@Nho:
It's true there's not enough ECS options/quests. For the very good reason that i don't really like to code such quests. Behaviors / AI have a bigger weight on my todo list
About the dialogs, i had an idea of a "Chat" option when ecs-comm with a pirate ship. The result will be a line of dialog and a possible good/bad/neutral result.
Possible bonus like : "hey i found a missile container there, but i've no use for them, take them if you want". "i like your kind" (reputation bonus), and so on. Possible malus like : "omg i want you dead", "i want your money", reputation hit, etc..
About the textfiles, yes, the current dialog lines could already be improved, and you (and anyone with better English skills than me) are free to proceed
@djrygar:
Good idea for the factory raid ultimatum and easy to implement could be extended to some of the other raid types.
And one thing I'd like to ask, could you place PG bases further from the centre of sector? [...] Yet PG decided to place their top-secret-illegal base few km behind the gate. 6 response destroyers jumped in almost on top of PG base (with predictable result).
Sadly, I'm not responsible for the location of the PB, they are randomly spawned by the game engine (20 pirate bases on the vanilla map). And the game engine does a very poor job. That's why i usually say about the the AI, it will be bashed by military scripts and even the vanilla one at first, until the PB respawn, well, in better locations. However, I have plans for the AI to "relocate" Pirate Bases using pirate TL.
And I already started to write MD missions for PG. Simple one. Find and destroy base (or only destroy, if you have it already on your map). Ideally, it should be placed above or below ecliptic, far away from sector centre (200 -300% of sector radius to make it compatible with bigger sectors/sector mods- but of course there must be a check to not spawn it inside planet/atmosphere).
There's pro and cons about very far away PB. Yes this is more logical for a PB to be in a remote location, they are easier to protect as soon has a jump beacon has been spawned. But they don't change anything against RRF (depending on settings), MB revamp and the vanilla military defense. You usually see a "stream" of ships going to/from the "hidden" PB that will "bait" the military ships to the base. It needs a "fast jump to object" mechanism and script for the player. Raids from those PB also tend to be less effective (guild ships may not jump for short range raids and have to travel a lot, probably missing the target in the process).
@Requiemfang and paulwheeler
About sector protection (or racket), while i think of it, this is a feature that will be included for the Yakis, as a matter of fact it will be the main source of income for the yaki armada. Depending on how it will work ingame I may add a pirate variant.
I'd also like to see the PG go after the players trading ships every now and again, with the PG demanding money/wares to let the ship go. Especially if they wonder into border/pirate sectors.
Well they already attack your trading ships (and should go for the juicy ones) but yeah you're right there's no interactions. This is prefectly doable but there's an annoying side effect: You're bound to be more or less spammed by "pay money/res or die" popups. I could display a subtitle instead "press Y to pay x credits to save %ship in %sector" and add a hokey to do so. But you'll miss one when 2 such events occur at the same time.
Basically it'd be great to see the pirates act like pirates - i.e. motivated by money
It is true that the guild AI has more military commands (attack sector, destroy factory/outpost, kill police/military...) than pirate ones (raid TS, attack TL, build leisure domes...). This is for a part a necessity, Pirates ingame have a hard time staying alive, preemptive fight is usually necessary against enemy forces. So using ships to do nice looking sector occupations, smuggling operations have a high tendency to get more pg bases/ships killed in the long run. I hope adding the "trading" part discussed earlier will help fixing this. Else i could also "hijack" the default pirate AI (non guild ships) to something a big more effective giving harder time to military so the Guild can do some money "in peace".