How can there be so many replies, and not a single right answer???Just guessing here, but you have the 'He's no good to me dead' achievement, don't you.The pirates will increase their forces with every cent of bounty they collect!SO if you get into a bidding war with an opponent, suddenly the pirate rating jumps from low to extreme, and a horde of pirates swarms the loser. What you end up with is 100+ cutlasses and corsairs, which on a small map takes forever to destroy.Whereas if you just IGNORE bounties as much as possible, the total number of pirates per base is about 40ish.Couple of space buccaneer facts:*Pirates will not jump star systems, this means that if you take out the pirate base in your home system, but there is a base elsewhere, the pirates will only attack planets in THAT(those) system/s.*You don't need to take out the base defenders to stop the raids, just the planet. (5 novaliths is awesome for this). But culture does zip.*Pirates have bugger all fighter/bomber defenses. (Read the Percheron desc. for background info on this) Carrier capital ships work very well with this, or a Percheron/Aerie/Lanstrata swarm with an Light frig screen.As for dealing with it once you have mucked up the pirates' base/s, the hit and run will work a lot bettr once you stop replenishing the ships with bounty:1. Stop using bounties.2. Use a siege frigate swarm to take out the pirate planet, or novaliths if you're that lucky.3. Hit and run with light carrier swarms. Use light frigates in front to draw fire, with your carriers tucked away outside of the well. When the light frigates are kaput, retreat the carriers, and repeat.
Your solution is ineffective as well really. The carrier thing is okay, but won't work very well in 1.05. Though its amazing in 1.1 beta with the upgraded carriers. An easier solution if the guys running the beta though is just a lvl 6 marza, with the upgraded missle barrage it can take out all the pirates in two volleys. volley 1, then retreat (pirates dont heal) volley 2 good game pirates.