SunDog: Frozen Legacy

Pirates

When they come, what they fly, and how to make them pay.

Quick tips

  • No cargo, no pirates: they only come for ships carrying trade goods. Fuel and cryogens don't count.
  • They only strike while you fly between planets. Orbit, the ground and warp are safe, except in Enlie.
  • For loot, hunt in lawless systems (Woremed): tougher pirates drop cargo more often, but there's no bounty.
  • For bounties, fight where the law is high: they pay into your bank account in that system.
  • Jettisoning a hold makes them leave. It's certain if your other hold is then empty.

When pirates attack

Pirate attacks look random, but every attack has to pass the same chain of checks. The game runs them on each ship-update tick (update_movement):

  1. You're flying between planets inside a system. Never in orbit, on the ground, during a warp jump, or parked in space. In Enlie the check runs the whole time you're there.
  2. No pirate is already engaged.
  3. A flat 10% roll passes.
  4. You carry cargo: a hold with any trade good from type 2 to 30. Fuel (type 1) and cryogens (type 31) don't count. Enlie ignores this rule.
  5. The law roll passes, with odds of (18 − law) ÷ 18.
  6. The system's cooldown roll passes. Every pirate you destroy adds 1 to that system's cooldown, up to 15. While the cooldown is above a random 0–9, there's no attack, and each such miss lowers the cooldown by 1.

Pirate strength

Level = 1 − (law − 1) ÷ 4, plus random 0–3, 0–2 and 0–1, kept between 0 and 5. In Enlie they're always level 6. Hull is a random value from 120 + 20 × level up to 255.

Loot

Only from a pirate you destroy. Cargo drops with a chance of level ÷ 8: a random trade good from type 1 to 30. To collect it, use the tractor beam, which needs an empty hold and fuel; it burns fuel until the wreck is pulled in.

Bounty

You're paid when law + level beats a random 12–17. The amount is (level + 1) × wealth ÷ 8 thousand credits, with a minimum of 1,000 Cr, paid into your bank account in that system. Lawless systems never pay.

Buying them off

Jettisoning a hold of cargo makes the pirate leave. It's certain if your other hold is then empty, and a 50% chance otherwise. It resets the system's cooldown to 0 and never works in Enlie.

System by system

SystemLawAverage levelCargo dropBounty paidBest bounty
Glory151.2
15%
70%
8,000 Cr
KalManDaa141.2
15%
53%
5,000 Cr
Jadul131.2
15%
37%
8,000 Cr
New Shoot122.0
25%
34%
3,000 Cr
Jondd122.0
26%
34%
6,000 Cr
Shoot102.0
26%
10%
5,000 Cr
Hepa92.0
25%
4%
6,000 Cr
Ferr82.9
36%
3%
6,000 Cr
Enlie16.0
75%
0%
never
Sosai63.0
37%
0%
never
Lafser43.8
47%
0%
never
Woremed13.8
48%
0%
never

Rates come from running the game's rules 40,000 times per system. Safe systems have rare, weak pirates that usually pay a bounty. Lawless ones have frequent, tougher pirates that drop more loot and never pay.

Pirate ships

Every pirate level is a fixed ship class with its own name, stats and wireframe, the one the tactical display draws beside ID:. There are seven, all stored on the disk's copy-protected track and drawn here from the game's own point data.

VW-69

level 0
Damage
0
Armour
15
Accuracy
200
Fire rate
9
Hit chance19% far · 100% close
Hull120–255
Cargo drop0%

Z1 Vector

level 1
Damage
75
Armour
28
Accuracy
210
Fire rate
3
Hit chance19% far · 100% close
Hull140–255
Cargo drop12%

Annihilator

level 2
Damage
140
Armour
42
Accuracy
40
Fire rate
4
Hit chance8% far · 69% close
Hull160–255
Cargo drop25%

Voton Mk IV

level 3
Damage
180
Armour
21
Accuracy
255
Fire rate
1
Hit chance22% far · 100% close
Hull180–255
Cargo drop38%

Voton Mk X

level 4
Damage
110
Armour
60
Accuracy
150
Fire rate
5
Hit chance15% far · 100% close
Hull200–255
Cargo drop50%

Phantom UL

level 5
Damage
200
Armour
48
Accuracy
100
Fire rate
6
Hit chance12% far · 99% close
Hull220–255
Cargo drop62%

The top of the normal range, mostly met in lawless systems.

