Using Privateers

I've been testing Privateers.

1) The size and power of the privateer is dependent on the tech level at creation.

2) They can attack freighters, colony ships, constructors, and all enemy warships with no consequences.

3) Asteroid mines and starbases appear to be immune to attack from privateers. This is huge draw back to them.

4)Attacking with mixed fleets (privateers and your normal ships) will cause war declarations,  whereas fleets of privateers can attack enemy fleets, etc with no consequences.  I was able to kill most of the AI ships using 1 privateer fleet.  There might need to be fleet limit of some sort.

5) The AI ignores privateers as far as I can tell (when at peace ), which means the AI has no defense against them late game. 

 

 

25,285 views 3 replies
Reply #1 Top

I assigned a commander to a fleet and promoted him to a privateer ... and now I can't find him anymore. So I have a mixed fleet but no single privateer's ship inside. Is there a chance to get him back? Or reassign him to another ship? Where is my privateer?

Reply #2 Top

The Privateer is there.  The problem is that it is assigned a generic name that makes it hard to identify.  If you look at the ship's image, it has a skull and crossbows scheme.  Once I identified it, I changed the name to "Privateer A".   With all the other issues with Crusade,  this is minor issue but will eventually need to be addressed.

Reply #3 Top

3) Asteroid mines and starbases appear to be immune to attack from privateers. This is huge draw back to them.

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While I think that asteroid mines should be fair game (since they have no defenses), starbases should not be since they are fortified structures.

Privateers are raiding vessels. If anything, I'd have privateers limited to small hulls, but with more move points to help them escape standard navy ships.

I wouldn't even mind that if your privateer (fleet) was destroyed that the victor would have a % chance of finding out who the privateer was with