Pirate

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There are fifteen AI controlled empires. They always take an enemy stance toward other empires. Players are not permitted to become members of AI controlled empires.

These empires are often called pirates, due to their lack of substantial city developments and their hostility toward other empires.

Pirate Ship Encounters

Pirate ships plunder the spacecraft that are outside of ADIZ with online avatars on board.

Encounter Trigger

Pirate ship encounters are triggered by the presence of a spacecraft outside ADIZ containing an avatar who is online. Both ships and stations can trigger pirate ship encounters as long as an online avatar is on board.

Probability of pirate encounters is influenced by factors in a system.

  • Probability increases in systems that have been explored by multiple empires.
  • Probability increases in systems that contain a pirate base.
  • Probability decreases a lot when a pirate encounter occurs and it slowly rises over time.

Conditions.

  • Pirate encounters are only triggered by spacecraft outside any ADIZ.
  • Pirates will not pursue spacecraft into an ADIZ. They will break off their pursuit if their prey enters an ADIZ.
  • Pirates will not pursue spacecraft into the atmosphere zone of a world.

Encounter Strength

The number of pirate ships that spawn in a pack is limited by the mass of the avatar's spacecraft. The mass of attacking pirate ships will not exceed the mass of the avatar's spacecraft, unless only one pirate ship is attacking. Pack size ranges from one to three pirate ships.

Pirate ships will be members of a pirate empire. Pirate empires are enemy to all other empires, including other pirate empires. Pirate empires of higher ranking tend to have bigger and better equipped spacecraft.

Plunder

Pirate ships may decide to plunder the victim spacecraft that triggered the pirate encounter. The pirate commander issues a plunder order to do this.

AI crew treats the plunder order a lot like an attack order. They attempt to maneuver their ship close to the target vessel and they attack the target vessel. When executing a plunder order, the crew stops attacking when the target vessel's current order becomes a Stand Down order.

Once the victim stands down, the pirate officer transfers as much cargo, passengers and money from the victim ship to the pirate ship as possible. The Cargo (F5) window enables cargo to be transferred from any ship nearby that is executing a stand down order, for this reason.

Players can issue a Plunder order to their own crew for the same behavior. The crew attacks the plunder target until it stands down. The officer in command loots the victim ship when they stand down.

AI officers who have the con, including your own, may decide to stand down when their ship is damaged by an attacking ship that is executing a plunder order. Their willingness to stand down increases as the damage to their ship increases. Their rank influences their probability of standing down, with low ranking officers slightly more likely to surrender than high ranking officers. Officers will not stand down while their posture is berserk.

Pirate officers never stand down.

Pirate Spacecraft Blueprints

Each pirate empire has its own selection of building and spacecraft blueprints. This insures consistency and a certain amount of predictability when encountering them.

Pirate blueprints are not published in the exchanges.

Pirate Cities and Bases

Pirate empires build military bases.

Pirate empires sometimes control cities but they do not build them. They do not capture cities overtly. They may acquire cities that players surrender to them.

Pirate emperors always accept surrendered cities. City surrender must be accepted by the receiving empire. Cities can be discarded easily by surrendering them to pirate empires.

Tips and Tricks

A few tips to avoid or deal with pirates.

  • Build an airport radar or military radar before trying to use a spacecraft for the first time. This will ensure you have a safe zone to prevent the pirates spawning and keep them a distance from your worlds.
  • Enter the atmosphere of a world to evade them. They will not pursue a target into the atmosphere of a world.
  • If pirates are determined to plunder your ship and you have no other options, let them. Issue a stand down order and wait. If you have no crew, you must issue the order then configure the ship to stand down yourself. The pirates will take what they want and leave you unharmed. They don't take crew.
  • If you are about to be plundered, transfer the ship's fund to your personal account.

Pirate Empires

There are fifteen pirate empires in Hazeron. They originate from the backstory of Gravity Well.

Pirate empires are most common in their home galaxy. They become less common as the distance from their home galaxy increases, to varying degrees based upon the empire. This results in a distribution of pirate empires throughout the universe that varies with each galaxy. Not all pirate empires are present in every galaxy. Some galaxies have more pirates than others.

Difficulty level of pirate empires is based on the vertical position of their home galaxy in the universe map. The least difficult pirate empires originate at the bottom of the universe map. The most difficult pirate empires originate at the top of the universe map. Difficulty level affects the size and capability of their spacecraft and bases.

