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Kessler

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Dec 26, 2016
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I think Stellaris could use a Raiding mechanic.

The Raids are executed by toggling Raiding Stance in the selected fleet. When the fleet reaches next system, the ships will automatically split up and raid space stations and planets. The player would not control ships during the raid and they will always retreat, once “loot” has been accumulated. The ships would also retreat, if they suffer certain level of damage and have penalties to their offensive power. Generally, a weaker defensive fleet should be able to repel raiders, unless they seriously outgun the defenders. There will be some mechanics to prevent constant raiding - less loot from recently raided systems, the raiding fleets would be unavailable for a time after raid and growing global diplomatic penalties.

The counter to Raids will be battle stations and leaving defensive fleets - preferably with patrol stance, that will automatically split them between defending all assets in the system. The result of raids will be acquisition of minerals/energy from mining stations, technologies from raids on science stations and slaves (if civilization allows slavery) from planets. They will also force players to split their fleet blobs to protect individual systems.

The raids could be executed without declaration of war, though if attacker is identified (perhaps adding cloaking/sensor technology to the mix), it will lower their opinion of the attacker. A global diplomatic penalty can also be imposed, though, for example, raiding rivals would reduce it and militaristic civilizations would not be bothered by it. Maybe some tweaks, so a system that has been repeatedly successfully raided, would be easier to annex in a war.
 
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gathomas88

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I think Stellaris could use a Raiding mechanic.

The Raids are executed by toggling Raiding Stance in the selected fleet. When the fleet reaches next system, the ships will automatically split up and raid space stations and planets. The player would not control ships during the raid and they will always retreat, once “loot” has been accumulated. The ships would also retreat, if they suffer certain level of damage and have penalties to their offensive power. Generally, a weaker defensive fleet should be able to repel raiders, unless they seriously outgun the defenders. There will be some mechanics to prevent constant raiding - less loot from recently raided systems, the raiding fleets would be unavailable for a time after raid and growing global diplomatic penalties.

The counter to Raids will be battle stations and leaving defensive fleets - preferably with patrol stance, that will automatically split them between defending all assets in the system. The result of raids will be acquisition of minerals/energy from mining stations, technologies from raids on science stations and slaves (if civilization allows slavery) from planets. They will also force players to split their fleet blobs to protect individual systems.

The raids could be executed without declaration of war, though if attacker is identified (perhaps adding cloaking/sensor technology to the mix), it will lower their opinion of the attacker. A global diplomatic penalty can also be imposed, though, for example, raiding rivals would reduce it and militaristic civilizations would not be bothered by it. Maybe some tweaks, so a system that has been repeatedly successfully raided, would be easier to annex in a war.

I'd quibble over some of the specific mechanics you described, but I actually think this sounds like a good idea overall... At least on a conceptual level. It could be used for stealing resources, technology, and maybe even slaves.

I'd simply propose that it should be limited to certain ethos types, and be balanced in such a way that it becomes progressively harder to pull off as the game progresses.

Maybe "Raider" empires could have some sort of ability to potentially "see," and subsequently raid, other empires without making formal contact? That way they could pull off early game hit and run raids as "mysterious alien marauders" without necessarily kicking off retaliatory wars.

Frankly, even if it wasn't done that way, it'd still give aggressive AIs something to do besides simply rofl stomping the player in the early game on higher difficulty settings. "Raids" are a Hell of a lot less punishing, and easier to recover from, than full-on wars of conquest, after all.
 

Adrik Thorsen

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I'm still waiting for boarding parties, psionic mind control weapons and computer viruses designed to seize enemy ships and convert them to fight for you. Send out a fleet of 30 of them, and use the enemy fleets against themselves.....
 
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DukeLeto42

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I like this, but you'd need to manage how large the raiding sub-fleets are so they won't be a crushed by the variability in spaceport strength.

With early game contact, I feel contact should take a variable length of time dependent on how "different" the other empire is (based on ethics and species type/ traits, perhaps) and xenophobe or militarist empires should be able to effectively ignore coms to continue first contact wars
 
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