I've been loitering around these forums for a while, and although I haven't got the beta(money, hard drive, and a crappy system prohibit this, a problem i hope to have fixed by 08) I have played it(thanks to a friend) I was very impressed and I played it several times through on a full galaxy(100 planets, 4 stars) but as for the bounty, when you top 10 mil it gets a little nuts(being the elitist I am I don't sacrifice ships I simply have a massive invincible death fleet) the ability to pay off your own bounty I believe would be a viable option. along with more options for a "one click" bounty addition to an opponent instead of just 250, when I'm making 200k a minute it would be nice to be able to put more of that in a bounty quicker. But back to the thread's topic.
I think the pirates need a "risk to profit" system in place where say a given empire has a very strong fleet and a bounty of 10k while another empire has a weak fleet and the same 10k bounty, the pirates would of course go for the more profitable empire. Maybe giving all tactical structures and ships a hidden point system that would determine the risk factor then divide that by the bounty to asses the risk to profit ratio. This same system could be used to determine which planet is attacked by the pirates, a planet with no defenses would be a bigger target than a fortress world. Also Bounty per population point killed would be nice, so if the pirates go and raid 10 undefended worlds that might work off all or most of a bounty the numbers of population to credit would have to be played with for a while, but having a fully population upgraded Terran planet should be worth around 10k.
As for paying off a bounty it should be a viable option after all bounties aren't something that goes on in the UN, no one stands beside a nice little graph and announces when a country has a bounty on it. No, the bounty is all part of the black market system(same as buying and selling resources) so why not for every 1000 credits put on somebody's head make its cost 5% more to pay off a given amount. Heres an example,
Empire A - Bounty = 50,000 - multiplier = 250% - Cost to pay off = 250,000
Empire B - Bounty = 250 - multiplier = 0% - Cost to pay off = 250
Empire C - Bounty = 100,000 - multiplier = 500% - Cost to pay off = 500,000
Empire D - Bounty = 1,000 - multiplier = 5% - Cost to pay off = 1,005
The reasoning behind this madness? If your running a black market bounty ring won't you jack up the price if someone wants a bounty to "go away" it's not good business unless you are. After all it's not the empire handing out the bounty to the pirates, once the money is put on a bounty it's gone from your reserves, not put into a special part of your treasury devoted to bounties, you gave it to someone.
Bounty and pirates are a way to get to the strongest player whom you cannot reach by weapons power alone. That is exactly why pirates need to be very annoying to the strongest player, because nothing else can annoy that player.
Actually no.
It shouldn't annoy the player. You shouldn't incorporate something in a game which annoys the player. The game should challenge us, not annoy us.
Challenges are fun, annoyances are... well... annoying.
The only thing the bounty system currently accomplish is, that I have to park some Kols in my backyard, to squash those pesky marauders that attack frequently. They're unable to kill even one of my assets, which is the reason for this thread. Because of this, the bounty on my head will never go lower, it'll always go up. (Plus I get some free lvls from the exp of the pirates.)
It also significantly weakens the AI since it'll waste money on bounties which will accomplish nothing, which the AI should better have invested in ships, research, orbital structures, etc. which would make it able to appear at least being able to defend against my attacks.
So imho the current bounty system for SP is a bit useless. It only hurts my enemies, not me, so I would like it revisited.
You said it all. I've started to play without them and the game was so much more enjoyable. In fact the pirates make little sense anyway, they should go after trade ships and such, not try to conquer a planet. If they are such a major fighting force that they plan to take down planets, they shoudl very well be a race of their own. With an economy of their own. They waste ships like no tomorrow. How do they find all these pirates.
I agree with both of these. The pirates need to be using some form of risk assessment system. Real pirates don't just attack based on the biggest bounty. They assess their level of risk and choose the option that is most profitable. I also think they should not be targeting planets very often unless the bounty is enourmous and they have an adequately prepared fleet. Maybe there needs to be separate pirate factions in the game that can vie for power. They could build pirate bases among asteroids, collect resources, and build structures and ships. As they get paid for attacking freighters and other small ships, they amass wealth and power which they can use to build a bigger fleet. When their fleet reaches a size that it can take on a particular planet, they will attack that planet. A player could put a bounty on a specific target (such as a planet, a shipyard, or a trading lane). Or, you could issue a general bounty for destroying ships of a particular empire. The bigger the target, the bigger the bounty required to get a pirate to attack it.