"balanced" Unless you are fudging dice rolls, I agree with this:
GypsyComet said:
A big problem with "even" fights is that they can go either way quickly
keep throwing balanced fights at the characters and they will die 50% of the time if they, or their opponent, are the fight to the death type.
"fight off" I agree with this:
GypsyComet said:
most pirates aren't going to engage in an "even" fight of they can help it. They ARE pirates after all.
as mentioned, a ship is a very valuable prize. And the pirates ship is valuable too. So odds are they are career pirates and not just some group willing to take high risk for a one time huge payday - their own ship could be sold on the black market and they'd all be filthy rich. They probably don't want to have the expense of repairs, the risk of getting caught due to the ship being damaged and unable to fight patrols or run effectively, and there is loosing their ship and life if the opponent is capable.
"exciting" is likely to be their ship is better but we were able to hold them off. I'd think the primary combat oriented option, unless there is some trick up your sleeve, like a pop up turret so that the pirate doesn't know your full armament, is running to the Jump point or to aid such as another ship, patrols, orbital defenses... Personally, even if I thought I might win the fight, I'd still do such just to be on the safe side.
If a pirate is making a career at it and not just a one off, reputation matters. As far as pirates not shooting up their prize, I think that a pirate would want people to fear them yet know they are fair. Surrender without a fight and we let you live. Fight us and we will kill any crew left alive when we take the ship, passengers are allowed to live if they do not join in resisting boarding (encourages passengers to discourage the crew from doing something stupid). May not want to destroy the ship, but if it looks like you are going to escape or reach safety then destruction is preferred so that the next ship doesn't try that in the future.
Sometimes there is an interesting solution the GM may have but it might not be obvious to the players. For example, the pirates ship and crew is about the same size as the players but it outguns/outmaneuvers/has better armor or whatnot. GM figures the player characters will try surrendering so that they are not on the loosing end of a space battle, then try to kill the pirates off when they board. Maybe the players group has very good armor and weapons.
Of course the players characters could do something surprising to the GM like while the pirates are boarding the players ship, how many are left to defend theirs? The players characters go EVA and board the pirates ship or disable the turrets from outside or something else while the pirates are boarding theirs and searching for the crew.
Thus the problem with any scripted scene - the GM may think a fight is balanced and will be exciting but the players may take the characters off script.