I wish pirates in the game would have unlocked potentials rather than stats increase such as
Threat Level 1
Pirates use outdated technologies of gauss weapons gained from TEC Rebel scientists and focuses on maximizing this single technology to it's best, creating varieties of gauss weapons on their fleets. Gauss weapon is a cheap technology, fires a straight line trajectory and always misses their targets if the target is constantly moving.
Hull, Hull Regen & Armor: Basic
Shield, Shield regen & Shield Mitigation: None
Antimatter, Antimatter Regen & Skill Cooldown Reduction: None
Weapons:
Small sized gauss weapon on frigates,
Large sized gauss weapon on tactical buildings.
Movement Speed: Basic
Fleets: Frigates only (assault & siege)
Capital Ships: None
Titan: None
Logistics Buildings: 1x Frigate Factory (pirates build their fleets instead of coming out of nowhere)
Tactical Buildings: Basic
AI Script: Attack targets with highest bounty, patrols nearby planets to hunt trade ships and resource ships to progressively increase their threat level based on income gained from attacking trade ships, patrol fleets do attack scouts and colony ship but run away when player fleets is in the gravity well, rebuilds defense platform and repair platform if no combat in base gravity well
Diplomacy: Cease fire with rebels and militia, accepts cease fire from TEC Rebel
Threat Level 2
Scientists working in Black Market introduces the Pirate with research papers of outdated shield technologies sold by scientist of other races. Unlocking potentials of pirate fleets and increasing their effectiveness. Meanwhile, pirate's internal scientists created a new prototype of gauss weapon to counter squadrons on their tactical buildings aside from improving their current tactical building and fleet chassis. They also added abilities to their fleets to slow down targets' movement speed and created support fleet prototypes to increase survivability.
Hull, Hull Regen & Armor: +10%
Shield, Shield regen & Shield Mitigation: equivalent to 10% of max hull, 20% of hull regen & 10% shield mitigation.
Antimatter, Antimatter Regen & Cooldown Reduction: equivalent to 10% of max hull, 20% of hull regen & 10% cooldown reduction.
Weapons:
Micro sized gauss weapon on frigates and tactical building (squadron counter),
Small sized gauss weapon on frigates,
Medium sized gauss weapon on cruisers,
Large sized gauss weapon on tactical buildings.
Gauss weapon Trajectory Speed +0%.
Gauss weapon cooldown reduction +5%
Movement Speed: +5%
Fleets: Frigates and Cruisers (assault, support & siege), have shield and antimatter tech
Capital Ships: None
Titan: None
Logistics Buildings: 2x Frigate Factory (pirates build their fleets instead of coming out of nowhere)
Tactical Buildings: Gained shield technology, has repair platforms.
AI Script: Attack targets with highest bounty, patrols nearby planets to hunt trade ships and resource ships to progressively increase their threat level based on income gained from attacking trade ships, patrol fleets do attack scouts and colony ship but run away when player fleets is in the gravity well, rebuilds defense platform and repair platform if no combat in base gravity well
Diplomacy: Cease fire with rebels and militia, accepts cease fire from TEC Rebel
Threat Level 3
Pirate internal scientists managed to get their hands on research papers of capital ship prototypes and railgun system from black market scientists thus mix matching the design with their current technology. All pirate capital ships uses all sizes of gauss weapons. Gauss weapons now have railgun system mixed in their gauss weapons, increasing all gauss weapons' trajectory speed.
Hull, Hull Regen & Armor: 10% > +20%
Shield, Shield regen & Shield Mitigation: equivalent to 20% of max hull, 40% of hull regen & 20% shield mitigation.
Antimatter, Antimatter Regen & Cooldown Reduction: equivalent to 20% of max hull, 40% of hull regen & 20% cooldown reduction.
Weapons:
Micro sized gauss weapon on frigates, capital ships and tactical building (squadron counter),
Small sized gauss weapon on frigates and capital ships,
Medium sized gauss weapon on cruisers and capital ships,
Large sized gauss weapon on capital ships & tactical buildings.
Gauss weapon Trajectory Speed +20%.
Gauss weapon cooldown reduction +10%
Movement Speed: +10%
Fleets: Frigates and Cruisers (assault, support, interrupt & siege), have shield and antimatter tech
Capital Ships: Siege (have shield and antimatter tech)
Titan: None
Logistics Buildings: 3x Frigate Factory, 1x Capital Ship Factory (pirates build their fleets instead of coming out of nowhere)
Tactical Buildings: Gained shield technology, has repair platforms, micro sized gauss weapons added on gauss defense platform
AI Script: Attack targets with highest bounty, patrols nearby planets to hunt trade ships and resource ships to progressively increase their threat level based on income gained from attacking trade ships, patrol fleets do attack scouts and colony ship but run away when player fleets is in the gravity well, rebuilds defense platform and repair platform if no combat in base gravity well
Diplomacy: Cease fire with rebels and militia, accepts cease fire from TEC Rebel
Threat Level 4
Pirates gained planetary shield technology sold by other scientists with objective of protecting its base from players' superweapon. Meanwhile, internal scientists managed to cram engines on their tactical buildings to allow the movement of gauss defense platforms and repair platforms to concentrate their defenses upon large fleets of uninvited guests arriving on their base.
Hull, Hull Regen & Armor: 20% > +30%
Shield, Shield regen & Shield Mitigation: equivalent to 30% of max hull, 60% of hull regen & 30% shield mitigation.
Antimatter, Antimatter Regen & Cooldown Reduction: equivalent to 30% of max hull, 60% of hull regen & 30% cooldown reduction.
Weapons:
Micro sized gauss weapon on frigates, capital ships and tactical building (squadron counter),
Small sized gauss weapon on frigates and capital ships,
Medium sized gauss weapon on cruisers and capital ships,
Large sized gauss weapon on capital ships & tactical buildings.
