#40k pirates
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lazywriter-artist · 10 days ago
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Pirates 40k…..need more love imo (biased)
Yo ho yo ho a pirates life for meeeee :)!!
Captain & his first Mate Ko’aan :)
(Cap is an abhuman so while not entirely to scale he’s a tall beanpole who only fits eldar clothes 😭—)
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He’s a charmer ladies (and gentlemen-) and he’s single! Just gotta get through that pesky tau—
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Sometimes you gotta poison a few traders to get a nice ship~!
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Some crew introductions!! Parvum-5m411!!! And of course that amazing rogue trader~!!
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Yapping and yammering below the cut
Captain here is a bit snappy and self conscious about his limb proportions due to being an abhuman and most people not jiving with it TwT but his first mate keeps him grounded and has his back :)
Being so large and lanky cap’ tends to stick to plundering any eldar they come across X) if the elves don’t look too close he looks about like one anywya! And by time they realize what he is he’s already absconded with the goodies (their wardrobe and maybe some food & valuables) and made his way off X)
They have a trader’s ship aforementioned, her name is the Glorybearer :3! She’s a good shop, her crew ain’t bad. They listen to the pirates well enough ^^. Most of the core crew (da pirates) are silly misfits from not just the imperium but their own homes. Trying their bests <:3
Some ‘pirate lore’ I’ve developed (as sadly pirates really aren’t that prevalent in 40k, but hey means I can do what I want forever-) is that pirates tend to form in a small system, but this means they can get caught easily like fish in a barrel, so to escape the system they’ve started in (since warp travel is very particular and needs more then an rag tag group of some guys or else you explode) they tend to have to leech off other bigger shops! So when a pirate is seeking to ‘make it big’ and not swiftly be caught by imperial authorities and die, they have a ship specially designed to latch onto/into other ships! This means, Rogue traders are most certainly their ‘friends’ >:3 this friendship tends to be giving bribes or secretly slipping under the traders radar and bribing underlings for safe passage and secrecy (with some extra goodies here and there ;3), that is if the pirate doesn’t have room to out right freely threaten and twist the trader and make the ship their own!! (uncommon as it cuts off your biggest in point but tends to mean you’re a very successful pirate!)
Newer rogue traders tends to be the most common mark to be hit as most of the time more experienced traders are aware they’re heading into pirate country there are precautions taken, but the universe is a vast place.
Many seasoned traders whose routes have brought them into contact with pirates before tend to be very aware and know what to look for before half your crew is turned to the pirates cause and doing a mutiny! But again the universe is a vast place and pirates are not the most common threat so not every trader knows why their cargo load seems to have doubled as have the ration needs!
All about experience ÙwÚ
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anggrishka · 3 months ago
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Happy bday @nozhknife
Тёмной ночью и днём Мы с тобою пройдём Сквозь любую беду Вместе. Замерев, не ��ыша Тихо шепчет душа – Я с тобой навсегда, помни
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izzypaints · 9 months ago
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Really like how his pants came out on this one
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kaz-butt · 1 year ago
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Need to think about this goofy ahh heretek with too much limbs later. He definitely does NOT live inside the walls and does NOT crawl above your head, latching on pipes with his hands like a goddamn spider
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fromcommorragh · 2 years ago
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Aeldari corsair by Rotten Mo on twitter
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farsight-the-char · 4 months ago
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40k AU where the larger clown-show of The Imperium vs The Chaos Legions (under Abby) is largely contained to a few large sectors, similar to how Octarius was, and every other faction (Eldar, Tau, Necrons, ect) focuses on containing the War (plus the "Emperor's Light" and the Chaos Armadas) in those zones.
Orks and other pirates raid the "Holy Zones" for fun and loot, or do mercenary work for the "Guardians", or fight the Guardians.
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pierkyn · 2 years ago
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we can romance the spindly lady!
HELL YEAH
also: she's got gills :3
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asphy7 · 10 months ago
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XEN they/them
Dumbass supreme.
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gort-grundlekin · 1 year ago
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Couple of scurvy dogs, painted these guys up quickly for a game of pirate borg.
Theyre for my feudal guard army so I just banged them up in those colours quickly.
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sublimepizzastarfish · 6 months ago
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Pirate Software's "rearchitecture" for Stop Killing Games
There's been a lot of fascinating drama around Stop Killing Games. Go read the initiative here:
It is a good initiative, and anyone who is a consumer that can, should absolutely go support it.
Jason "Thor" Hall, CEO of Pirate Software, recently had a few, let's say, "takes" on the matter (I'm trying and failing to remain neutral), which began on a stream. The stream's VOD has since deleted on his YouTube channel.
Louis Rossmann, who you might know as the largest Right to Repair activist in the US, made a response to a section of the releevant stream here:
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Thor, CEO of Pirate Software, made two videos to clarify his points:
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There is an argument in the video at the 2:08 mark that I will reference later.
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(I recommend watching all these videos on 2x speed. You will get the same info out of them all, because especially video 2 is a lot of repetition)
Now, as mentioned above, there is one particular technical argument that bugs me about what Thor, CEO of Pirate Software, is making. Here is the full quote:
How would you keep League of Legends in a functional, playable state? You'd have to rearchitect the entire game. The game is what is called "client-server". So, in client-server models, there's a server, there's a client, and all of the math, all of the game, everything happens on the server. The client just displays it. And the reason we want to do it that way is so that you can't teleport around and do a billion damage. You don't trust the client. You trust the server. The client just displays what it's told. Right? So, if we wanted to rearchitect this, we would have to take all of that server logic, push it back out into the client, and somehow make that playable in a multiplayer-only video game. That doesn't make sense to me. So this doesn't work for all games. Why is [the initiative] calling out all games?
