This is part of the first super thread layout I devised: Pirates, Cultists, and Sorcerers. It is three separate threads dedicated to discussing the large suggestion topic of different in-game factions other than the air navy (player/AI).
Sky Pirates are a disorganized faction that generally use the same equipment as the air navy but with a few exceptions, their crew are a jumble of mercenaries and lowlifes and thus share no common uniform.
Some pirates may hollow out sky krakens for use as airship hulls.
Limpet launchers are a specific pirate weapon designed to disable enemy vehicles with sticky weighted projectiles that can ground them.
Pirates boarding modules are generally more effective than the other factions.
I think you wouldn't be able to hire them directly. But actions like winning many battles, killing strong blights, etc will gain you reputation.
High reputation can sometimes have pirates show up in battles as allied AI mercenaries, and you can spend your reputation at pirate strongholds to get pirates to directly attack something or war against somebody (which will reset your reputation, but also reset target reputation and subtract 20).
A low reputation will make them treat you as normal, looting you at random but not aggressively.
Any negative reputation will make them be much more aggressive towards your empire, they become a military threat instead of a blight and will try to ransack your weakest cities.
Displays of strength will gain you reputation in the criminal underworld, especially if the odds are against you. (your 400$ fleet beats 900$ fleet, big rep gain.)
Weakness (losing many battles in a row, having a weak empire compared to them/other nations) is a perpetual source of reputation loss.
The Corruption charge (is this a good name?) gives you a bonus to positive reputation gain, resistance to reputation loss, a reputation cost reduction for mercenary actions, and random mercenaries will help you more often. The balance of all this is that your secret police are also corrupt and less effective, and enemy spy actions against you succeed more often.
A dark mask? A rotten/skeleton hand? A smoking coin? maybe? These sound more a magical/necromancy charge instead of a corruption charge but oh well.
Oh god I just realized my current banner colours would fit well with the corruption charge. Whoops. That's probably why I'm an air lord now actually. Slinks into the forum underworld
Edit: Why not a hand reaching into a pocket? or a shifty looking eye banner.
Air Lord, Engineering Corps
This is part of the first super thread layout I devised: Pirates, Cultists, and Sorcerers. It is three separate threads dedicated to discussing the large suggestion topic of different in-game factions other than the air navy (player/AI).
The other threads are as follows:
Pirates (you are here)
Cultists
Sorcerers
--
Sky Pirates are a disorganized faction that generally use the same equipment as the air navy but with a few exceptions, their crew are a jumble of mercenaries and lowlifes and thus share no common uniform.
Some pirates may hollow out sky krakens for use as airship hulls.
Limpet launchers are a specific pirate weapon designed to disable enemy vehicles with sticky weighted projectiles that can ground them.
Pirates boarding modules are generally more effective than the other factions.
Air Lord, Engineering Corps
Did I miss anything for any of the threads that was already suggested somewhere else?
Air Admiral
Pirates would probably have a fondness for harpoon guns if boarding is their thing... Also, maybe you could hire pirates to work for your faction?
Air Lord, Engineering Corps
I think you wouldn't be able to hire them directly. But actions like winning many battles, killing strong blights, etc will gain you reputation.
High reputation can sometimes have pirates show up in battles as allied AI mercenaries, and you can spend your reputation at pirate strongholds to get pirates to directly attack something or war against somebody (which will reset your reputation, but also reset target reputation and subtract 20).
A low reputation will make them treat you as normal, looting you at random but not aggressively.
Any negative reputation will make them be much more aggressive towards your empire, they become a military threat instead of a blight and will try to ransack your weakest cities.
Displays of strength will gain you reputation in the criminal underworld, especially if the odds are against you. (your 400$ fleet beats 900$ fleet, big rep gain.)
Weakness (losing many battles in a row, having a weak empire compared to them/other nations) is a perpetual source of reputation loss.
The Corruption charge (is this a good name?) gives you a bonus to positive reputation gain, resistance to reputation loss, a reputation cost reduction for mercenary actions, and random mercenaries will help you more often. The balance of all this is that your secret police are also corrupt and less effective, and enemy spy actions against you succeed more often.
Air Admiral
Aerial Emperor
I like the idea of a corruption charge. Maybe an outstretched hand catching a coin?
Air Lord, Engineering Corps
A dark mask? A rotten/skeleton hand? A smoking coin? maybe? These sound more a magical/necromancy charge instead of a corruption charge but oh well.
Oh god I just realized my current banner colours would fit well with the corruption charge. Whoops. That's probably why I'm an air lord now actually. Slinks into the forum underworld
Edit: Why not a hand reaching into a pocket? or a shifty looking eye banner.