Gauss weapon Trajectory Speed +30%.
Gauss weapon cooldown reduction +15%
Movement Speed: +15%
Fleets: Frigates and Cruisers (assault, support, interrupt & siege), have shield and antimatter tech
Capital Ships: Assault, Siege (have shield and antimatter tech)
Titan: None
Logistics Buildings: 4x Frigate Factory, 2x Capital Ship Factory (pirates build their fleets instead of coming out of nowhere)
Tactical Buildings: Gained shield technology, has repair platforms, micro sized gauss weapons added on gauss defense platform, can move around, builds 3 planetary shield platform to mitigate 60% bombardment damage (20% per shield platform).
AI Script: Attack targets with highest bounty, patrols nearby planets to hunt trade ships and resource ships to progressively increase their threat level based on income gained from attacking trade ships, patrol fleets attack scouts, colony ship and small player fleets, gauss defense platforms chase down enemy in base gravity well, retreats to nearby repair platforms when damaged, gauss defense platform now prioritize repair platform safety, rebuilds defense platform and repair platform if no combat in base gravity well
Diplomacy: Cease fire with rebels and militia, accepts cease fire from TEC Rebel
Threat Level 5
Pirates hired military officers that were dismissed of their ranks from other races military institution, systematically coordinating their fleets into numerous formations instead of an uncoordinated large fleet without fleet leaders. In addition, pirate scientists successfully purchased titan prototypes from other scientists in black market, and mix matching the design with their current technologies at hand. They also managed to create a massive size gauss weapon variety to be refitted into their titan.
Hull, Hull Regen & Armor: 30% > +40%
Shield, Shield regen & Shield Mitigation: equivalent to 40% of max hull, 80% of hull regen & 40% shield mitigation.
Antimatter, Antimatter Regen & Cooldown Reduction: equivalent to 40% of max hull, 80% of hull regen & 40% cooldown reduction.
Weapons:
Micro sized gauss weapon on frigates, capital ships, titan and tactical building (squadron counter),
Small sized gauss weapon on frigates, capital ships and titan,
Medium sized gauss weapon on cruisers, capital ships and titan,
Large sized gauss weapon on capital ships, tactical buildings and titan.
Massive sized gauss weapon on titan
Gauss weapon Trajectory Speed +40%.
Gauss weapon cooldown reduction +20%
Movement Speed: +20%
Fleets: Frigates and Cruisers (assault, support, interrupt & siege), have shield and antimatter tech
Capital Ships: Assault, Siege, Support (have shield and antimatter tech)
Titan: 1 (have shield and antimatter tech)
Logistics Buildings: 5x Frigate Factory, 3x Capital Ship Factory, 1x titan foundry (pirates build their fleets instead of coming out of nowhere)
Tactical Buildings: Gained shield technology, has repair platforms, micro sized gauss weapons added on gauss defense platform, can move around, builds 4 planetary shield platform to mitigate 80% bombardment damage (20% per shield platform).
AI Script: Attack targets with highest bounty, patrols nearby planets to hunt trade ships and resource ships to progressively increase their threat level based on income gained from attacking trade ships, patrol fleets attack scouts, colony ship and small player fleets, gauss defense platforms chase down enemy in base gravity well, retreats to nearby repair platforms when damaged, gauss defense platform now prioritize repair platform safety, rebuilds defense platform and repair platform if no combat in base gravity well
Diplomacy: Cease fire with rebels and militia, accepts cease fire from TEC Rebel
Threat Level 6
Pirates are now confident with their fleets, revoking cease fire agreement with all TEC Rebels, recreating the Great Equalizer for all players and work solely for bounty and gold. Pirates now created a movable starbase at their base gravity well to maximize their own security.
Hull, Hull Regen & Armor: 40% > +50%
Shield, Shield regen & Shield Mitigation: equivalent to 50% of max hull, 100% of hull regen & 50% shield mitigation.
Antimatter, Antimatter Regen & Cooldown Reduction: equivalent to 50% of max hull, 100% of hull regen & 50% cooldown reduction.
Weapons:
Micro sized gauss weapon on frigates, capital ships, titan and tactical building (squadron counter),
Small sized gauss weapon on frigates, capital ships and titan,
Medium sized gauss weapon on cruisers, capital ships and titan,
Large sized gauss weapon on capital ships, tactical buildings and titan.
Massive sized gauss weapon on titan
Gauss weapon Trajectory Speed +50%.
Gauss weapon cooldown reduction +25%
Movement Speed: +25%
Fleets: Frigates and Cruisers (assault, support, interrupt & siege), have shield and antimatter tech
Capital Ships: Assault, Siege, Support, Interrupt (have shield and antimatter tech)
Titan: 2 (have shield and antimatter tech)
Logistics Buildings: 6x Frigate Factory, 4x Capital Ship Factory, 2x titan foundry (pirates build their fleets instead of coming out of nowhere)
Tactical Buildings: Gained shield technology, has repair platforms, micro sized gauss weapons added on gauss defense platform, can move around, builds 5 planetary shield platform to mitigate 100% bombardment damage (20% per shield platform), 1 starbase.
AI Script: Attack targets with highest bounty, patrols nearby planets to hunt trade ships and resource ships to progressively increase their threat level based on income gained from attacking trade ships, patrol fleets attack scouts, colony ship and small player fleets, gauss defense platforms chase down enemy in base gravity well, retreats to nearby repair platforms when damaged, gauss defense platform now prioritize repair platform safety, rebuilds defense platform, repair platform, and starbase if no combat in base gravity well
Diplomacy: Cease fire with rebels and militia, revokes cease fire from TEC Rebel