According the the game docs, pirates aren't supposed to attack near trade stations, yet they do, an will continue to pursue you even if you're behind the station glass. I, and others that I have introduced to the game, have found pirates attacking new pirate right at the spawn station before they have even constructed a new ship--and then find themselves re-spawning only to be blown to bits again. In the case of my cousin, he didn't pick the game up again after that experience on his first 10 minutes of gameplay.
My proposal is an adjustment to the pirate logic: Pirates will not cross within two sectors of a planet or trade station. Once the pirate bumps or passes within two sectors, they immediately reverse their velocity and back out into their allowed zone, and, optionally cancel purist. It actually is a good idea for pirates to avoid planets in general as not all ships are designed to leave the gravity well of a planet anyway.
In making plants more useful and save-havens from pirates, I propose gimping planets to avoid them being used as easy mining sites. Change planets so that they can only be mined by the astronauts salvage beam, or altered by a build block. Ship-based salvage beams should have no effect on planets.
My proposal is an adjustment to the pirate logic: Pirates will not cross within two sectors of a planet or trade station. Once the pirate bumps or passes within two sectors, they immediately reverse their velocity and back out into their allowed zone, and, optionally cancel purist. It actually is a good idea for pirates to avoid planets in general as not all ships are designed to leave the gravity well of a planet anyway.
In making plants more useful and save-havens from pirates, I propose gimping planets to avoid them being used as easy mining sites. Change planets so that they can only be mined by the astronauts salvage beam, or altered by a build block. Ship-based salvage beams should have no effect on planets.