Gareth_Perkins wrote:I quite like the idea of introducing mercenaries as a game-concept. There are a lot of backgrounds where it wouldn't work, but many in which it would
It kind of plays with the "Star Law" concept that has been introduced before, at least for local defense. It allows points to be applied directly to a system's defense so that you can "set it and forget it" (to quote Ron Popeil) and not have to worry about assigning specific ships to anti-piracy duty. It would be the equivalent of hiring mercenaries to fight -- and they would draw their potential forces from the same availability pool that the pirates would, so they wouldn't have top-of-the-line craft, but it would be cheaper than stationing a true military task force there.
I'm not quite sure I *like* not having to station defense ships in a system (just like Rainer's concerns over not having to move Census in the other thread), but it would definitely reduce micromanagement.
There is some logic in suggesting that # of military ships (possibly also fighter wings) makes the most sense - for raiding it's the volume of patrolled space that's important rather than the size of the hulls after all.
# of ships is probably the best solution, and it is the least prone to min/maxing (which is a problem with going by # of squadrons, as a player can make a huge number of 1 ship squadrons to game the system).
Using # of ships also provides a reason to produce lots of cheap patrol ships that aren't worth much in a true military engagement, but can effectively police a star system.
Yes, I did omit anything like that - it might still set a good baseline, although with system incomes varying from about 1 to 60+ you might wish to make it a proportion of the income score?
Probably halving it is the way to go. As for the high raiding chances that creates for large, rich systems -- I think that is not a bad thing, necessarily. It *should* be foolish to try and patrol the Sol system with two light cruisers and think you are not going to have droves of raiders attacking!
Really? I've not been finding that. Figuring the ships (civilian and military) into the calculation is taking some time each turn!
I don't tend to move units around very much except when they are actually doing something, so most of those changes are fairly infrequent -- or else small enough that the margin of error is within tolerable limits to not have a major effect on game outcomes.
There is something to be said about only having trade fleets affect raiding chances, especially if using my revised trade route rules. Under those rules, trade fleets tend to be pretty static, sitting in a single star system to activate it for trade. If you only counted trade fleets that were actively trading in the system, it would largely eliminate civilian fleet tracking for raider chance rolls. That still leaves you with having to count the number of ships in the system, of course. Then again, if you did have a mercenary/coast guard fund established in each system, you could have *those* points act as raider prevention, and not even involve military units in the calculation at all. That would certainly simplify things immensely.
What I am seeing now is that you would have two extra stats for each system: Raider Threat Level and System Patrol Level. The first gives a bonus to raiding chance, the second incurs a penalty. The base raiding chance is based only on the system's total Commerce Value and the number of trade fleets active in the system.
When a raid occurs, you roll for raids normally. If the raiders survive, their remaining EP is added to the Threat Level. If they die, their total value is subtracted from the Threat Level. In these raiding events, the defenders can either send its "coast guard" units out (from its Patrol Level pool) or assemble some warships to head out after them.
I am personally in favor of limiting military response to raider attacks, given that the raider attack happens without much forewarning. Maybe this would be another (or THE) benefit of the Q-Ship, that it could use its Q-Ship Rating to increase the total Command Cost of military units that can be dispatched to participate in the scenario? I have been using a CC limit equal to task force flagship CC for raiding scenarios, and it seems to work pretty well -- encouraging the participation of light cruisers or smaller for convoy escort duty.