@ rust, you have frankly made the Vargr sound awesome to me. I really have a thing for the whole "Errol Flynn" (sp?) type adventurer (I had a Half-Elf Bard based partly on that trope in 3.5 D&D) and it sounds like the Vargr leaders are pretty similar :lol:
Also for education and inspiration;
http://masseffect.wikia.com/wiki/Quarian
After playing Mass Effect 2, I found a real love for Traveller and space adventures and I was upset that due to my slowness of action I managed to lose the lovely Quarian crewmember Tali instead of keep her alive in my attempt at the final mission (basically you may lose squadmates if you dont act with complete dilligence, I lost one - Tali). When I import my save to ME3 she shall be missed
Back on-topic, whilst IMTU I may have a Pirating Guild, it seems how far the Navy is involved is the new topic.
I again suggest the prevalence of the Navy is down to where their Bases are at, hex wise.
You could also say that High tech world hexes with neither Pirate or Navy bases have the ability of their planetary forces to quash the pirates, whilst low tech worlds with neither base will have no real presence of either.
I've noticed as I am planning a Solomani Confederation space game, that there is a lack of Navy and Scout bases, but quite a few Zhodani bases turn up. Travellermap.com doesnt show Pirate Bases so I'm going to random roll 'em (and the TAS bases) for the Orichalc subsector where the game will be (Whether as a result of a lack of Navy bases Piracy will be rife will depend on the random number god).
As an aside I'm going to treat noted Zhodani bases as Imperial Consulates but run by Zhodani.
Also for education and inspiration;
http://masseffect.wikia.com/wiki/Quarian
After playing Mass Effect 2, I found a real love for Traveller and space adventures and I was upset that due to my slowness of action I managed to lose the lovely Quarian crewmember Tali instead of keep her alive in my attempt at the final mission (basically you may lose squadmates if you dont act with complete dilligence, I lost one - Tali). When I import my save to ME3 she shall be missed
Back on-topic, whilst IMTU I may have a Pirating Guild, it seems how far the Navy is involved is the new topic.
I again suggest the prevalence of the Navy is down to where their Bases are at, hex wise.
You could also say that High tech world hexes with neither Pirate or Navy bases have the ability of their planetary forces to quash the pirates, whilst low tech worlds with neither base will have no real presence of either.
I've noticed as I am planning a Solomani Confederation space game, that there is a lack of Navy and Scout bases, but quite a few Zhodani bases turn up. Travellermap.com doesnt show Pirate Bases so I'm going to random roll 'em (and the TAS bases) for the Orichalc subsector where the game will be (Whether as a result of a lack of Navy bases Piracy will be rife will depend on the random number god).
As an aside I'm going to treat noted Zhodani bases as Imperial Consulates but run by Zhodani.