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- Aug 5, 2013
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- 13,451
Anywhere colonists are living, there could also be pirates.
Eos is colonized by a few groups before you even get there, they are run off by the Kett but pirates aren't trying to colonize or do research, they just want to scavenge. Not necessarily an issue for them.
After activating vaults, there's no reason for pirates to be missing. Your colonists CONSTANTLY remind you how unsafe they are, especially if you pick the science outpost, since you have to run around clearing out Kett to make them feel safe. Pirates could have definitely been added to both Eos and Voeld after the vaults get activated.
There's actually an Exile faction on Eos but they're good guys, you do a few quests for them. They even say "We're not bandits" lol.
The planets don't need to be crawling with Milky Way enemies, but there are zero of them until Kadara. Even just one or two "pirate camps" per planet would have been enough to be interesting.
It actually seems like the game avoids putting Kett and Exiles on any planet simultaneously. You could argue the Exiles might avoid the Kett, but our colonists aren't avoiding them. And the Kett don't have any reason to avoid Exiles, and they're certainly not avoiding the Initiative either. It all just seems arbitrary, like there's a galactic line dividing Exiles and Kett but for some reason the Initiative, Colonists, and Angarans (all the good factions) have no problem mixing in.
The lore would have to be re-worked a little bit, but there's plenty of wiggle room to squeeze in some enemy variety in the first 1/2 of the game.
Eos is colonized by a few groups before you even get there, they are run off by the Kett but pirates aren't trying to colonize or do research, they just want to scavenge. Not necessarily an issue for them.
After activating vaults, there's no reason for pirates to be missing. Your colonists CONSTANTLY remind you how unsafe they are, especially if you pick the science outpost, since you have to run around clearing out Kett to make them feel safe. Pirates could have definitely been added to both Eos and Voeld after the vaults get activated.
There's actually an Exile faction on Eos but they're good guys, you do a few quests for them. They even say "We're not bandits" lol.
The planets don't need to be crawling with Milky Way enemies, but there are zero of them until Kadara. Even just one or two "pirate camps" per planet would have been enough to be interesting.
It actually seems like the game avoids putting Kett and Exiles on any planet simultaneously. You could argue the Exiles might avoid the Kett, but our colonists aren't avoiding them. And the Kett don't have any reason to avoid Exiles, and they're certainly not avoiding the Initiative either. It all just seems arbitrary, like there's a galactic line dividing Exiles and Kett but for some reason the Initiative, Colonists, and Angarans (all the good factions) have no problem mixing in.
The lore would have to be re-worked a little bit, but there's plenty of wiggle room to squeeze in some enemy variety in the first 1/2 of the game.
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