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Raiding Messages in this topic - RSS

ChaChaCharms
ChaChaCharms
Posts: 167


6/23/2017
ChaChaCharms
ChaChaCharms
Posts: 167
Allow the raiding of artifacts.. if people do not adequately defend them they should think twice before driving up OC. Also, can raiding instead of destroying the enemy units simply damage them?

This would increase the PvP without necessarily hindering people with reparations and destroying units.


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Never trust anything that can think for itself if you can’t see where it keeps its brain..
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ChaChaCharms
ChaChaCharms
Posts: 167


6/23/2017
ChaChaCharms
ChaChaCharms
Posts: 167
Could add an effect for a ship to increase raid results smile and fortifications decrease gains?

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Never trust anything that can think for itself if you can’t see where it keeps its brain..
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


6/23/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Raiding for items in general is difficult to implement in a good way, I want to change artifacts into a product that is very slow to mine using the same system we do now except it makes 1 qty worth of artifact every x amount of turns and probably have an artifact product for every type of artifact (Cybertronics, Dimensional etc ). The artifact product can be taken to your Corp HQ or perhaps even the existing building that is mining them, to create the artifact items themselves using something like 100, 500 or 2000 qty worth of appropriate artifact (throwing out numbers there) . This would allow them to be raided just like any other product and would also make small amount of artifact available as quest rewards or event hand outs etc. All the while making Items un-raidable which is the way I want to keep it.

Artifact as a product was actually what they were developed as originally and it actually went back and forth between making them a product or an item out of the research lab a couple of times.
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ChaChaCharms
ChaChaCharms
Posts: 167


6/23/2017
ChaChaCharms
ChaChaCharms
Posts: 167
Is it possible to set up the raiding mechanic to simply look at the power levels and pros and cons of each ship to determine if it breaks the blockade... basically I'd like to see the raider not be penalized with reparations when he osnsinply going after resources that are not defended..

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Never trust anything that can think for itself if you can’t see where it keeps its brain..
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jimbobdaz
jimbobdaz
Posts: 83


6/24/2017
jimbobdaz
jimbobdaz
Posts: 83
Maybe a new unit completely that is specialised in raiding?
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


6/25/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
War Reparations should not engage if you are taking another players product? Not sure about that. War reparations is pretty "unfair" in a lot of ways but that's why there is a voting element. I'm not sure how to make it less draconian

i do want to make you able to simply take the entire stack, or at least your cargo holds worth of product if there are no defenders. Upping your raid amount to equal your available cargo in that situation should be easy change

We dont need a specific unit that is raiding specialized, we kind of already have them. the units with a lot of Power stat for their size like Mechanized and Frigates/Corvettes I think, Have a lot of Power stat for what they are and Power is used to determine how much you can raid for. Thats why you cant raid with a power 5 Tranports or Power 10 Freighter, its not worth it
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Hutton
Hutton
Posts: 276


6/25/2017
Hutton
Hutton
Posts: 276
Mechanized are kind of raiding specialized units already.

I have previously suggested that raiding units should not damage civilian structures if there are no military defending them. If I'm going pirate, I don't actually want to blow up someone's industry because I want them to make more products to raid later. Civilian structures are naturally going to take collateral damage while militia army units are defending the area, but once the defenders are routed the raiders should just roll up the the loading dock and take what they want without anymore shooting.

I also wanted to suggest that storage fees be taken away for products floating in space. (Usually on asteroid mining sites). Players will be able to potentially exploit this by parking their surplus in orbit, but that will also give pirate corps more hit and run opportunities because you cant use Military Structures or most ground units to defend them. (It might also create another service for military focused corps. Guarding a place in orbit with a fleet and charging their corps a fee to store their products there).
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


6/25/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Hutton wrote:
Mechanized are kind of raiding specialized units already.

I have previously suggested that raiding units should not damage civilian structures if there are no military defending them. If I'm going pirate, I don't actually want to blow up someone's industry because I want them to make more products to raid later. Civilian structures are naturally going to take collateral damage while militia army units are defending the area, but once the defenders are routed the raiders should just roll up the the loading dock and take what they want without anymore shooting.

I also wanted to suggest that storage fees be taken away for products floating in space. (Usually on asteroid mining sites). Players will be able to potentially exploit this by parking their surplus in orbit, but that will also give pirate corps more hit and run opportunities because you cant use Military Structures or most ground units to defend them. (It might also create another service for military focused corps. Guarding a place in orbit with a fleet and charging their corps a fee to store their products there).



Storage cost mechanics is more about nudging players to clean up thier own mess so the system doesn't get bogged down. Its also a financial incentive to be more efficient.If I was to make it cost a little less to park your units instead of moving them it would also be more about less stress on the system and not so much the in game dynamic of it.
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