Ok, so Raiding will be somewhat different from BotF. I could use some input to improve it.
There isn't a base value for each empire, but each ship has its own raid value, which can be modded. I added such values only to Destroyers and Scouts (with the latter having lower values).
1) Should it be Destroyers only?
Raiding should either be possible or not possible, instead of hindered.
2) Should I make it so that if the system has shields or active orbitals, planetside raiding is not possible and thus no taxes can be stolen, and if there is a station in the system, no trade route income can be stolen?
3) Should scanners have an effect?
There is no taskforce size bonus.
4) Should there be such a bonus?
I will add the crew experience bonus.
5) Should it be to Destroyers only (which is the basis for question 1 above)?
Any feedback is most welcome as usual!
Raiding systems
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- thunderchero
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Re: Raiding systems
1. I think all ships should be able to raid but destroyer most effective by far.
2. depends on if raiding ships would be able to damage/destroy planetary defenses. if not they should only have slight effect.
3. I don't see why they would, they would alert player/ai to enable defenses.
4. this was a down fall of botf (abuse of raiding)
5. experience bonus might only be applied to destroyers?
2. depends on if raiding ships would be able to damage/destroy planetary defenses. if not they should only have slight effect.
3. I don't see why they would, they would alert player/ai to enable defenses.
4. this was a down fall of botf (abuse of raiding)
5. experience bonus might only be applied to destroyers?
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7934
- Joined: Fri Apr 25, 2008 2:00 am
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Re: Raiding systems
also this all depends on what these ships are raiding? raiding should not be done to a planets. what are they taking a shuttle down to rob a bank?
raiding would be done just far enough away from a system to intercept convoys with food, dilth, mining ore, ect and maybe credits (credits only if with other race), but there must be an established trade to a different planet or race at that system.
is so 2. would be no effect
but also you should add escorts to convoys for protection.
but now I am making raiding a lot more complicated
raiding would be done just far enough away from a system to intercept convoys with food, dilth, mining ore, ect and maybe credits (credits only if with other race), but there must be an established trade to a different planet or race at that system.
is so 2. would be no effect
but also you should add escorts to convoys for protection.
but now I am making raiding a lot more complicated
Re: Raiding systems
Well, I was thinking of moving away from the way BotF does it, which doesn't make much sense IMO.
The existence of trade routes is why I posted question 2. If there aren't any TRs, you can only raid the surface - for which there must be no defenses, or you would have to take damage. If there are TRs, a station would prevent raiding the trade lanes.
1. Raiding ships should be light, fast warships I think. Commands don't seem to be really fitted for the task, nor Strike Cruisers, or any of the heavier warships. Scouts, maybe. Hence the question.
3. In BotF they do hinder raid, hence the question.
4. Precisely why it won't be in Supremacy.
5. Yes, like in BotF, but what sense does that make? Hence the question(s).
Thanks for the replies! Keep it coming.
Among other things I guess. Like valuable manufactured goods,which are worth credits in other markets.also this all depends on what these ships are raiding? raiding should not be done to a planets. what are they taking a shuttle down to rob a bank?
Why would I want to steal food? As for dilithium, since it's a global resource, it's not easy to come up with a way to make it sensible - I mean, how much do you have stored in each system? I could just raid systems with no infrastructure, and get free dilitium? Credits are easy to deal with.raiding would be done just far enough away from a system to intercept convoys with food, dilth, mining ore, ect and maybe credits (credits only if with other race), but there must be an established trade to a different planet or race at that system.
The existence of trade routes is why I posted question 2. If there aren't any TRs, you can only raid the surface - for which there must be no defenses, or you would have to take damage. If there are TRs, a station would prevent raiding the trade lanes.
1. Raiding ships should be light, fast warships I think. Commands don't seem to be really fitted for the task, nor Strike Cruisers, or any of the heavier warships. Scouts, maybe. Hence the question.
3. In BotF they do hinder raid, hence the question.
4. Precisely why it won't be in Supremacy.
5. Yes, like in BotF, but what sense does that make? Hence the question(s).
Thanks for the replies! Keep it coming.
Re: Raiding systems
Next elease will show RaidAbility (and InterceptAbility) in the Encyclopedia, in the shipbuilding screen and in the TF redeployment screen.
Right now, only destroyers and scouts have a RaidAbility value (other ship classes can be modded to have such ability), some empires having better values than others. Some minors also have this (raider type ships), with higher values than those of the empires - to make them juicy "targets" - tthe Corvallens, he Nausicaans, the Hazari, the Kazon, the Ferengi and the Orions.
Raid Ability is cumulative, all the values in the task force are added together. +PercentRaiding buildings are working, increasing the total raid value. Stations, active OBs, active planetary shield and scan range hinder raiding, decreasing the amount of credits stolen.
Right now, only destroyers and scouts have a RaidAbility value (other ship classes can be modded to have such ability), some empires having better values than others. Some minors also have this (raider type ships), with higher values than those of the empires - to make them juicy "targets" - tthe Corvallens, he Nausicaans, the Hazari, the Kazon, the Ferengi and the Orions.
Raid Ability is cumulative, all the values in the task force are added together. +PercentRaiding buildings are working, increasing the total raid value. Stations, active OBs, active planetary shield and scan range hinder raiding, decreasing the amount of credits stolen.
Re: Raiding systems
Should there be any effect on the colony being raided?
Other than losing the credits, ofc.
Other than losing the credits, ofc.
Re: Raiding systems
Maybe morale damage? Can't think of anything else that makes sense.
Re: Raiding systems
Yes, that's what I thought, but a morale hit every turn you're raided? And how much per turn?
Re: Raiding systems
Maybe halting construction, research and intelligence in that colony for that turn?
So that you have a strong incentive to stop the raiding. Also, to make the Threaten Raid Colony diplo option be useful (if you're "just" losing a few credits per turn, it's not very useful); and making the Raider minors be more than a nuissance (for the same reason).
So that you have a strong incentive to stop the raiding. Also, to make the Threaten Raid Colony diplo option be useful (if you're "just" losing a few credits per turn, it's not very useful); and making the Raider minors be more than a nuissance (for the same reason).
Re: Raiding systems
Some more random thoughts on this:
- require at least 3 or 4 raiding ships to have the Raid order available (to prevent single Scout raiding/blockading)
- positive morale changes in the colony are nullified OR only the effect on that colony of any +Morale Empire-Wide is nullified
- require at least 3 or 4 raiding ships to have the Raid order available (to prevent single Scout raiding/blockading)
- positive morale changes in the colony are nullified OR only the effect on that colony of any +Morale Empire-Wide is nullified