So, first off, yes, most games do client-server architecture for multiplayer logic, because you do trust the servers. It is an important step to curbing an entire class of cheats. It doesn't necessarily mean the client isn't malicious (for example, there are cheats for League of Legends that show a growing circle when an enemy leaves the fog of war in the minimap). However, it does mean the client doesn't know 100% of the game at any time when information is selectively fed to each client based on something like the fog of war. That's awesome.
Some games, like PlanetSide (rest in peace) and Overwatch (2) use what's called client-side hit detection. Some games, like Halo 1, employ more selective hit detection models, where only certain weapons use client-side hit detection (see https://c20.reclaimers.net/h1/engine/netcode/). Client-side versus server-side hit detection can change the overall feel of a game, and it's one of the things game developers decide on in multiplayer-only games that require it. In the case of an massively multiplayer online first person shooter (MMOFPS) like PlanetSide (2), the server simply can't calculate thousands of people's math in a reasonable amount of time, because otherwise the hit detection would otherwise feel very crappy to play, and so the math is offloaded to the client and the client says "hit" when they hit.
However, there are a few counterexamples to the specific technical argument that keeping the game playable after end-of-lifing it requires rearchitecting:
Games with dedicated servers exist - Command & Conquer: Renegade, Starsiege: TRIBES
Games where one client also hosts the multiplayer server exist - Half Life 2, Warhammer 40k: Space Marine
Private server hosting exists - World of Warcraft
Some of these games, particularly the examples with dedicated servers that can be run on user hardware, can also run as the second example.
To say keeping a multiplayer-only online game requires rearchitecting a game like League of Legends means a lack of imagination. More relevantly, it means a lack of systems thinking.
To me, it is very strange for someone such as Thor, CEO of Pirate Software, who is self-described as being a 20 year veteran of the games industry to say. I won't say skill issue, because I think there is an ulterior motive at play.
Just to hammer the point home, I drew up some crappy diagrams in Inkscape because this extremely wrong technical argument bugged me so, so much.
Here is what a client-server model looks like:
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Here, you have 10 clients, each being a player of the game. Then, you have the server, run by Riot, the developer and maintainer of League of Legends.
Here is the imagination of Thor, CEO of Pirate Software, had to say on the matter on the required way rearchitect it:
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Those who know their network models would understand this looks very much like a mesh network, or a peer-to-peer model. And, to be fair, some games might attempt it.
However, this isn't *usually* how games described using a peer-to-peer (P2P) model work. Most peer-to-peer models, like the architecture used in Space Marines, are often used for matchmaking. Once you are in a game, one of the clients also serves as the host (selecting by some algorithm, like randomly or whoever has the best hardware).
P2P is nice, because the company doesn't have to run servers for matchmaking at all during their lifespan (and sometimes a matchmaking server might be spun up to serve as a relay to help with network issues or help other clients find clients quickly). As we'll get into later, a client machine will also serve as the host machine. It is a perfectly fair and valid, although it comes with it's frustrations (mainly in the realm of network address translation (NAT) traversal, because your computer behind a router is not usually exposed to the wider Internet, though sometimes routers have universal plug-and-play (UPnP) set up, which makes NAT traversal much easier here).
If you've ever seen a message in the game "migrating host" because the host left, they likely use P2P matchmaking, but still use a client-server model. They can just migrate the game data to a new host using the data on the other clients as a seed for the data.
This is likely their setup for actual gameplay:
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One of the clients now has a server on the same machine. Sometimes, this could be the game itself that would serve in singleplayer. However, most often, this is just a server that's lightweight enough for the client to connect to and they play that way (it's also really nice to develop and QA this way, because many server bugs will also be seen by the client).
Now, one of the disadvantages here is: Can all remote clients connect to the host that the server (and one of the clients) is running on? Again, NAT traversal issues usually play a role here. In the first few days of any game that uses this, and only this, there will likely be a lot of issues with connectivity.
Another disadvantage: The host won't have latency issues. This is why in the case of, for example, Among Us, the client host can see certain things happening (like someone is dead the moment they hit a button or reported a body), but remote player hosts might not.
Okay, so, maybe it's not possible to rearchitect something like League of Legends like this. It could reasonably be a lot of work. Here is another solution:
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Looks very similar to the first architecture, doesn't it? It is! The difference is that the text "Riot" was changed to "not Riot".
This is how World of Warcraft and Pokemon Go private servers work.
The vast majority of games that would not run without private servers simply do not require rearchitecting to keep in a reasonably playable state when the servers shut down.
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neuroncryptid · 1 year ago
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I think the idea of t'au void pirates is cool actually
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anggrishka · 2 months ago
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oh well
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grommtheorc · 7 months ago
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Orks orks orks orks! Some Freebootah Nobz for my Freebooter Ork army!
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svartabergetart · 1 year ago
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instagram
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arnold-layne · 1 year ago
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ive been pretty consistently keeping stats on my wordcount throughout the year and i can't wait to share it with you at the end of it
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farsight-the-char · 2 years ago
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Kill-Team Legionary Pirate bastards
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New scheme for the Raven's Eyes "Legionary" Marines. Rubrics will be in a slightly different arrangement.
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