UNKNOWN

level 6
Damage
255
Armour
52
Accuracy
255
Fire rate
10
Hit chance22% far · 100% close
Hull240–255
Cargo drop75%

Only in Enlie, where every pirate is this one.

Fire rate

After each shot the pirate waits a random 5–10, and each attack tick takes its fire rate off that wait. A VW-69 fires almost every tick; a Voton Mk IV only every 5–10.

Accuracy

A shot hits when (accuracy + 100) ÷ (range ÷ 8) beats a random 1–100. Fights start at range 127, where most shots miss ("far"). By range 16 ("close") most land, and closer than that every shot hits.

Damage

(damage + 100) × min(90, (hull ÷ 20 + 4)²) ÷ (range ÷ 3 + random 25–50). It hits your shields first, and anything left over damages a random ship system. The pirate's own hull is in the formula, so shooting it also weakens its shots.

Armour

Divides the damage your shots do; see Ship guns. The Voton Mk IV (level 3) is softer than the Annihilator a level below it, but it hits harder and aims far better.

Which class you meet comes from the pirate level, set by the system's law; see Pirates. Bars are scaled to the strongest ship in each stat.

Ship guns

The GUNS menu has two modes, LASER and CANNON. The firing code (fire_it) treats them very differently.

In practice: with low Dexterity, use the cannon and let the pirate close in. With high Dexterity, or after a Dexboost, the laser kills in about half the shots. Always let the guns gauge fill before you fire: a full-charge shot does about 3.5 times the damage of a snap shot.

Laser

Hard to aim, hard-hitting. It does about twice the cannon's damage up close and over three times at long range. Below about Dexterity 25 it only hits at long range with a dead-centre shot.

Cannon

Its target window is about four times wider, so it's far easier to hit with. It loses power with range, so let the pirate come to you.

The concentrator

A black-market part for the guns' special slot. It adds 40% to the laser, and 25–44% to the cannon. One is enough: extra ones don't add damage, though each still counts as a working gun row, and working rows charge the guns faster.

Average shots to kill at full charge

WeaponVW-69Z1 VectorAnnihilatorVoton Mk IVVoton Mk XPhantom ULUNKNOWN
Laser3.86.910.75.716.613.915.6
Laser + concentrator2.95.17.74.311.910.011.2
Cannon, close6.512.419.610.330.925.929.0
Cannon, close + concentrator5.39.915.68.224.620.523.0
Cannon, far11.322.436.618.257.347.952.5
Cannon, far + concentrator7.915.224.012.638.431.735.8
How it works

A shot hits when the target's offset from your crosshair, |dx| + |dy| on the game's 0–1023 aim scale, is within a window set by Dexterity and range:

laser  = (15+DX)÷10 − range÷32
cannon = 4×(15+DX)÷10 − range÷12
DexterityLaser, farLaser, closeCannon, farCannon, close
2003212
3014616
50361424
75692636
1008113444

"Far" is range 127, where a fight starts; "close" is 1. A window of 0 needs a dead-centre shot.

Damage per hit, kept between 1 and 80. Charge is the guns gauge, 0–255, and every shot empties it:

(power − rand(0..power÷3)) × (charge÷10 + 10) ÷ armour

Power: laser 30, or 42 with a concentrator. Cannon 16 − range÷17, or 20 − range÷17 with one. Pirate armour by level: 0: 15, 1: 28, 2: 42, 3: 21, 4: 60, 5: 48, 6: 52.