This is a pretty level take, though I don’t necessarily agree with all of it.
I think this is a particularly reasonable observation:
I play for Angels right now, and I think the problems with the FOB that cause us to not use the FOB happens to have the same solution as to the lack of risk to the pirates on the front line.
The literature for the Pirate factions pretty strongly insinuates that the FOB is supposed to be the place we deposit our loot to have it teleported back to ZZ at the end of a successful insurgency. However, anything we leave in the FOB gets asset-safetied locally instead, so no one bothers using it to any serious degree.
I think two changes would help balance the field a bit:
- Items on deposit should immediately deliver to The Fulcrum at the end of a Pirate WIN
- Items on deposit in the FOB should get asset safetied to local on the full cooldown in event the FOB is destroyed by Empire
The first gives a means for Pirates to use the FOB for logistics to and from ZZ, making ZZ a more reasonable staging system for the faction rather than the veritable ghost town of industrial alts using it to squeeze margin out of the pirate BPCs. This also means utilizing the FOB as a logistics hub creates opportunity for blockades by Empire, and more fleet fights on and around the FOB.
The second, puts some skin on the field for the Pirate factions to counterbalance any assets that get asset safetied and put on cooldown when upwell stations are destroyed in the warzone. I stop short on suggesting item loss, because empire factions could choose to use the NPC stations instead to minimize their own risk, and can move stations farther from the WZ to avoid corruption reffing. But if other players, even neutral corps have to deal with asset safety timers as a result of corruption, then its only fair the pirate faction should be able to be denied access to material for the duration as well.
I think in general, this gives the Empire more reason to focus on the FOB, declare a temporary truce to deal with the pirates, or end up with a 3-way fight on the FOB which would be fun for everyone, level the playing field a bit, and encourage more utilization of ZZ for its intention as indicated in the lore.
On another topic, I think all Factions need a station near the WZ that provides a bonus to their faction BPC manufacturing similar to The Fulcrum with the Pirate hulls. Maybe consider allowing additional ME to be payed down with LP.
And probably my biggest gripe: requiring Trigger Units for the pirate hulls is absurd. It nearly doubles the cost of manufacturing when their Empire counterparts are on-par or better in performance and require more easily attained inputs. It seems the pirate factions were modeled on the input requirements of the SoE ships, but imho the stats don’t come close to justifying the cost. I’d like to see them reworked to match the other empire input requirements.