Pirate Ships

EXAMPLE PIRATE SHIPS

These ships are meant as examples, to help you recognize ships that meet the design principles here. Adjust them to fit your playstyle. 🙂 

If you would like to request a ship design that is not shown here, email me at me@pixelperfectguide.com with the strategy you want, along with ship level and type.

Many thanks to pixyship.com for their amazing ship-building tool. I’ve used it prior to every new ship design to try out new ideas. 

Level 5 Pirate Gunship

Click the image to view this design on pixyship.com

Good about this build: 

  • One short lift means crew can get where they need to go quickly.
  • Armoring is even.
  • Security gate is in a good position, between reactors and next to a lift.

Bad about this build:  

  • This ship is actually generating more power than it can use. You could add an engine or teleport to use the additional power, but there is little room and little armor left. Don’t worry – this ship level is the last at which you’ll be flush with power.

Level 6 Pirate Hangar

Click the image to view this design on pixyship.com

Good about this build: 

  • Compact build, easy to armor because the hangar uses a lot of power but doesn’t need much armor.

Bad about this build: 

  • AA is right next to lift, so crew may get stuck waiting to leave after repairing it. Make sure the shield crew, and not the weapon crew, are set up to repair the AA.

Level 7 Pirate Pen Spam

Click the image to view this design on pixyship.com

Good about this build: 

  • All rooms are highly armored, especially the low-hp MML. 
  • Strategy is cohesive, there are no weapons that damage the opponent’s shield. AS and AA are defensive, to help keep you alive until the pens win you the game. The teleport can be used to disrupt the opponent’s strategy, since pens have no effect on room function. 

Bad about this build: 

  • The AA is a bit far away from where the main crew will probably be. It will be hard to repair in a battle.
  • Teleport would only be useful if you have many of the extra crew rooms, otherwise you’ll need all crew to stay on your ship and boost the MSL and MML firing rate.
  • AS is at the bottom of a lift and has only three armor so will probably be targeted often.
  • One long lift may make repair travel times too long. See the Pirate 8 below for a two lift example.

Level 8 Pirate Gunship

Click the image to view this design on pixyship.com

Good about this build: 

  • Similar rooms are grouped together, for easy repair AI
  • Balanced gunship. Leaning slightly defensive due to android studio, which should produce service or defense droids. For a more aggressive build, swap in a teleport for one missile, and have boarders followed by boarder droids.
  • One short lift should cover all travel needs, especially since crew shouldn’t need to go to reactors often.

Bad about this build: 

  • Reactors are very well armored, perhaps at the expense of the AS and SHL. If those are common targets, you should lengthen the build to get more armor on the sides of those rooms as well.

Level 9 Pirate Teleport Gunship

Click the image to view this design on pixyship.com

Good about this build: 

  • Cohesive ship with aggresive room choices like teleport and PP
  • Low health rooms, especially BT’s, are well armored
  • Rooms are well-grouped and repair travel times should be short

Bad about this build: 

  • All teleport repairers could get stuck entering and leaving the elevator since they will be coming from the left. Repairers could be stationed in the reactor to the right of the teleport, but they are wasted crew if the teleport is not targeted.
  • Some of the 3 health rooms (PLA, MSL, MSL, LB) only have two armor so that the lower health rooms can have more. A smart attacker would probably manually target one of these.

Level 10 pirate hangar

Click the image to view this design on pixyship.com

Variant: Remove the security gates and shift all three reactors to the left by one. This gives you more space on the right for bedrooms, since pirate ships are fairly limited in space.

Good about this build: 

  • Compact build with two lifts. Everything feels “close” and repair paths are short. 
  • Sec gates are positioned between reactors to slay boarders. 
  • Strategy is cohesive – hangar, AS, AA, and SB are all defensive rooms
  • Rooms with similar HP have similar amounts of armor – slightly more for shield rooms. 

Bad about this build:  

  • There is not enough power for all rooms, using 39 out of 30 generated. Some rooms will need to be turned off when AA needs to be turned on. The sec gates will be on only some of the time, and the PP can be turned off once the enemy shield is down. That’s a number of rooms that won’t be used some of the time, but still need armor.

Level 11

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Next: Intro to Room AI

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