  • Akson
The Akson Patriarch grinds a special axe for all Syth. After the humiliation of Dyrathon's Retreat, the Akson Patriarch swore a blood oath to exterminate every living cell of the Syth wherever they may be found.
The Akson home galaxy is Dyrathon's Retreat.
Akson difficulty level is 9.
  • Balorite
The Balorites are terrifying opponents from the Edge of the Rift. Be prepared to react quickly as Balortie shaheed relentlessly throw themselves at your cities with single-minded purpose. Balorites were the common enemy of the civilized races for hundreds of years, leading to the creation of the Council of Hazeron. There was even talk of a more permanent alliance before the Syth invasion began. The resulting discord has threatened to tear apart the fledgeling alliance.
The Balorite home galaxy is Edge of the Rift.
Balorite difficulty level is 3.
  • Dendrae
Dendrae have a reputation for furtiveness and guile. Respected as cunning businessmen, the Dendrae have a darker side. The Dendrae barely conceal their disdain for the custom of shaking hands. To the Dendrae, this custom simply creates an opportunity to stab your opponent with a poisoned knife concealed in the palm of another hand.
The Dendrae home galaxy is Ransuul's Flaming Sword.
Dendrae difficulty level is 13.
  • Haxu
This splinter group is not a race of its own. The Haxu faction grew from a consortium of rag-tag warlords and pirates in the In'kar Border Region. While mostly of human origin, outcasts of all races can be found among the Haxu. The mix of races has proven advantageous, leading to some strong alliances. The Haxu are not represented on the Council, but they are known to exert influence none-the-less.
The Haxu home galaxy is In'kar Border Region.
Haxu difficulty level is 14.
  • Kla'tra
Capt. Bazor Muturon first discovered Kla'tra hives in the galaxy now known as Muturon Encounter. Perhaps the galaxy should have been called Bazor's Demise. A Kla'tra swarm overran the good Captain's ship shortly after he touched down. The gruesome first-contact was captured in full by a vidcom channel that remained open until the ship was destroyed over a year later. The Kla'tra hive settled into his ship and slowly digested him over the next week. They replicated the ship with such mindless precision that Kla'tra fighters are notorious for traveling through space, vidcom channel open, broadcasting the seething mass in the ship's command bridge to the stars. Survivors of Kla'tra encounters have even reported the macabre sight of pictures of Bazor's family on the console in the vidcom broadcasts. Lore...
The Kla'tra home galaxy is Muturon Encounter.
Kla'tra difficulty level is 5.
  • Malacon
The Malacon are one of the eldest races. Long ago they evolved themselves to live as cybernetic organisms. When their race began to die out as a result, they used their technology to preserve the remaining living tissues. It is thought that each Malacon contains only a single living cell and that their supply of cells is running out. The Malacon claim to be the first to suffer at the hands of the Syth. Intelligence suggests the Malacon may have created the Syth in a failed experiment intended to replicate some of their remaining genetic material.
The Malacon home galaxy is Indigo Sea.
Malacon difficulty level is 7.
  • Myntaka
The Myntaka were slow to emerge into the Universe. Early lessons taught them to be wary of alien contact. Holding a minor seat on the Council, the Myntaka have managed to survive by maintaining strong bonds with powerful allies.
The Myntaka home galaxy is Crown of Othon.
Myntaka difficulty level is 12.
  • Ogar
House Ogar commands vast resources in the Veil of Targoss galaxy. Little is known about the reclusive Ogar leader, except that he is a shrewd and calculating tactician. It is believed that an "understanding" exists between House Ogar and the Haxu; details are sketchy.
The Ogar home galaxy is Veil of Targoss.
Ogar difficulty level is 2.
  • Otari
The Otari Council of Elders was the first of the civilized races to accept the Vreen into the Council of Hazeron. Hailing from the Heart of Victorus galaxy, Otari pilots are known for their exceptional skill. The Otari are most noted for their loyalty and honor. Some of the best wingmen are Otari.
The Otari home galaxy is Heart of Victorus.
Otari difficulty level is 11.
  • Seledon
Some of the greatest artisans and philosophers are of Seledon descent. Holding all life as precious, the Seledon long ago abandoned war as a solution to any problem, instead resorting to learned discussion and political manipulation. Their recent election to a fourth sequential term on the coveted inner council raised a fierce and acrimonious debate among dissenting factions, to no avail. Drawn into this war against their will by the Syth, the Seledon have found themselves with no choice but to react.
The Seledon home galaxy is Falla's Embrace.
Seledon difficulty level is 1.
  • Syth
With tales of their ruthlessness preceding them, Syth Warriors carved their way deep into the Universe before being stopped by a temporary coalition of House Ogar and the Haxu. The battlefront that was created penetrates right through the heart of civilized space. Constant probing attacks by Syth Warriors have brought trouble for many races who thought themselves insulated from the ravages of war.
The Syth home galaxy is Black Hole.
Syth difficulty level is 6.
  • Tassad
Legions of Tassad are notorious for their determination. The earliest encounters were in the House Zanathar galaxy. Intelligence indicates a strong likelihood of a connection between the existence of the Tassad legions and the mighty House Zanather. Some have speculated that the Tassad are the result of genetic experimentation and cloning.
The Tassad home galaxy is House Zanathar.
Tassad difficulty level is 10.
  • Vilmorti
The Vilmorti were once close trading partners with the Seledon. Litigious quibbling by the Seledon over mutual defense treaties directly resulted in the Syth massacre in galaxy Seven Ten. Every living Vilmorti in the galaxy was ruthlessly tortured before being barbecued and eaten by Syth Warriors. Meanwhile, the Seledon Prelate demanded proper requests for assistance with attached waivers of responsibility, justification for use of force, grants of immunity, etc., etc., etc. After the fact, the Seledon Prelate denied all responsibility, claiming that no "legitimate" request for assistance was ever received.
The Vilmorti home galaxy is Seven Ten.
Vilmorti difficulty level is 8.
  • Vreen
The Vreen Advance Guard has established the Vreen race as a force to be reckoned with in the Universe. A recent run of good luck on the battlefield, both against the Syth and the Balorites, has caused a stir, particularly among those Council members who saw the Vreen as insignificant. Honesty, cooperation and fairness have characterized their brief membership on the Council.
The Vreen home galaxy is Vreenox Eclipse.
Vreen difficulty level is 4.
  • Zuul
Reclusive and xenophobic, the Zuul are so furtive they were once thought to exist only in children's tales. Contacts with the Zuul have been rare, mostly concentrated in the Thustra's Eye galaxy. Little is known of their society.
The Zuul home galaxy is Thustra's Eye.
Zuul difficulty level is 15.