Raiding
Posted: Sun Oct 16, 2016 9:31 pm
I think we touched on this in the Omerth crusade thread, but we don't have a proper thread over here yet, and it's probably good for us to start bashing out what people like or don't like about the various raiding rules.
The immediate issue that I'm dealing with is where to put Raiding in the Sequence of Play? Does it move to the Space Combat / Encounters Phase, stay in the Supply Phase, or move somewhere else entirely? There used to be an argument for it being in the Movement Phase, but with the "board game" style Sequence of Play change that doesn't seem right.
Staying in the Supply Phase is probably just as well, but it has journeyed around enough so far that I thought it might be worth discussing.
For people that haven't checked the draft or the Omerth thread, the Galaxies raiding chances have been moved to being more like the 1E style calculations, but with ships giving a flat -5% modifier (or -10% for Police) instead of a modifier based on the construction cost present (which got fiddly to calculate). The base raiding chance is 10% + 10% per civilian units (convoy, shipyard, supply depot). What that generally means is that you have to keep at least a "squadron" of light warships or police ships in a system to keep the pirates at bay.
One element of the 1E raiding rules that I completely missed but have added back to Galaxies is that it says you are supposed to make raiding rules in any system that contains a convoy OR that doesn't contain any fleets. That means all of those uninhabited systems on the map that you're not patrolling should have a chance of spawning raiders! I didn't catch that until this last read through. That kind of changes the dynamic, as now as you explore you'll really want to keep some ships on patrol or else there is a chance that some pirates are going to show up and harass you in the future.
Granted, at a base 10% chance in Galaxies at present, that mans parking a single police corvette there is going to be enough to keep the pirates from getting out of line.
A good question would be if those raiding chances sound right or if you think they should be increased? 1E had them at a base 20% and +20% per convoy. Shipyard and supply depots didn't enter into the equation in 1E, and in 2E I had everything based on Census instead which worked, but I think the preference is for the older system.
The immediate issue that I'm dealing with is where to put Raiding in the Sequence of Play? Does it move to the Space Combat / Encounters Phase, stay in the Supply Phase, or move somewhere else entirely? There used to be an argument for it being in the Movement Phase, but with the "board game" style Sequence of Play change that doesn't seem right.
Staying in the Supply Phase is probably just as well, but it has journeyed around enough so far that I thought it might be worth discussing.
For people that haven't checked the draft or the Omerth thread, the Galaxies raiding chances have been moved to being more like the 1E style calculations, but with ships giving a flat -5% modifier (or -10% for Police) instead of a modifier based on the construction cost present (which got fiddly to calculate). The base raiding chance is 10% + 10% per civilian units (convoy, shipyard, supply depot). What that generally means is that you have to keep at least a "squadron" of light warships or police ships in a system to keep the pirates at bay.
One element of the 1E raiding rules that I completely missed but have added back to Galaxies is that it says you are supposed to make raiding rules in any system that contains a convoy OR that doesn't contain any fleets. That means all of those uninhabited systems on the map that you're not patrolling should have a chance of spawning raiders! I didn't catch that until this last read through. That kind of changes the dynamic, as now as you explore you'll really want to keep some ships on patrol or else there is a chance that some pirates are going to show up and harass you in the future.
Granted, at a base 10% chance in Galaxies at present, that mans parking a single police corvette there is going to be enough to keep the pirates from getting out of line.
A good question would be if those raiding chances sound right or if you think they should be increased? 1E had them at a base 20% and +20% per convoy. Shipyard and supply depots didn't enter into the equation in 1E, and in 2E I had everything based on Census instead which worked, but I think the preference is for the older system.