In a game vs AI I try to pick maps without pirates. The AI really has a tendency to wreck itself with the pirates and than not being able to attack properly. A much better thing regarding pirates would be that they so to speak rather harrass your trade, i.e. as long as the bounty is on you, they block your lanes and reduce general income instead of flying to a planet, causing chaos and running off again.It would be smooth if by the size of the bribe the kind of attack would be distinguished. For example:0 - 1000 credits: Pirates can "occupy" phase lanes, slowing movement, damaging ships using them while in transfer and reducing the income, all in a light, but very annoying manner.1000 - 2000 credits: Pirates attack tradeships and sometimes strike tradeports at undefended planets (not the stupid "I attack the tradeport with 75% of my forces letting myself get shredded by the defense" way).2000 - 5000 crecits: Larger scale harrasment, attacking of defended planets, bombardments etc.(now you spend rarely this much money in 1 bounty as you normally just capture the pirate port at this point but let's continue a bit)5000-10k credits: you alter the Ammount of forces. 1k credits = e.g. 4 ships more to the standard raid, starting from 5k upwards, capping at 10k.10k+ credits: For each 10k they attack another system independantly.That would be my idea. Things would be pretty nice this way in multiplayer. And before the first wave of pirate raiders it might be an idea to have them e.g. on a 45 min CD before it hits so the AI isn't wrecking it's economy in the start with "I pirate you, you pirate me".
How about this:
0-1k credits: Pirates occupy neutral/special grav-wells, fight militia forces if present, and attack passing trade ships.
1-2k credits: Pirates occupy neutral/special grav-wells, fight militias/rebels, attack passing trade ships, and make harassment attacks on refineries and trade ports with timed explosives on fast ships.
2-5k credits: Pirates launch major attack on enemy worlds where defense fleets are not present, place time-bombs on factories, labs, refineries, trade ports, etc., kill refinery/trade ships.
5-10k credits: Pirates place time-bombs on orbital defenses and launch a massive siege attack on 3 enemy worlds, along with the harassment forces as stated above. For every 1k credits, they bring 5 more time-bomb scouts.
>10k credits: For every 5k, they attack 1 more planet. If there are not enough planets in the system, they send multiple forces to key planets, but they cannot pull long-range or wormhole jumps.