same idea here.
Hope that helped!
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Pirates
Jul 13, 2020 22:30:19 GMT -4
Post by Tardigrades on Jul 13, 2020 22:30:19 GMT -4
Pirates are a nuisance, and are the bad side of the bandit/pirate duo. Bandits are much easier to get some good salvage off of.
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Pirates
Jul 21, 2020 7:08:57 GMT -4
Post by firebomb on Jul 21, 2020 7:08:57 GMT -4
So when do bandits and pirates start?
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Pirates
Jul 21, 2020 8:17:15 GMT -4
Post by Admin on Jul 21, 2020 8:17:15 GMT -4
Bandits will be starting at "Global" Turn #5. Everyone is always on the same turn regardless of when they joined, but players will reach milestones at different times given some have only been around 1 or 2 turns so far and others the full amount.
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Pirates
Jul 23, 2020 8:45:23 GMT -4
Post by Son Of A King on Jul 23, 2020 8:45:23 GMT -4
Wait, does that mean bandits can happen already next turn?
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Pirates
Jul 23, 2020 16:13:38 GMT -4
Post by Admin on Jul 23, 2020 16:13:38 GMT -4
Yes, bandits can start appearing after July 26th once turn 5 starts.
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Pirates
Jul 25, 2020 22:15:47 GMT -4
Post by Son Of A King on Jul 25, 2020 22:15:47 GMT -4
If we get into a bandit fight and decide we want to withdraw rather than fight it out, is this allowed?
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Pirates
Aug 11, 2020 10:55:48 GMT -4
Post by moleman on Aug 11, 2020 10:55:48 GMT -4
I would like to know this too, if I'm scouting with a light mek and stumble on bandits, can I start the fight and just book it to the nearest map edge and flee?
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Pirates
Aug 11, 2020 12:47:24 GMT -4
Post by catfishkailen on Aug 11, 2020 12:47:24 GMT -4
You may very well receive a "Recon Mission". The objective is to observe each enemy unit for at least two rounds. If you complete this "Recon" then you will receive a small sum of equipment from admin.
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Pirates
Aug 11, 2020 19:18:30 GMT -4
Post by Admin on Aug 11, 2020 19:18:30 GMT -4
Yes you may always attempt to withdraw in any mission, just realize if the enemy is faster than you, that might be hard to accomplish.
As catfishkailen states I take into account the performance ability of your units going into the battle and assign them missions depending on what they are fighting. It wouldn't make sense to have a Ferret Light VTOL take on an Atlas in direct combat. Thus the Ferret would get a recon mission objective to "scout" the enemy units by hanging around nearby for x number of turns before booking it off the map to safety. If completed you would get a small cache of supplies for your troubles and risks as if they were "found" while out on patrol.
There are other objective types as well such as Artillery Fire Mission, if you have artillery in range you might be asked to use a unit to fire a certain number of rounds at the enemy to "soften them up." Another mission type is "Hit and Fade" where you either have a goal of doing a certain amount of damage or "Headhunter" killing a particular unit that might be considered a low level officer. There are more...
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Pirates
Aug 11, 2020 21:27:27 GMT -4
Post by catfishkailen on Aug 11, 2020 21:27:27 GMT -4
Thank you for reminding me of my in-range artillery...
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Pirates
Aug 12, 2020 7:15:22 GMT -4
Post by moleman on Aug 12, 2020 7:15:22 GMT -4
Wow, they sound like great ideas! Nice one!
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