Anti-piracy measures make essentially no sense for an indie, because the bulk of an indie's sales tend to come from the "long tail", after any anti-piracy measure will be cracked, and pirates will have unfettered access anyhow. For AAA titles, who make 90% of their money in the first month of sales, advanced piracy countermeasures make sense because they only have to delay crackers that first month to protect the bulk of their profits (which come from gamers who are too anxious to wait for a crack, or who have pre-ordered).
and despite this Ubisoft have backed away from their always online DRM since it caused too much problems and most likely cost them sales and ruined their reputation, DRM is fine if it is done right, always online DRM however is a very bad solution unless you have the resources to keep your DRM servers online at all times. (Users might accept that they can't play when their connection is down but they sure as hell don't accept that they can't play because a group of annoyed pirates decided to DDOS your DRM servers or because your servers can't handle the load, have to reboot for an update or you simply couldn't afford to keep things running anymore. (I personally wouldn't buy a game from an indie developer or financially unstable publisher if it used a DRM system that would cause the game to stop working if the company went out of business or had to cut costs)